Obama Foundation - Summit


Obama Foundation Summit Announcement video that I did with Sarofsky.

I provided the music edit, and mix. Note, this mix is optimized for web loudness.

Production audio was particularly noisy, so this video proved to be a tricky cleanup. President Obama also has a very dynamic speaking style, and uniquely resonant voice.

However, my main goal with this mix was to provide clarity to the message the President was delivering without sacrificing audio quality in the cleanup process, and I believe I was able to accomplish this effectively.



Orville Redenbacher - Farm To Family


30 second pre-roll spot for Orville Redenbacher.

Our main talent was an actual corn farmer, and had no previous acting experience. 

This meant a tricky dialog edit in post, with some selective cleanup and time compression to fit within our 30 second limitation.

Overall, I'm very happy with the outcome.

In addition to the dialog edit, I also provided the music edit and mix.



Chicago Bears - Brand Campaign


I had a lot of fun recently working with the Chicago Bears and Trisect Agency on the Bears Brand Campaign for the 2016-2017 football season.

We found a great local Chicago band named Sidewalk Chalk, and had them rewrite lyrics to their popular song “Grocery List.”

I was then provided with several splits, which I edited and mixed to fit 9 different cuts of various lengths for both ATSC broadcast and web delivery.

Below are two of my favorites, the 30 and 60 second edits/web mixes.


30 Second:

60 Second:


Palm Breeze - Playa Del Meg


15 second ATSC broadcast ad for Palm Breeze that I did with Trisect.

I engineered the remote VO talent via ISDN, and mixed the spot.

Note, this mix is optimized for web loudness, as opposed to the actual broadcast mix.



Slim Jim - One Handed Wonders


Just days after shooting the Slim Jim - Settle The Beef content, me and the Trisect team got outside on a fabulous summer day make additional web content for Slim Jim.

We shot three scenarios where one actor showcased some cool one-handed tricks while his other hand held a Slim Jim.

Below are two of my favorites.

I provided the location audio, music engineering, sound design, and mix.



Slim Jim - Settle The Beef


I had a ton of fun this summer making some improvised web content for Slim Jim with the Trisect team.

Three trained improvisors can by the studio production stage to debate some ridiculous scenarios in order to settle the beef, and get rewarded with Slim Jim.

We shot over a dozen different debates (which you can see here), but below are a few of my favorites.

I provided the location audio, music edit, and mix.


Lady In The Streets vs Freak In The Sheets

Publicly Catfished vs Jumbotron Turndown

Dating Your Bro’s Ex vs Dating His Sister


Mortal Kombat X’s Foley Process


When I began my contract at Netherrealm Studios back in July of 2014, Rich Carle, Netherrealm’s Audio Director, informed me that one of my primary tasks would be to “own the foley process” for Mortal Kombat X’s Story Mode over the next several months.

Little did I know what I was in for…

The team decided to take a different approach to foley this game.

Typically in visual media (TV, film, games), footstep, cloth, and interaction foley is performed live to picture, and then cleaned up and edited in post, if need be.

In my experience, the largest amount of time spent in foley is on footsteps. Timing, performance, and volume all need to be practiced multiple times to picture, memorizing the scene and its nuances, until you’ve hopefully captured your best take.

In games and animation (where production sound is absent and all audio needs to be created from scratch), a 7 minute scene with 6 characters, all needing footsteps (with varying shoe types) performed to picture can quickly grow to be time consuming with diminishing returns. 

Also take into account the nature of animation and game design. In film or TV, the visual aspects of a character are locked. For example, after picture lock, you can count on a certain character in a specific scene having the same shoe type, for it to not be raining, and for the character’s costume to remain the same.

In games, where dozens of people are simultaneously refining environments, effects, character models, etc., this is not the case, and any one item in the foley track in a scene may need to be swapped quickly to match something visual that has changed.

Hopefully you can see how important time, energy, and flexibility were when creating audio for MKX’s story mode.

Our solution? 

There are currently a few companies offering MIDI solutions to our foley problem, specifically for footsteps.

We initially decided upon 2:

• Signo SFX-Instruments
• Foley Collection

Both services provide the same thing: individual footfalls for a variety of surfaces and shoe types, performed at varying volumes and mapped to keys in custom patches that work in Native Instruments’ Kontakt.

This allowed us the option to, say if a surface changed or character costume was altered, easily swap out the patch for an already performed MIDI region. Timing and volume remain the same, but our surface or shoe type could be altered on the fly. 

This still requires quite a bit of time, as footfalls need to be performed to picture in real-time. However unlike recording in a foley booth where if a timing or volume mistake was made for any one footfall, with MIDI this is no problem; you could finish your performance and open the MIDI region, nudge notes for precise timing and change any volumes on the fly. Hell, swap the patch entirely while all of the data that was needed to be performed in real-time remains unchanged.

As for cloth and interaction foley:

This was either created from foley recordings done in house, or designed using a mixture of the former and library material, and then edited an placed accordingly.

Here is a picture of a typical foley session in Nuendo. Note the separation of scenes and Kontakt instances based on ground type and MIDI routing to group tracks for easy stem bouncing of each individual character:

And here’s a zoomed view of a typical amount of footstep patches in one instance of Kontakt, and the MIDI performances associated with each character and their footstep patch:

We later contracted John Roesch and his foley team at Warner Brother’s Sound Studios in Burbank and had them record additional footfalls and scuffs, which we then edited and programmed into our own Netherrealm Footstep Foley patches for use in Kontakt. This ended up being the go-to material for footsteps.

In retrospect, I believe our combination of MIDI patches for footsteps in conjunction with traditional foley recording and editing yielded a great result and saved a ton of time and hair pulling, especially for the amount of times scenes changed throughout development.

There were additional surfaces we felt we could have used towards the end, particularly raised wood and corrugated metal, but I was able to design something that sounded just fine.

Listen and judge for yourself! 

This video highlights footstep, cloth, and interaction foley using the processes outlined above. Anything we classified as sound design (punches, characters breaking items, etc.) have been omitted. VO is included for context.