Sunday, 15 December 2013

Introduction



Welcome to the blog!

The aim is to create an online portfolio that travels through the stages of looking for a job.


  • It will start with a capability audit, outlining all the skills available - both relevant to the industry and general to any job.
  • After this, research into possibilities of future jobs, branching from the skill set available.
  • Once a good range of employment opportunities have been listed, along with their essential and preferred skill set, job description and responsibilities, they can be narrowed down into three.
  • Mapping these three descriptions to the original set of attributes, a final job description can be chose to pursue. This should therefore be the best possible match to the skills.
  • Following this, the evidence needs to be placed to show that the skills are actually in possession, not just written.
  • A CV is then needed to actually apply for the job. A final version of a professional CV will be the next post, tailored to the job chosen.
  • In an ideal world, it is unlikely that a person has every skill needed and desired for any job, before applying. However this doesn't mean that it's not possible. The final post will be an action plan stating what can be done in order to gain any skills necessary that are not already in possession, thus being the perfect candidate for the job.

Saturday, 14 December 2013

Capability Audit



     Before researching into possible job opportunities, it is a good idea to do a bit of self-reflection initially. After discovering all of the skills possessed, it is much easier to narrow down, not just jobs that are desired, but jobs that are realistic.
Using a software called MindNode, two very simple, yet effective, spider diagrams illustrate the two major types of skills: relevant and general.



(The pictures can be enlarged when clicked on.)

The reasoning behind splitting skills into these two categories are that employers are looking for both of these kinds. Relevant skills are obvious, they are skills that are relevant to either a specific job (if applying for a specific job), or to a subject area - in this case, music technology.
General skills are otherwise known as transferable skills. These are attributes of a person that apply to any job, not just certain placements. These are skills such as teamwork or communication, that will apply to any and all jobs in one way or another. Some more obscure general skills could include presentation, as not all jobs require employees to present their work.

With this in mind, it is now ideal to begin researching potential jobs that could be applied for with the above skills. The next post will be a selection of jobs found that could make use of the above skills in any way.

Friday, 13 December 2013

Potential Job Opportunities



Studio Recording Engineer


Brief description:

     As a sound engineer, high quality music, speech and sound effects would need to be recorded for use within film, TV or music releases. It requires customer interaction and patience when recording.

Skills needed:
  • Degree is desired, or equivalent experience
  • Good sense of pitch and rhythm
  • A good sense of hearing, for determining sound quality
  • Patience - both for working with potentially fussy bands, and also due to the risk of having to start from the very bottom in order to work up to a senior engineer
  • Long hours and tight deadlines
  • Communication
  • Knowledge of acoustics and electronics
(National Careers Service, 2012)




Musical Acoustician


Brief description:

     Includes how humans hear and perceive musical sounds. Some acousticians in this area study how instruments make sound, while others look into how digital hardware and computers are used to make sound. Incorporates both art and science.

Skills needed:
  • Expected to have a degree in acoustics or relevant music subject (such as music technology)
  • A knowledge of how sound travels and is perceived
  • Qualifications or good knowledge of maths
  • Presentation skills to show studies
  • Patience for trial and error etc.
  • Registered with the Institute of Acoustics (Institute of Acoustics, 2009)

Could also go into other sub-areas of acoustics, such as noise control (the study of noise pollution) or speech and hearing.

(Acoustical Society, 2013)




Music Technology A-Level/College Teacher


Brief description:

     This one is fairly self explanatory. But other than the obvious, this role could involve being in charge or organising any school/college concerts, as well as getting students involved in both performing and being technicians. This could then use the skills of multiple disciplines - music technology, music performance, event management and electronics, amongst others.

Skills needed:

  • Flexibility in hours, when organising tutorials with students or taking part in events
  • Patience - not all students learn at the same rate
  • Exceptional presentation skills to suit all learning styles
  • Good knowledge in the chosen field in order to teach it and help improve work
  • Degree in subject, or extensive experience
  • Qualification in teaching - Initial Teacher Training (ITT) and Qualified Teacher Status (QTS) (Skill, 2007)



Sound Designer


Brief description:

     Covers designing sound for television, radio or broadcast, film and video games. Simply put, it involved creating, recording, editing and finalising music and sound effects for the above media. The process will be different for them all, but the skills needed are the same. For television and film, it will involve recording foley sounds (real-life sounds e.g. footsteps) and music. For radio, it may just involve cueing in sounds at certain times during a broadcast. Video games includes recording and editing foley sounds as well, however using specialised software, the task to programme them into the game may take place.

