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.

Music Technology Teacher


     Teaching is always a popular career choice. The hours are stable, the salary is good and a great satisfaction is given to most when they feel they have achieved something by teaching a class. The issue with this though, is that due to music technology being a specialist subject, not all schools teach it.
     For example, Chenderit School in Middleton Cheney, Banbury (the school I went to) only has a very small music facility due to the school being a visual arts college. With no teachers who specialise in music technology either, the course was extremely small.
     From past experience, college teaching tends to have a bigger audience. Less people do music tech at A-Level than BTEC. Due to this, it may be more fortuitous to look into college education.

     The general description for a teacher is to show aptitude in the subject being taught. An extensive knowledge base and experience needs to be achieved to be able to effectively teach the field. Obviously certain things may need brushing up before each lesson using the same text books that the students will use, but without the general knowledge or experience, if students have problems or questions, it will be harder to answer them.
     With the experience of the industry, it is much easier to teach in a unique style as well. The actual content you are teaching may not need much thought, as it will all be second nature. This means you can concentrate on the learning styles, helping the whole class learn - all students will have different learning styles.

     One other major thing that a teacher needs is a qualification in teaching. When studying to become a teacher, the first process that is undertaken is the Initial Teacher Training (ITT). This is the basic training required in order to teach. The overall outcome of this is to have a Qualified Teacher Status (QTS), meaning that teaching is now a viable career path. ITT is usually a post graduate study, as many teaching roles require an undergraduate degree in the subject.

     There are a few transferable skills that are extremely important in teaching as well. The main one being organisation. It is vital to be at work on time, with everything from lesson plans and independent study ready to present. If students' work isn't marked in time, it will adversely affect their grades and learning. Similarly if a lesson isn't prepared thoroughly, or if the teacher is late, that could also affect the events of the whole day.
     Presentation skills are also key. As a teacher, if the class cannot be controlled, then no one will learn anything. Also, if the presentation is sloppy or nervously delivered, the same outcome takes place. Nearly every lesson will include a presentation of some kind, so this skill is extremely important in order to effectively teach a class of any size.

To summarise:

  • Good knowledge, preferably a degree, within the subject area
  • Aptitude and enthusiasm to teach the subject
  • Presentation skills 
  • Organisation and time keeping
  • ITT and QTS
  • Ability to adapt to different learning styles
  • Adaptable to changes in scheduling or other unforeseen circumstances



     The salary of a teacher can also vary depending on the experience, as well as performance on the job. For a basic teacher, a minimum of around £22,000 per annum, whereas leading practitioners can earn up to £65,000. Head teachers can then earn a salary of between £43,000 and £113,000 per year. However as a teacher specialised to music technology, head teacher may not be a viable option, whereas 'head of music', or 'head of music technology' if the department is big enough, can be achieved. As already mentioned, high performance can lead to higher salaries too (Department of Education, 2013).

     Hours are relatively steady, with holidays being the same as school holidays. Most teachers are given full time hours, which would usually be five days a week, roughly 40-50 hours per week. However if the music technology department is small, there may only be a few lessons a week, meaning that not all of that time would be used teaching. This could also lead to less hours.

     Overall, teaching could be a good road to take, as there is always need for education.



References

Department of Education (2013) Teacher Salaries - Get Into Teaching. [online] Available from <http://www.education.gov.uk/get-into-teaching/salary> [6th December 2013]

Final Job Choice


     The job that will be ventured into will be sound design. The reasons for this decision will follow in this post, as well as a final skill match, including general skills. Sound design, as already mentioned in its own post, is a relatively general area. It can cover a range of media, such as TV, film, video games and even designing sounds for cars. The area that will be pursued is for sound design in video games, a more interactive media.
     One of the main reasons is that video games have been a passion since very young, so it is an area that's already very familiar and interesting to do. Passion and interest in a job is extremely important when applying for places, as showing enthusiasm in a subject is a good sign for an employer. This can be shown in a few ways too. One is that when attending an interview, or writing a cover letter, or even when emailing a CV across to potential employers, is to have a lot of knowledge about the industry in general, both past, present and future news. This looks good as it shows an applicant has taken the initiative to research the job sector, and/or show that the person has a great interest in working for the industry. Most often it will show both, but someone who has never looked into the industry before could potentially research a few days before-hand to find out an abundance of knowledge within the industry. Luckily, most employers can see through this ruse and will filter out these kinds of applications.



