Asbjoern Andersen


When it comes to action blockbusters, I’m a big fan of the Mission: Impossible series. And it looks like I’m not quite alone in that, as it’s one of the most successful franchises in movie history, having earned more than $2 billion at the box office.

The fifth installment in the series, Mission: Impossible – Rogue Nation, premieres July 30th around the world, and I got the chance to speak with Ben Meechan, who’s sound effects editor on the movie.

Ben has previously worked on movies like Edge of Tomorrow, Scott Pilgrim vs. the World and many more – and in this spoiler-free talk below, he shares what it’s like working on such a big production, what the workflow’s like, and how he and the team beefs up the sounds of the movie’s gadgets, vehicles and weapons.

 

Hi Ben, how did you get involved with Mission: Impossible – Rogue Nation, and what’s your role on the project?

Sound Supervisor James Mather got me on board to join his team as a Sound Effects Editor, working alongside Samir Foco, Jed Loughran & Alistair Hawkins, plus a whole group of great sound editors. An opportunity that I was never going to turn down – having watched and been a big fan of the other MI films – I was excited about this one and the sound that goes into these films and the fun that could be had, creating this soundtrack.
 

What’s the sound workflow like on such a large production? And how do you approach the sound effects for a project like this one?

It’s busy and the film is continually cut, so we have to work fast and keep up with the turnover.

It’s busy and the film is continually cut, so we have to work fast and keep up with the turnover. Scenes and reels were split between us and then we would swap and change, so that we could each take turn bringing our own ideas and tastes to the film. We shared ideas and reviewed with James Mather, then we would address the notes and improve and add more detail. We fed the Edit department mixes of sections and scenes so they could put them in the avid. This allowed them to give us feedback. So we are always adding and improving throughout, moving in the direction the director wanted us to go.
 

Are there assets from the previous movies that can be reused, or have you recorded a lot of new material for Mission: Impossible – Rogue Nation?

We recorded tons of new material, from the doors to the ambiences of the various locations. All the sounds used for vehicles are the actual sounds, with the help of sound effects recordist Eilam Hoffman, we managed to get an extensive library of source sounds to draw upon. We then brought the material into ProTools, remastered and embellished where needed, to give dynamics and clarity to heighten the action, which there is plenty of!
 



Mission: Impossible Rogue Nation Trailer


The launch trailer for Mission: Impossible – Rogue Nation (note: as with all trailers, this one may contain a few minor spoilers)


 

With the Mission Impossible series being heavy on stuff like weapons and gadgets, any particular tricks or techniques you’re using to beef up those types of sound?

Adding dynamics and weight into engines really helped to give power and speed. I have a various plugs I like to use, such as Sound Toys, fabfilter, and Brainworx, these are great for manipulating sounds, adding low-end and range – I especially like the delays. But all within reason as I’m not a big fan of when real sounds becomes over-processed.
There are several synths I like to use when creating tech sounds, mainly from Native Instruments.
 

Simplicity can give a hi-tech feel, especially to doors and gadgets – too many sounds can really over-complicate things.

I enjoy multilayering sfx to give detail, by taking different sounds I can can give a sound character. I also find that simplicity can give a hi-tech feel, especially to doors and gadgets – too many sounds can really over-complicate things.


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In general, how does Mission: Impossible – Rogue Nation sound compared to the other installments in the series?

We have used a lot of real sounds and it gives the soundtrack a different edge, a real rawness.

It’s going to sound great, full of high intensity. We are definitely bringing our own flavour to the film. We have used a lot of real sounds and it gives the soundtrack a different edge, a real rawness.

Plus the film will be mixed in Dolby Atmos so the audience are immersed in audio from the opening credits!
 

What’s been one of the biggest challenges with Mission: Impossible – Rogue Nation in terms of sound?

It’s a spy film so everything is high-end and hi-tech, so the sound really needs to compliment the gadgets and gizmos. Creating a soundtrack that is exhilarating, adding as much to the action and drama where possible, without stepping on dialogue. I’m pretty sure we have managed to do that!
 

The Mission: Impossible series – an overview

 
The Mission: Impossible movies are based on the TV series of the same name that ran from 1966–73, and again from 1988–90. Rogue Nation is the fifth installment in a long line of MI movies.

Here’s a brief overview of the Mission: Impossible history so far:

• 1966–73: The Mission: Impossible television series
• 1988-90: The Mission: Impossible television series – revival
• 1996: Mission: Impossible
• 2000: Mission: Impossible II
• 2006: Mission: Impossible III
• 2011: Mission: Impossible – Ghost Protocol
• 2015: Mission: Impossible – Rogue Nation

 

Any favorite sound moments in the movie?

The film is full of great moments, the action is definitely full on, but I wouldn’t want to spoil anything for anyone!!!
 

What’s next for you?

Knights of the Roundtable: King Arthur, A Guy Ritchie film – so a whole different world of fun to be had creating the sound on that!


 
A big thanks to Ben Meechan for this look at the sound for Mission: Impossible – Rogue Nation.
The movie premieres around the world on July 30th, and it looks (and sounds) like it’s going to be a fun ride!

   

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    Motion Graphics was created by and in collaboration with sound designer Rostislav Trifonov (SoundMorph Elemental library contributor).

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    The Modular UI soundpack gives you access to sounds created by one of the masters of modular synths and sound design, and is sourced from equipment that would take a lifetime to purchase and assemble, giving an incredible value to this soundpack both artistically and financially.

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    Bring your games and apps to life with the Kawaii UI Bundle.

    It’s ideal for creating joyful menus, delightful HUDs, playful navigation and notifications, engaging pop-ups, and expressive text.

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    The source recordings inside are a treasure trove of physical button presses, clicks, pops, taps, mouth sounds, toks, shakers, general synthesised UI sounds, FM bells and telemetry style sounds.. Kawaii UI Bundle provides you with the essential building blocks to craft your own distinctive designs.  Combining these elements gives sound designers a robust sonic palette to create new UI sounds.

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