Skills needed:
  • Eyes and ears for detail to make the highest quality product
  • Time management and organisation
  • Communication
  • Team work or team leadership
  • Experience in specialised software such as Wwise and/or Fmod
  • Degree or experience in relevant field
  • An extensive and good quality portfolio of work to display



University, College or School Technician


Brief description:

     This could again incorporate a few things. The main responsibility would be to maintain all musical equipment in the facility. This could extend to other equipment as well. Most maintenance will be done out of school/college hours as to not disrupt learning. During the day, assisting classes can be done, teaching music technology and helping with coursework. Teaching students about the equipment can also be done.

Skills needed:
  • Good knowledge of a range of equipment
  • Knowledge and experience with all, if not most, softwares - Pro Tools, Logic, Reason, Cubase, Ableton, Reason, Fruity Loops, as well as potentially some less known/less used ones, such as Reaper
  • Presentation skills in case a teacher is ill, or if the technician has been asked to teach something specific
  • Teaching skills - no specific qualifications, but may need to do courses in order to teach the class (as specified above)
  • Preferably a degree or relevant experience within the field



Live Sound Engineer


Brief description:

     Employed by a live sound group, or being self employed. The job will be to set up the music equipment for an event, then engineering the sound during the performance. This is not limited to music, it could also include theatre performances. During the concert, managing sound levels of certain microphones to keep the balance, adding effects at certain times and generally adding that 'spark' to a performance. Effects could include reverb on vocals during songs, but removing it in between songs, when the performers may just speak into the microphone. Adding delays and reverbs to certain instruments during solos is also a technique.

Skills needed:
  • In-depth knowledge of the equipment being used to quickly and safely set up for the event, as well as being able to troubleshoot any problems that happen through setup, or during the performance, to quickly resolve them.
  • Degree or experience in relevant subject
  • Patience
  • Organised - labelling channels on the mixer, for example



Mastering Engineer


Brief description:

     This would be a further career to a recording engineer. The mastering engineer puts the final touches on a track, bringing out the best. Creating the CD is also a job for the mastering engineer, ordering the tracks and giving them the same relative volume. They also add all the information to the CD, such as ISRC codes. The engineer then burns the final CD in Red Book Standard, and sends it off to be reproduced.

Skills needed:
  • Excellent hearing quality, to be able to pick out the smallest of details in a track that can improve it
  • Access to and experience with top of the range hardware and software. Usually, mastering engineers use Pro Tools and always use Waves plugins
  • Excellent knowledge of equipment and their effects on sound, so that certain equipment can be easily picked out for certain qualities within the tracks
  • Most of this knowledge will come from experience as a recording engineer
  • There are few young mastering engineers, as a lot of experience is needed to be professional and renowned enough as a mastering engineer




References

National Careers Service (2012) Studio Sound Engineer Job Information. [online] Available from <https://nationalcareersservice.direct.gov.uk/advice/planning/jobprofiles/Pages/studiosoundengineer.aspx> [1st December 2013]

Institute of Acoustics (2009) Become a Member. [online] Available from <http://www.ioa.org.uk/membership/> [1st December 2012]

Acoustical Society (2013) Acoustics and You: A Career in Acoustics? [online] Available from <http://acousticalsociety.org/education_outreach/careers_in_acoustics> [1st December 2013]

Skill - National Bureau for Students With Disabilities (2007) Basic Requirements To Become A Teacher. [online] Available from <http://www.skill.org.uk/page.aspx?c=264&p=383> [2nd December 2013]

Skill Matching



     Before whittling down to three jobs, it's a good idea to see which of the list of jobs best suits the available skill set. Below is a comparison of what skills are required for the jobs, compared to the skills I have. Only the specific skills will be matched, however. Transferable skills cannot necessarily be proven:

Studio Recording Engineer


Skills needed:
  1. Degree is desired, or equivalent experience
  2. Good sense of pitch and rhythm
  3. A good sense of hearing, for determining sound quality
  4. Knowledge of acoustics and electronics
Skills acquired?
  1. Currently studying degree
  2. Achieved through degree study and past learning
  3. Also achieved from degree and past learning
  4. Learnt through modules at university



Musical Acoustician


Skills needed:
  1. Expected to have a degree in acoustics or relevant music subject (such as music technology)
  2. A knowledge of how sound travels and is perceived
  3. Qualifications or good knowledge of maths
  4. Registered with the Institute of Acoustics
Skills acquired?

  1. Currently studying degree
  2. Learnt from modules in university - Fundamentals of Sound, Acoustics
  3. A-Level maths and acoustics module
  4. Not registered yet, but is something that can be done in the future



Music Technology A-Level/College Teacher


Skills needed:
  1. Good knowledge in the chosen field in order to teach it and help improve work
  2. Degree in subject, or extensive experience
  3. Qualification in teaching - Initial Teacher Training (ITT) and Qualified Teacher Status (QTS)
Skills acquired?
  1. Currently studying degree
  2. Same as above
  3. Something that can be done in the future



Sound Designer


Skills needed:
  1. Eyes and ears for detail to make the highest quality product
  2. Experience in specialised software such as Wwise and/or Fmod
  3. Degree or experience in relevant field
  4. An extensive and good quality portfolio of work to display
Skills acquired?
  1. Ears are constantly being trained during degree study
  2. No experience yet, but software can be self taught
  3. Currently studying
  4. Portfolio is gradually building. With more work at home, it will grow even more



University, College or School Technician


Skills needed:
  1. Good knowledge of a range of equipment
  2. Knowledge and experience with all, if not most, softwares - Pro Tools, Logic, Reason, Cubase, Ableton, Reason, Fruity Loops, as well as potentially some less known/less used ones, such as Reaper
  3. Teaching skills - no specific qualifications, but may need to do courses in order to teach the class (as specified above)
  4. Preferably a degree or relevant experience within the field
Skills acquired?
  1. A good knowledge of the university equipment, but not enough on others - self study will help
  2. Most softwares have been used in the past - Pro Tools at university and at home, Logic during A-levels and at home, Cubase used once for a personal project, Reason used for one module, Ableton used for one module. Fruity Loops and Reaper never used, but can be self taught
  3. Some experience being a teaching assistant during school, but training can be given
  4. Currently studying



Live Sound Engineer


Skills needed:
  1. In-depth knowledge of the equipment being used to quickly and safely set up for the event, as well as being able to troubleshoot any problems that happen through setup, or during the performance, to quickly resolve them.
  2. Degree or experience in relevant subject
Skills acquired?
  1. Only had experience with three different live desks, one of which was used for a module at university. The others will be explained in a later post
  2. Currently studying



Mastering Engineer


Skills needed:
  1. Excellent hearing quality, to be able to pick out the smallest of details in a track that can improve it
  2. Access to and experience with top of the range hardware and software. Usually, mastering engineers use Pro Tools and always use Waves plugins
  3. Excellent knowledge of equipment and their effects on sound, so that certain equipment can be easily picked out for certain qualities within the tracks
  4. Most of this knowledge will come from experience as a recording engineer
Skills acquired?
  1. Won't be good enough to be a mastering engineer just yet, but it will come with experience
  2. Already have access and experience with Pro Tools, Waves plugins can be bought at a later time. Currently they are available through university facilities
  3. More knowledge that will come with time and experience with using different equipment
  4. Again, with more contracts and experience as a recording engineer, mastering can be something to almost 'retire' into. It can all be done from home

Three Jobs Left...


     The aim of this module is to narrow down one job description. Part of the module also dictates that we choose three job descriptions to present to the class and receive feedback.
Below are the three job descriptions that were chosen to present. These are based on how the skills available match the skills needed, as well as personal preference.


