10 second sound design technique Asbjoern Andersen


Want to improve your sound design skills? Here, sound designer Barney Oram shares his 10-second technique; a simple but effective approach he's been successfully using for years to hone his skills:
Written by Barney Oram
Please share:
Zombie sound effects library
 

The 10 second sound design technique is a method I’ve been using over the last few years as a tool to rapidly improve my sound design skills. It’s a simple principle, and encourages depth and detail your sound design work, without demanding a big time investment to complete. I think this technique is best suited to those starting their sound design journey, or those who are looking to improve their skills in a specific niche of sound design.

Improvement comes from iteration; doing something over and over, learning from each attempt

One of my aims, in all of my work as a sound designer, is to make great sounds. I want to design sounds that tell stories, sounds that inform the audience, sounds that build a world. These aren’t trivial tasks; in fact, it can be very challenging to make sounds that both have depth, and sound cool. I think it can seem daunting, especially when starting out, to compare your work to major films and games, that have seemingly incredible sound design work – and wonder if you’ll ever be as good as that. For me, that was scary, but also a motivator. It made me want to figure out what they were doing – how they were creating their sounds – and how I could do the same thing. What I wanted to do was improve my skills – and improvement comes from iteration; doing something over and over, learning from each attempt, and slowly getting better. It’s as simple as that – you’ve just got to practice.

The key to being able to create great sound design is to practice it

Practice makes perfect. It’s taken some years to realise this for myself, but I think the key to being able to create great sound design is to practice it. As with everything, the more practice you put into something, the better you become. Through practice you develop taste, you develop an understanding for how sound, textures, and frequencies function together, and you become quicker at making the decisions that lead to creating great work. It might seem like an obvious concept – but I think it’s an important one to remember.

But how do you practice sound design effectively? I found that doing small and frequent work is a great way to learn. I’m a big fan of doing sound re-designs – taking a clip of media and re-designing the sound for it. This is a helpful exercise to do, as it allows you to practice your craft, and enables you to develop your perception of how sound functions alongside visuals. I wasn’t interested in doing huge, long clips – or full mixes – I just wanted to focus on really in-depth, complex sound design, and for this to be something I could do on a regular basis – once every few weeks.
 

[tweet_box]10 Second Technique: Tips to Improve Your Sound Design by Barney Oram[/tweet_box]  

So I started by taking really short clips, and working with them. I think 10 seconds is the perfect length to start with. I’ve been teaching myself cinematic sound design in the last year or so – and I’ve been taking clips of visual media, choosing content that pushed me to explore interesting and challenging sounds – and spending 4-6 hours focusing on this tiny piece. This amount of focus, for a fairly considerable amount of time, has encouraged me to really dig deep into designing complex and original sounds. It’s encouraged me to experiment, to explore sound creation, and has led me to create work that I would’ve never considered myself capable of.

A big part of skill improvement is taking feedback from others

I’ve also found that a big part of skill improvement is taking feedback from others – preferably those who you consider to be better than you. Do a few 10 second re-designs, and send them to people you look up to. Often they’ll be able to suggest improvements and changes, even within such a short piece of work. Taking their advice forward into the next piece of work you do is crucial – this is part of how you improve.

It’s best to select a visual piece that focuses on the elements you want to work on the most

I think it’s best to select a visual piece that focuses on the elements you want to work on the most. For example, I try to avoid clips that contain dialogue – and if they do, I generally don’t address it – because this isn’t really my area of expertise. I try to push myself and pick clips that are challenging and complex, so that I can aim to expand my ability and capability in that area.

How to find material to re-design:

There are several ways to find material to re-design. Get permission from the original author of the video you’re looking to re-design, license stock footage, or seek out Creative Commons material from sites such as these: Vimeo – Creative Commons materialPexelsPond 5

You can also use Youtube’s search filtering option to filter by Creative Commons (Filter/Features/Creative Commons)

Next you have to decide if you want to reference the original sound, or not. If you’re wanting to take a clip and imitate the style of sound design used in it, then working with the original as a close reference is a good thing to do. For me, I’ve always tried to approach a clip with my own fresh perspective; so I think avoiding listening to or analysing the original sound of the clip is a good approach, thus not allowing it to influence your work.

Break the clip down into sections of focus, and try to build a narrative flow

Starting the piece, I like to spot through the clip and decide what the main ‘beats’ are going to be. This essentially means I’ll break the clip down into sections of focus, and try to build a narrative flow to guide my work. This can mean highlighting the particularly visually impressive moments, or perhaps sections with a specific tone or mood, or even aspects that have a clear narrative arc already strongly defined in the visual content. Practically I do this by adding markers to my timeline, and noting down a few ideas for each element.
 


Popular on A Sound Effect right now - article continues below:


Trending right now:

  • Hello Creators!

    Here’s my new pack “Cartoon Voices”.

    Cartoon Voices  ·  The Sound Guild

    I hope this voices will help you give more life to your characters in your project. There’s different voices for different situations: emotions, attacks, hurt, laughs, coughs, efforts, dialogues, surprise, upset, question, etc…
    They can be used in different styles of video games or other media projects.
    These 109 sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.
    All this sounds have been recorded with a professional voice actor.
    I hope you enjoy implementing this voices in your project!