Recap of skills required:

  • Eyes and ears for detail to make the highest quality product
  • Time management and organisation
  • Communication
  • Team work or team leadership
  • Knowledge of audio software such as Pro Tools and Logic
  • Adaptability to use other softwares
  • 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
  • Ability to present work to others through a team meeting, or to management
  • Able to work fast and to a strict deadline
  • Ability and resources to work from home
  • High level of passion and knowledge of the industry
  • Skills in composition and producing



Job Description:

     A sound designer for video games needs to be able to compose soundtracks and record sound effects and foley sounds for an interactive media. In order to do this, they must have a passion for gaming and the industry surrounding it, knowing its history, the present events and even plans for the future. This enthusiasm helps keep creative juices flowing, as well as making the job enjoyable.
     For soundtracks, skills in composition will be needed, whether this be for a full orchestra or to compose computer-based music. Genres in music range just as much as genres for games, so a variety of music styles and experience would be very beneficial. Knowledge of microphone types, placements and applications would also help when recording both bands, single instruments and foley sounds in order to get the best quality of sounds.




Job Responsibilities:

  • To compose soundtracks
  • Record any effects needed
  • Stick to all deadlines accurately
  • Work as part of a team to deliver high quality products
  • Take initiative to let creativity flow and new ideas to be born
  • Ability to lead the team without taking over
  • Confidently discuss ideas to help improve the product

Thursday, 5 December 2013

Evidence of Main Skills


     As the title suggests, evidence in the form of embedded audio from Soundcloud and YouTube will be posted here to be there to show that the skills claimed are not made up.

Recording, mixing and mastering skills:





     This playlist includes all of the tracks from a recording session with The Hayriders. This was a duo recording with Shelley Peters, we both recorded and mixed the tracks.
     The track "Rockin' In The Graveyard" here was part of the original recordings, but we taken to be mastered for the 300EPA mastering module. So effectively, this track should sound better than the others. It was included just for the sake of completion. This recording session was very interesting, due to it requiring recordings of instruments that have never personally been recorded before - an electric double bass. The band were fairly experienced in general and had recorded their own stuff before. Due to this, the double bassist had a DI box already, which he set up by himself. He also advised that to get the 'click' sound of him slapping the double bass, to put a microphone on the strings. Even during mixing the band knew how their sound should be, helping with EQ settings on certain channels.




     Here are another two recordings completed for university modules. The band here, Centauri, are a metal band that were also quite experienced. They knew their recording style well which meant that the recordings were done very quickly, leaving a lot of time with the band for them to give their opinions on the initial mixes. This band also knew their preferred EQ and compression setting, which although as student recording engineers was easy enough, it helped to get a feel as to how the band wanted the tracks to sound. Either way, the experience was invaluable.




     The first recording module of university spurred these recordings. The band, Decades, are a 4-piece Birmingham-based band. They, again, already had a lot of studio recording experience, which made the process very simple. 'Séance' went on to be mastered, which can be found below, it was included here for reference.




     Here are the mastered tracks mentioned frequently before. For 300EPA, the mastering techniques module, we were required to master three tracks to hand in - either past coursework, self-motivated projects or by getting unmastered tracks from the internet.
     The tracks above include a past piece of coursework, as well as two projects undertaken independently. These three tracks were chosen personally to be some of the best finished mixes completed so far, although this has its good and bad points. Ultimately, the better the final mixes, the better potential they have to be good masters. However as a mastering engineer, there could be occurrences where a mix is 'perfect' and doesn't need any mastering applied. However as a student, it is unlikely that a mix will be perfect, which is why these tracks were still suitable for this mastering project.
     The track 'Quick Escape' is by a guitarist/vocalist called Faye Clements. Although Faye had no experience in a studio before, making the many microphones used slightly daunting, the recording process was very smooth. She was easily adaptable to different recording techniques and played her track with ease. As a very talented musician, the guitar and vocal tracks turned out extremely clear and didn't need much processing. There were some definite areas in the mix that needed ironing out in mastering though, which made it a perfect candidate.