Sound Designer


Music Technology A-Level/College Teacher


Acoustician


Click on the relevant links or follow the blog to read into the relevant job descriptions. These will be longer and more detailed than the last descriptions however, and will also include an average salary and hours per week.

Thursday, 12 December 2013

Sound Designer



     Sound design can cover a few major areas. As a general scope, sound design incorporates music, foley (man-made sounds) and other sound effects. Creating these for the different media's is the primary goal. Below are some more details referring to the three categories:

Sound design for film:-

     Sound design can otherwise be named sound effects editor or special effects editor. There are obviously many different genres of film, and therefore, in a certain light, different genres of sound design. There may be certain sound effects that are only used in certain films, such as car crashes, explosions or gunshots. As well as these obvious sounds, a sound designers job is also to add in the much more subtle effects to boost the emotions of the film - sounds you may not notice on a first listen. Sound effects are added after filming, but before post-production. When editing the film together, this is when the music and sound effects are added. A quote from 'Creative Skillset' sums up the three types of sounds:
"Their first task is to identify the three main kinds of sound effects required: spot effects (gunshots, clocks, doors closing, dog barking, etc.), atmosphere effects, (rain, wind, traffic, birdsong, etc.), and sound design effects (dinosaurs, aliens, spaceships, computers, etc.) Once this sonic shopping list is complete, Sound Designers source different kinds of sounds, and often create and record original new material."
     It is during this time that sound designers can be their most creative. They need to think of and experiment with different methods of creating sounds. For example a dinosaurs roar may be achieved by time-stretching another sound out, as well as other effects. There is no set 'path' for sound designers to follow. Generally, as long as the desired sound is achieved, then it's a success!
An example of this is the sounds used to produce the iconic laser sound in the George Lucas film 'Star Wars'. The sound designer, Ben Burtt, could have just made the sounds synthetically on a computer. However in the video found here (starting at 1:06) it can be seen that using a wrench and hitting the guy wires of a radio tower create a good sound. (Plunkett, L. 2010)
     Sound designers mostly work with the film editor in order to help with the structure of the sounds and crossfades, as well as making the sound sit well with the ADR (Automated Dialogue Replacement). To achieve a rich and full sound, designers will usually work on a powerful computer loaded with Pro Tools or other dedicated DAW to put the sounds together, iron out any unpleasantries and generally arrive at the desired sound (Creative Skillset, 2008).

     Salary ranges can vary depending on a few factors. One of them can be the overall budget set for the project, or even the experience of the designer themselves - earning them more money for the higher experience they have. This can, however, mean that with the more jobs done as a sound designer, more money can be earned. According to 'Inside Jobs' (who got the information from the U.S. Department of Labour)  the salary range of a sound designer is $23,000 - $93,000. This converts to roughly £13,900 - £56,200 (Inside Jobs, 2013). Sound designers can often be hired on a contract basis too. So they will work until the project is finished, with the pay being outlined within the contract itself. This is the same for the hours worked as well. There may be a certain amount of hours covered in the project budget, or if the designer is part of a big company such as Sony, they may be full time or part time.


     Sound design for TV is largely similar to film, however it is much more based on projects as opposed to full time work. A production company may hire the same sound designer when doing another series of something. Company's such as the BBC or ITV may have in-house sound designers that work on multiple projects, but may also have multiple people for those roles, in order to carry out more than one projects at once. Due to the similar nature, sound design for TV won't be listed as a separate area.






Sound design for theatre:-

   Theatre sound design can, again, vary upon a lot of things. Fundamentally, and similarly to other areas of sound design, the theatre sound designer is responsible for everything the audience hears. Taken from the Association of Sound Designers, here is a list of what theatre sound management may involve:
  • The Sound Designer may create sound effects, atmospheres, sonic textures and filmic ambiences that will create naturalistic and abstract worlds for the show's story, as well as aid the audience's emotional and dramatic connection with the performance. This might also include the use of props onstage or other offstage effects.
  • The Sound Designer may choose, edit and remix music; work with a composer to make original music; or work with live musicians in the theatre.
  • The Sound Designer may advise on how to best hear the performers, which may involve acoustic adjustments to the theatre and set, or the addition and configuration of radio and/or float mics for the performers.
  • The Sound Designer will design a sound system, bespoke to the specific production and auditorium, that will give the audience the best experience of the show.
(Association of Sound Designers, 2013)

