Remy's muses - Productivity at last!

Monday, February 23, 2026

Deadlock Part 7 - Remy the Sound Designer

It's been a while, hasn't it? In truth I have the next couple entries written, but haven't posted them yet. There isn't a good reason for that, except to say this has been one of the most turbulent years in recent memory. While I'm not ready to explain why right now, perhaps one day that will be something I can talk about. In the meantime, On to our irregularly scheduled psychological disection of yours truly.

I’m nearly at the end of my creative endeavors, and there’s a reason this one is last. When you’re interested in producing audio dramas, sound design comes with the territory. It’s a core component of any audio production, and, like music, good sound design can make your listener either feel things, or roll their eyes and tune out. But boy oh boy is it one of the most challenging and time consuming aspects of production.

Think about a scene from your favorite movie. Bonus points if it’s animated. Or better yet, sit down and watch it. Close your eyes and just listen. Hear each sound. Every one of those sounds had to be found or created from scratch, located from what is likely a huge and hopefully well-organized sound library, and placed just right in the timeline to make it believable. That was just one of those sounds. Now imagine doing that for each one, whether background or up front. That is sound design. Making sound effects by hand – sometimes literally – or buying ones other people have made from a pre-existing library. Organizing them in a way where they’re easy to locate when you need them. And kudos to you if you can remember which sounds you have, because that helps.

I’ll never forget my first audio drama. I knew nothing. I used room temperature raw hamburger to simulate the sound of maggots crawling on raw meat, scratched my nails on our cement walkway for talons scraping stone and held a ton of water in my mouth and spat it slowly out to simulate vomiting. It was fun. It was also a terrible microphone, and the end result showed. And then I found Freesound.org, a website where other people created and uploaded their own sound effects. There’s a lot of crap on that website, but a lot of fantastic sounds too. With their help and my own creative sound effects, I managed to turn a simple narration into an audio soundscape which I was actually very impressed with. I cringe to listen to it now, but given the circumstances, it wasn’t bad for a first try.

Over the past 13 years I’ve found, created and even purchased thousands of sounds for various projects. I’ve organized them into folders as best I can and have a somewhat decent system figured out for searching. And it’s still easily the most time-consuming part of the process. I never really thought about it at first. It’s just something I needed to be able to do. Even during an hour long radio drama, easily my most involved and complex project to date, I never realized just how much went into creating a believable soundscape out of sounds which often have nothing to do with the sound you want the listener to think they are. It was only when a friend of mine asked me to create a number of ambiences for her own creative works that I realized sound design is easily my least favorite part. And she even paid me for my time, which is a rarity. But working on these audio dramas, and spending an entire month creating multiple Halloween soundscapes for my wife’s job’s fundraiser has taught me that I am quite good at it.

So where do these two opposing bits of knowledge leave me? I think the answer is simple. I need to be paid for my work with sound design. I’m both too good at it and dislike it enough that I don’t want to do it just for fun. With voice acting, I need the practice and exposure, so while there too I’d like to be paid for my work, I will do it on a volunteer basis for those reasons. Same with music. Nothing beats earning compensation for a composition, but here too, I need the practice, and just genuinely enjoy it. With sound design, it’s different. It doesn’t bring me the same joy. SO unless I’m doing it for my own personal project, or as a favor for my wife’s work, I suppose, then I think I’m done doing it for free. Except for the visual novel project I already committed to working on, because I value the person I’m working with and will see my commitment through. It’s actually cathartic realizing this. Hopefully I can stick to it.

And so we’ve reached the end of my creative crisis. Trying to do it all has its merits, but there’s hardly time to truly excel at any of them. At least I’ve learned that singing is just a fun pastime, and sound design has a price. Writing, while something I’m good at has really fallen to the wayside, and unless I can push through feeling overwhelmed by the creative process, my life-long goal of being a writer will die a whimpery little wussy death. And since I haven’t written in nearly six years – easily my longest dry spell ever, I think it’s safe to say writing is not in my immediate future unless I make a concerted effort to make it a priority. So that just leaves voice acting and music composing with their challenges and aforementioned hurtles. I am not immortal. What’s worse, I’m slowly getting older. Something my wife, daughter and body remind me of constantly, just in case I dare forget. Time is a currency no one can earn, and perhaps one of our greatest true freedoms. What we do with it defines us. Loathed as I am to give credence to the LDS church any longer, they got one thing right, to give everything, you give your time. And there are many things warring for mine 

Next up, Remy the vast consumer of entertainment: When I'm not being creative, I'm consuming for escapism, inspiration and good storytelling.

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