BY SHAUN FARLEY
This article is the follow up to Part 1 of Ideas in Sound Design: Deprivation and Barriers. Iâ€™ve gathered a selection of media to discuss the ideas presented in the original article. I will focus on three films and one video game trailer: Saving Private Ryan, The Diving Bell and the Butterfly, Fight Club and Mass Effect 3â€˛s Take Earth Back (extended version). Iâ€™d first like to state that the interpretations Iâ€™ll be outliningÂ simply reflect my personal perspectives on the films and/or scenes in question. I do not presentÂ the single interpretation, merelyÂ a single interpretation. If you have an alternative view that adds to orÂ diverges from mine, then I encourage you to say so and share with the rest of the community. Second, I do not mean to exclude mediums beyond the linear cinematic (hence my attempt, perhaps a weak one, to include games by the inclusion of the Mass Effect trailer). My selections were based on pieces with which I was familiar enough withÂ to allow me to coalesce my thoughts in an expedient manner.
Finally, the ideas of â€śdeprivationâ€ť and â€śbarriersâ€ť are not exclusively the purview of sound editing or design. They belong to the mix as well. And beyond that, the director, the DP, the scriptwriter, etcâ€¦but that broad a swath is beyond the scope of this article. The point is that contributions to a pieceâ€™s depth come from many places. So, I credit the below examples to all of their respectiveÂ principal sound artists (Supervising Sound Editor, Sound Designer, Re-Recording Mixers), to the best accuracy that I can.
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