     The dependancies here can be on the type of performance, the performers and even the venue. In theatre the sound is used to tell the story of the play - more so than in film or TV. Obviously storytelling is a vital part of film and television, but sound in theatre can also be used to help the actors 'get into the mood' of the play, as the shows are live performances. This means that the sound designer needs to have an outstanding knowledge of the sounds being used, as well as how it will affect the audience's listening.




Sound design for video games:-

     It is within this area that sound design is most vivid. Video games are an expanding media and has grown exponentially in the past decade. Video game companies, while some independent ones are still about, are getting bigger and bigger as technology becomes better. This can mean that there are more jobs out there, but in contradiction, desired skill level by companies are much higher. there are more jobs for professionals out there, where it is harder to work up from the bottom.

     Where sound designers for film or TV will use a DAW to edit their material, video game sound designers will need to use this software as well as multiple others. Middleware such as Fmod or Wwise plays a key part in building this area of a video game. Interactive games work different to film, as they are dependant on user interaction for different sounds to happen. With film, everything is linear, whereas different music needs to be played at different occasions in games. This is the same with sound effects as well.

     For example, in a film, it's a simple matching of a gunshot to the picture. In a game, the sound needs to be programmed so that when the player presses a certain button, a gunshot is heard. This is what the middleware mentioned earlier is used for. It uses a type of coding to say that when a certain action is undertaken by the player, a certain audio file needs to be played. Similarly, when the player enters a certain area, a different music may need to be played.

     In the past, audio for video games was used to make the experience better for the games. In modern games, it is used more as a means of getting information across to the player (RMIT University, 2013). As well as immersion within the gameplay, music can be used to tell the player that an enemy is near, or a secret, or even that they are going in the right/wrong direction. Likewise, sound effects can be used for similar things - when a secret room is enters a small jingle may play, or even as small as picking up a weapon. These attributes of sound can be used in all different genres of games, however. Some games are modelled around films, such as the 'Lego Star Wars' games. In some instances, sounds and music may be taken from the original film and used within the game, but coded in the same way as usual. Other times, original sounds may be used, but remastered into a higher quality, or voices may be re-recorded. This may have been the case for the 'Lego Star Wars' games, as the first film released was in 1977 (IMDB, n.d.), so some sounds may not have been of high enough quality for the first game release in 2005 (Strategy Wiki, 2013). Finally, there is the option to completely redo the soundtrack and sound effects, which is usually done to help follow memory restrictions of audio in video games. It allows sound designers to recreate sounds, but of a decreased file size.

     With the video game industry growing tenfold, it would be preferable to focus a career on this aspect of sound design. Either way, once enough experience had been gained in this field, it will be easy to do sound design work for all of the above areas, including some unmentioned areas, such as sounds for car design.

     Below is an example of an application form for a big games company. In this case, neither the salary or hours have been included in the application, which may mean that (because this is a very big company) this is an opportunity to stay with the company, but being paid on a project basis.



     Again, below is another application form for a company of equal size. This application form does state that the hours will be full time, but not to what extent of hours. Salary is again not included, but could mean that the job is project based again.


     Both of these applications require the skills of Pro Tools and the middleware mentioned earlier - Fmod and Wwise. They also both require organisation and team work skills, in order to adhere to deadlines and audio size requirements. The first link, however, specifically mentions granular synthesis, which the other does not.
     They are both mid-level jobs, however, and may not be something that can be achieved without experience. However after heavy and intense searching, both through search engines and looking directly on game developers websites, there are no junior or entry level application forms available. This entry level job would still have many of the same requirements and skills needed, but would not necessarily need the industry experience or to have credits in a game already.




