Most great sound design sequences have stylized visuals, sparse dialog, and sparse music.   It never ceases to amaze me how many directors think great sound means shoehorning as much dialog, music, and sound effects as possible into every shot, with the only “stylized” aspect of the visuals being shots that don’t last for more than a few frames.

7 thoughts

  1. What are some of your favorite examples of this? (Barton Fink’s call bell & Apocalypse’s tiger scene come to mind for me)

    1. The beginning of Once Upon A Time In The West is a great one, Hitchcock’s The Birds as well. The opening of The Conversation by Coppola.

      1. I don’t think it’s a coincidence that many prominent examples are at the head of the film!

  2. As a sound designer in games I cannot agree more.
    It is the responsibility of the sound team to push the game design to get closer to this sweet spot that you call heaven 🙂
    Considering the fact that I imagine you are working with really experienced and talented film directors, I am surprised to see that you are facing the same challenges 🙂

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