Sound Design of the Two Towers (LOTR)

Excerpt from The Two Towers

“Having done the first film,” notes Boyes , “we went into film two knowing more about the likes and dislikes of the director: his way of working, his preferences and knowing what kind of stylistic approach he likes to take for certain scenes. For instance, we have a number of scenes where music is used to let the audience experience the events in a more detached, less visceral way. In these scenes, effects are treated in such a way that they take on a ghostly, echo-y quality — weaving in and out of the music as if they were swimming in the air around us. We used this approach on film one in Boromir's death, along with slow, dreamy visuals to stretch out time and space. We returned to this style in film two; but this time, it also served as a way of taking the audience out of the head-on intensity of the battle for moments of time. In this way, it allowed us to shift the drama from individual events to a more massive global event and, at the same time, give the audience a rest sonically.

“The success of the first film had everything to do with the way the second one went,” Boyes adds. “It was a vote of confidence in us as a team that he was willing to let us start the final mix in his absence. When we started final mixing, he was still trying to finish [recording] Howard Shore's score in London, so we set up a ‘polycom’: We had a TV monitor and a camera pointed at us, and he would have the same thing pointed at him in his hotel room in London. We would send a computer file via a fat pipe — an ultra-wideband Internet connection — and then he would sit at a Pro Tools system with Genelecs and a video monitor and listen to our pass at the final mix for any given reel. Then he would send us back his ideas. It wasn't a perfect situation, but better to have that than flying blind or getting typewritten notes and not being able to see him describe what he wants. Of course, in the end, he came home and did his final pass with us on the dub stage.

“Peter's notes tended to be really clear and direct: ‘I want this scene to start really quiet and subtle and then build. I want it to have this structure to it — we're going somewhere with it,’” Boyes continues. “For instance, there's a scene where the Uruk-hai are marching on Helm's Deep, this fortress built up against a huge rock cliff, and they're marching from afar, but there are so many of them that they set up this incredible rhythmic pulse as they're marching. There were certain desires on the editorial team to have that really be big and be felt and have this huge pulsing mass coming at you. And [Peter] came back and said, ‘No, this needs to be subtle — so subtle that you feel the pulse, but you also hear the breath of the warriors waiting for this oncoming army.’ It was a really poetic way to take it, and also, since that scene progresses into absolute chaos and mayhem, it was a great way to start because you've got something to build with.”

>> Read the complete article at Mix Magazine

Creating Animal Voices in Dinosaur

Excerpt from DINOSAUR BY DISNEY

The first concept was that they (Disney) wanted Aladar, our hero, to speak like a big dinosaur but in a rhythmic fashion that would give him a signature quality of a lemur."

After establishing the basic lemur vocalizations, Boyes tried to fit elements into Aladar but found they didn't really work. Instead, he let Aladar be a dinosaur, with the compromise being that he would be more melodic and vocal than his brethren. "The big challenge on Dinosaur was to create a series of languages," Boyes says, "evoking emotions that were everything from joyful and happy, to mournful and sad. With the human language, we can inject emotion very easily, but to try to do that by twisting sounds that originally came from animals was a challenge and perhaps the most difficult part of the film."

The early part of the film takes place on Lemur Island, where life is good and the comet hasn't yet rained destruction. Boyes tried using real lemur calls, but found them too mournful to be twisted into something joyful. "So I used a combination of penguins, a fox named Socks the Fox, and capuchin [monkeys]. The penguins had these wonderful whoops that worked well for movement, a jumpy kind of excited call. The capuchins were tremendously vocal and rattled off all sorts of little chirps. And Socks the Fox made these wonderful mournful yips and yaps that I was able to use both for happy and sad lemur. Then there's a wonderful scene, during mating season and just prior to the comet falling, where they're coming into the camera and have these happy bellows. For some of those key calls, I ended up with human voices-one of my Foley editors."

>> Read the complete article at Mix Magazine

Sound Design of Iron Man


Sound re-recording mixer Chris Boyes talks about the challenges of bringing the classic Marvel superhero Iron Man to the big screen
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Sound Design: Christopher Boyes

Excerpt from Dolby.com

Do you think that sound is 50 percent of the experience?

"I still believe that there is no
substitute for going to a movie
theatre."

—Christopher Boyes

I love it when people say that, but I can’t say so. It’s like asking the baker who makes cakes if cakes are the best things around! What I do believe is that sound in filmmaking is an enormous bang for the buck, and for some reason I don’t think that we [technicians] quite get the respect that we deserve, given the value that we add to films. I have, arguably, one of the best home theater/studios on the planet, but I still believe that there is no substitute for going to a movie theatre that’s properly tuned by Dolby. You go into this dark room, and the only thing that you’re doing there is focusing on this picture. That’s the most respectful way to watch a movie, and I hope we never lose it.

In Broken Arrow, there’s this scene where the A-bomb goes off and the ground sort of heaves up in a wave toward the audience.

That’s one of the sections that I designed. It was one of the films I enjoyed working on the most, and it marked my first collaboration with George Watters, who was supervising sound editor. To get that effect you mention, I sort of wrap my head around the technical issue of what happens when. And as with any time when you need to do something cataclysmic, you really need to play with violence versus loudness. I think of an atomic bomb as pulling sound out of the world, as opposed to putting it in.

This kind of thing is always a big challenge, because so often the production wants to arrive at the major climactic moment, and they’ve already brought a freight train of sound. So I have to try to figure out a way to work against that. You can’t be in a battle that’s really loud, and all of a sudden introduce a cannon and make that louder.

>>Read the complete interview at Dolby.com


Boyes recalls his work on three action-packed movies...

1 Jurassic Park (1993)
Boyes was a foley artist on Spielberg’s dino-thriller: ‘I love foley. As a sound designer I create all sorts of supernatural sounds, ethereal sounds. My feeling is that foley really grounds everything in reality, almost giving an honest base to everything else. You can do this wonderful job of sound design and effects work, but until you have the foley there, it doesn’t really glue everything together.’

2 Broken Arrow (1996)
Boyes designed the memorable A-bomb explosion for this John Woo actioner: ‘It was one of the films I enjoyed working on the most. To get the A-bomb effect, I had to wrap my head around the technical issue of what happens and when. And, as with any time when you need to do something cataclysmic, you really need to play with violence versus loudness. I think of an atomic bomb as pulling sound out of the world, as opposed to putting it in.’

3 Pirates of the Caribbean: Dead Man’s Chest (2006)
‘I love the scene where we go down into the Rum Locker and meet Bootstrap Bill for the first time. On the Rum Locker I worked with Shannon Mills, who’s been with me since Titanic and Volcano. The director, Gore Verbinski, requested me to create this almost vacuum-esque world, with Jack Sparrow in a dark, claustrophobic place from which he can’t escape. So we worked hard to create this atmosphere that’s like the inside of a giant, wooden, dark, wet world.