References

Creative Skillset (2008) Sound Designer. [online] Available from <http://www.creativeskillset.org/film/jobs/post_production_sound/article_4771_1.asp> [5th December 2013]

Plunkett, L. on Kotaku (2010) How The Sounds Of Star Wars Were Made. [online] Available from <http://kotaku.com/5713631/the-the-sounds-of-star-wars-were-made> [5th December 2013]

Inside Jobs (2013) Sound Designer. [online] Available from <http://www.insidejobs.com/careers/sound-designer> [5th December 2013]

Association of Sound Designers (2013) What Is The Job Of A Sound Designer For Theatre? [online] Available from <http://www.associationofsounddesigners.com/whatis> [6th December 2013]

RMIT University (2013) Informative Sound Design In Video Games. [online] Available from <http://ieconference.org/ie2013/index-page_id=269.html> [6th December 2013]

IMDB (n.d.) Star Wars: Episode IV. [online] Available from <http://www.imdb.com/title/tt0076759/> [6th December 2013]

Strategy Wiki (2013) LEGO Star Wars: The Video Game. [online] Available from <http://strategywiki.org/wiki/LEGO_Star_Wars:_The_Video_Game> [6th December 2013]

Job Invite (n.d.) Sound Designer. [online] Available from <http://hire.jobvite.com/CompanyJobs/Careers.aspx?k=Job&c=qYo9Vfwa&j=o2pZXfw7&s=Indeed> [6th December 2013]

Edge (2013) Sound Designer - Devices & Studios - Microsoft Studios - 343 Industries - Halo (852270) Job. [online] Available from <http://jobs.edge-online.com/job/12252/sound-designer-devices-and-studios-microsoft-studios-343-industries-halo-852270-job/> [6th December 2013]

Friday, 6 December 2013

Acoustician


     Acoustics is a vital and fundamental part of music. It is essentially studies in physics, related to sounds. An acoustics consultant will use their knowledge of physics, such as molecular structure and transfer of energy, in relation to how sound travels through air and through certain materials. Without the study of acoustics, there would likely be no sound-proofing in recording studios, or any special acoustic designs in concert halls, theatres and clubs. Acoustics aren't just limited to sound-proofing though. In fact, they cover a very broad area of sub-categories. The most commonly known is architectural acoustics, which involves designing buildings or rooms to sound good inside, or to project sound to the back of the room (for theatres or concert halls). Buildings also need to be designed in order to keep sound in as well, to avoid noise leaking out - otherwise known as vibration control.
     The subject area can also cover sonic sound, which is underwater acoustics. As well as this, musical acoustics are a specialty, covering how musical instruments make sound and how they amplify it. Speech and hearing acoustics is a popular choice, which is more unusual than other areas. This delves into how speech is understood, even down to the very basics. The outcome of this is to try and aid those with disabilities hindering communication. The human hearing system is also covered under this area. This looks mainly into how sound travels through the neural pathway, as well as the inner workings of the ear. Objectives here include learning how better to treat aural illnesses and disabilities, studying different techniques of making hearing aids and finding out more efficient ways of treating problems with the aural system.

     This link gives a list of the different kinds of acoustic studies, with some more detailed explanations.



     The salary of an acoustician can vary as well. According to ehow, found on this link, the Bureau of Labour Statistics (BLS) categorises acousticians as physicists, due to the nature of their work with atomic structure and energy transfer. This meant that they can use physicist statistics to state salaries. In 2010, physicists earned an average of £67,706.77 (roughly £67,700). This can again fluctuate depending on amount of contracts taken, prices and experience. Acousticians who get into the managerial stage also tend to earn more.

     Hours also depends on the acoustician. As acoustics consultants are often freelance, hours solely depend on the individual. Obviously, salary depends majorly on the hours worked, so the more contracts taken on, the more money that can be earned. Taking this into account, it is vital that an acoustician has excellent time keeping and organisation. For example if too many contracts are taken on, it may mean that none of them are finished. So an acoustics consultant needs to know their limit in order to be successful.
     Presentation skills are also a key area, as often an acoustics consultant will need to present ideas and designs (especially within architectural acoustics) to whoever is contracting the building work, so they can approve or disprove the work. Finally, people skills are important to be able to effectively talk to clients, causing them to pick you over other candidates to hire.