Compositional skills:




     These tracks highlight all of the compositions done in the past, from very initial compositions made from experimenting in Logic, to some more professional sounding works created after more experience has been gained. The best display of compositions are first in the list. During A-level Media Studies, a fellow student came up to me asking, as I studied music technology, if I could compose a soundtrack to her 'Saw'-style horror movie trailer. I played around with some orchestral instruments to begin with, hence the quick change of pace between different melodies. This student eventually changed her mind and created a different genre of film trailer, hence this track can't be linked to a video. I then decided to experiment with a drum beat and some low frequency bass lines, which turned into this track.
     Secondly is a display of a more gaming-orientated composition. Taking the sound track from the game "Luigi's Mansion" and recreating it using orchestral instruments and VST synthesisers. This is, in my opinion, a pretty professional sounding composition, and one of the best examples of using video games as music creativity that I've done.
     The third track in the playlist is an interesting one. YouTube is a popular site to watch gameplay videos, called a 'lets play', by some famous 'YouTubers'. One channel, called the Yogscast, do a lot of gameplay videos of a game called Minecraft, which has recently become a very big game, almost groundbreaking within PC gaming, despite its simplistic 'sandbox' style. As a fan of the YouTube channel, using a simple video to MP3 converter, downloading over 20 of the channels videos into an audio format and cutting them up, making short vocal clips of the Yogscast duo, and putting them into Logic. Adding melodies and a drum beat to these found its way to be this song. Using the power of social media, and sharing the song with the Yogscast themselves, caused them to 'like' the song on YouTube. Although the song didn't get a huge amount of hits, it did blow up to get just under 37,000 views. The video with these hits on can be found by clicking here.
    The next song is an original composition. It didn't take too long to finish but is another fairly professional sounding track.
     Some more gaming music follows this. Taking the soundtracks of the popular games 'Super Mario' and 'The Legend of Zelda' and turning them into orchestral versions was a very fun thing to do. The skills these songs show include being able to pick out the high, middle and low frequency melody lines in the song and being able to build them into a composition. Using processing in Logic, they were made to sound similar to a real orchestra playing the tracks.
     The songs that follow these are some very early compositions that could do with a lot of improvement, in hindsight. However with the knowledge gained since that time, they could be made considerably better.
     The last three tracks are all examples of coursework based composition. The first was for a task to build original sounds using synthesis techniques - building sounds from a simple waveform (sine wave) into a composition. Secondly, a track with some meaning to it. Using speeches and debates from the likes of John F Kennedy. Richard Nixon and Jimmy Carter, all about poverty, spurred the creativity here. Lastly, a task to record sounds and layer them together to create a composition in the French 'Musique Concrete' style. A Marantz recorder was used to obtain every sound heard in this piece, though many of them have been edited using Fast Fourier Transforms, as well as general editing techniques.



Sequencing skills:

     Only a few attempts at sequencing have been made, during A-level music technology coursework.


     Sequencing is used mainly for karaoke tracks, or for recreating songs. That was the aim of these two tracks. They were both done during A-level coursework, but are of high standard and show that these skills are available. The first track only needed an instrument to mimic the vocal line, but the rest of the track needed to be recreated as accurately as possible.
     The second track needed a full vocal recording in the style of Madonna, as well as another requirement of having at least one other acoustic instrument recording in it. There is an acoustic guitar rhythm part that's in the original song, and it was easier to simply record myself playing anyway, as opposed to recreating the sound in a DAW. 'A-B'-ing between the original Madonna track and this one shows just how similar the track is.



Film and Sound To Picture Skills:




     This video is a teaser trailer that was required for A-level media studies. Although it doesn't show skills in music composition too much, interactive media such as video games, require this kind of film work - adding soundtracks to video and syncing certain cuts in the film. All sound here was recorded or added in during editing.



     This was a piece of video work done in university and is of much higher standard. The clip was given to us and is from 'Lock, Stock and Two Smoking Barrels'. In groups we were required to recreate all sound, including dialogue, in the clip. A daunting task at first, but once the dialogue was recorded using Automated Dialogue Replacement (ADR) and the piano track layered on top, the most part was done. Following this, adding reverb to the dialogue, general sound effects throughout the clip and a fitting track for the end meant that the task had come to an end. This is the kind of work that would be done when working with film or TV as a sound designer.


MaxMSP skills:

     MaxMSP is a programme in which synthesisers can be made. A lot of live performance, electronic artists use this programme along with Ableton Live, to be able to freely manipulate their sounds. Below are three pictures, the first two being the 'insides' of the final product, a synth called 'ValveForce' created for a university project.


     It looks very complicated - which it is! It was built up entirely from scratch, using waveform generators, along with lots of buttons and switches linked together. Although it is a digital sound, the title 'ValveForce' indicates that it should be analogue. To counteract this, adding a very low amplitude white noise to the overall signal adds that warmth. This synthesiser, although very time consuming frustrating at times, was very fun to make and had a great outcome.

