MPSE Wavelength

Spring 2023

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M OT I O N P I CTU R E S O U N D E D I TO R S I 41 He gave me a real passion for playing with sounds, layering and texture and of course, this was way before digital arrived! I admired his artistry immensely and I consider myself incredibly lucky to have worked with him even if for short periods. He was a true master of his craft. The final inspiration and ongoing influence in my career is Ben Minto. Ben and I have known each other for 25 odd years now and we've always remained in contact for advice and inspiration despite working at different companies. Ben is always a source of ideas and inspiration in everything from new implementation ideas to design and has been a real friend and mentor for a large part of my life and career CW: Over the years, I learned a lot from everyone I worked with. I probably learned the most from Charles Deenen, who helped me find my "voice" when it comes to sound design. My first message to him was via Facebook many, many years ago. I sent him samples of my work and one day when I wasn't working on a movie, he hired me on a project. Sound design and supervision quickly turned into a full-time gig for me at Source Sound. SJ: I didn't have any mentors to begin with. However, some of the Sweet Justice team were with me in the modding community. We learned together, sharing tips, tricks, and knowledge. It was like growing up together. I try to keep that perspective mentality to this day, that I know nothing and am always learning. Just because someone might be pretty new to sound doesn't mean they won't have something to teach you, as we've all had the ability to listen since birth, which means everyone has a valid experience and lesson to teach. CM: What are your favorite projects that you have been involved with and what makes them so important to you? BM: It's always the team of people. I remember projects by who I worked with and who was part of that team. Game development can take a long time—almost three years was the longest I have been on a project and a lot happens in Sam Justice Worthing, UK Ben Minto Stockholm, Sweden that time both inside and outside of work. You spend a lot of time with the same people, so you best get on with them. Games where everything comes together (not just audio) to deliver something to be proud of and that you enjoy playing afterward are always the hope, and I have been fortunate that I can play and enjoy most of the titles I've worked on. I've been fortunate enough to have worked on plenty of battlefields, burnouts, (Star Wars) battlefronts, and the PS2 "Game development can take a long time—almost three years was the longest I have been on a project and a lot happens in that time both inside and outside of work. You spend a lot of time with the same people, so you best get on with them. " –Ben Minto)

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