Tuesday, 3 December 2013

Evidence of Skills (Other Skills)


     This will be a short post simply explaining some more general skills at hand, mainly including other software skills, such as Photoshop and InDesign. Although these are not directly relevant to the job being pursued, extra skills, in anything really, can make a candidate more desirable as an employee.

Photoshop and InDesign:

Below are a series of images of magazine pages made for coursework in the past:



     These two pictures are a teaser poster and magazine front cover designed for the 'Teaser Trailer' embedded in the last post. The aim was obviously to try and make them all work together as one product, as they are all supposed to be advertising the same film.




     A front cover, contents page and double page spread of a music magazine created for media studies A-level coursework. Again, these were meant to be designed to fit together, as if from the same magazine.


Dreamweaver - website design:

     Some more images follow here to show the finished designs of webpages created for university work and for practise in the future.


     These are the designs for my personal website, created in a module during university. The functions of the website were very good, however the styling and position of things could do with some work. There was another chance though, as doing an Add+Vantage module in website design too taught me some new skills as well as giving another chance to design a website. This time though, it was designed for the company created for the Music Industry Practise module. The pictures below show the website for Zone Audio, a company created by myself and Shelley Peters:

Monday, 2 December 2013

Evidence (Written Work)


     This page of evidence will show the theoretic knowledge of certain areas such as acoustics - as this cannot be proved physically yet. Below are a series of assignments made for university.



This first assignment shows a reverb time analysis of one of the university studios. See here for an alternative link.




This is a longer assignment showing a studio being designed from scratch using acoustic principles. See here for an alternative link.

Proof of Qualifications



Professional CV Compared to General CV


     As the title says, here will be a general CV posted against a professional one. Although the main aspects are the same, the layout and certain focuses will differ.



(Click the arrow in the top left of the box so see a bigger version of the CV, or click here to be taken to the Google Drive viewer)

     This is a general CV to apply for a 'normal' job. Although nothing can really be defined as a 'normal' job, something that would be applied for as a part time job while at university is what will be referred to as a normal job. When looking at this CV and the professional CV below, they are very similar visually and in structure. Where they differ mainly is the content that's focused on. A general CV will want to see more about transferable skills and how the candidate will be good for any job. The work experience is also not split into relevant and general experience, it is all in one 'experience' section, but still in reverse chronological order. The experience will be the same, however, in terms of content. Many of the jobs listed here will talk about transferable skills both in a general CV and a professional one. The education and qualification section will also be the same. Some certain 'normal' jobs may require a complete list of GCSE's, but once a degree is earned it is probably wise not to include a full list.



(Alternatively, click here to be taken to the Google Drive version)

   A professional CV usually follows a certain criteria, which will be different for different countries. Established companies who may receive thousands of CV's each month will have to filter out at least half of them straight away though - which will be done by first impressions. If a CV doesn't follow that country's standard, it will be binned almost instantly. Unlike this, the general CV can, to an extent, follow any structure if it's logical. But obviously if a CV looks too unprofessional, even for a normal job, it may still be thrown away.
     The personal profile is usually written last and is a maximum of six lines. It highlights relevant skills for the job, as well as personal attributes. It is wise to mention any degrees as well. This section needs to be reflective and in third person. Education is the same as a general CV. It is in reverse chronological order.
     Experience is split into relevant and general experience to organise the two and keep them separate. Again, these go in reverse chronological order, but will have more in-depth descriptions, highlighting certain skills attained from that job. Essentially, the experience from a general CV can be copied into a professional CV, but the relevant experience needs to be separated.
     Clearly it is a very bad idea to say anything negative about yourself in a CV, especially in the skills section. The idea of a CV is to make the candidate stand out from all of the others. The skills section is where all the relevant and general skills are mentioned, aiming to highlight any skills that were required and desired on the application form. Any extras from there are a bonus but should always be included.
     If there is space, all references from past employers would come next, but if there is not enough space, stating that references are available on request is acceptable.

     Quite often, a candidate may hand in a covering letter with their CV. The covering letter is only one page and is written in a formal style. The letter should be made to look nice as it is the first thing a potential employer will read. It is also usually done when applying for a particular job or company, so the letter is tuned to that company. It will state knowledge of background information of the company itself, including important breakthroughs for the company - essentially glorifying the company. The candidate should also state why they would be an integral part of the company for future movements, stating skills necessary to drive the company's success. However as a particular job opening isn't being applied for during this project, it is only a general scope using example application forms, a covering letter is not needed.