    Check all my packs on Asoundeffect

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Seismic Core is a modern sound effects library crafted to give your sound design its defining foundation. Every element in this collection is built for layering. Designed not to dominate, but to enhance, shape, and energize your creations. Whether you’re working on cinematic hits, trailers, motion design, game audio, or abstract sonic branding, Seismic Core delivers the essential low-end weight, transient snap, and textured grit that bring your designs to life.

    These sounds are meticulously processed and polished, yet intentionally left with enough space to sit perfectly under your own layers. They’re bold enough to add instant character, but subtle enough to leave room for further creativity. This makes Seismic Core not just a toolkit, but a true starting point for powerful, flexible, and unique sound design.

    This collection of Building Blocks contains following categories:

    • IMPACT *
    • BREAK *
    • WHOOSH *
    • SUSTAIN *
    • TRANSIENT (high and low)

     

    * Also including HEAVY & SUB variants

    Build with it. Layer on top of it. Drop the anchor. Feel the quake. Design from the core.

  • Cinematic & Trailer Sound Effects Blade Sound Pack Play Track 1400 sounds included, 83 mins total $32

    1400 meticulously processed stereo blades sound effects recorded in 96 khz and 24 bits for high audio definition.

    The collection comes with hundreds of variations and many different weapon types. It also includes raw files for more flexibility for your projets and each asset has a version with and without reverb for more control.

    This collection is perfect for any films, video games or trailers.

    Recorded weapons: katana, kris knife, khukuri dagger, big and medium kitchen knife and hunting knife.

    This sound library includes various type of sounds:  blades scraping, single or multiple impacts, whooshes, designed and powerful sword sounds for trailer and cinematic, gore slashing and stabbing, blade sheathing and unsheathing, short and long combat sequences, background  sword battle, and more.

    20 %
    OFF
    Ends 1758751200

Latest releases:

  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.

Need specific sound effects? Try a search below:


 

After this I like to create some ‘source’ for the project, to use in my sound design. This means I’ll take some conceptual ideas from my rough narrative flow and explore those, sonically, and build a mini library of content I can use in the piece. I often find that when faced with the pressure of a complex and challenging visual, coupled with a blank timeline staring back at me, I can become creatively overwhelmed and not produce my best work straight away. I’ve found using the approach of creating source material to use in my sound design is a great way to avoid this.

So if there was an interesting moment in the clip with, for example, a big sci-fi weapon charging up, I’d open a fresh project, and just start making sounds that are vaguely related to this concept of a sci-fi energy gun charge sound. Perhaps I might fire up a synth and build a few new charge-up style patches; perhaps I might search through my library for sounds with an interesting texture or quality that I could mix into a charge sound; or maybe just pick out some pre-designed charge sounds and tweak them a little to suit my project, accentuate elements by layering in other sounds, or process them with some interesting plugins. Once i’ve done all of this, I bounce all of these experiments into a folder – whether ‘good’ or not – and set aside, ready for the main pass.

Leave it for a day or so, and return with fresh ears to work on it again

Once I’ve got my direction and source ready, I begin to design. I generally work in a burst of 2-3 hours, and try to cover most of the main beats before stopping. The first sounds you create don’t have to be the final sounds – they can be, but I personally often find it is helpful to get a appropriate sound in-place, before tweaking and improving it later. When you’ve done this ‘first pass’, I like to leave it for a day or so, and return with fresh ears to work on it again. Often this break will allow me to come back to the piece with new ideas, and i’m able to quickly see the improvements to make to my work. After getting the piece to a good place after the second pass, I like to share it with a few close friends, for immediate feedback. I generally then take that onboard, make any tweaks or changes to the design as needed, and then do a quick mix pass on the whole thing – nothing too complex or time-consuming, just balancing levels, figuring out what elements to accentuate or not, and attempting to align the sounds with that original narrative vision I began with. After this process, I will then send the piece to someone whose feedback I know will really be helpful – usually someone with experience in that specific area of sound design. I take their advice and go back to the piece, changing it and improving it.
 

You may never be completely happy with a piece of work

I eventually decide a piece is done, when I can’t think of any further improvements to make to it. You may never be completely happy with a piece of work – but eventually you reach a point where you’ve learned all you can from that process. I try to take the new skills and approaches I’ve learned from that piece onto the next one – and start the process all over again. I’d really recommend this as a great way to get better at your design work. It can work for many different areas of sound design – take an aspect of sound design you perceive to be the most difficult or challenging – and try this technique. Create, take advice, repeat. And have fun!
 

Big thanks to Barney Oram for sharing this well thought sound design technique!


 

About Barney Oram:

Barney Oram is a video game sound designer, currently working for Cloud Imperium Games on Star Citizen. He’s passionate about designing sounds, and creating audio experiences that are visceral and exciting. Barney is an active member of the game audio scene in the UK and online, and is a co-host of the Soundbytes Podcast, a monthly podcast focused on games and audio. He can be found on Twitter, and on his personal website.

 

Please share this:


 



 
 
THE WORLD’S EASIEST WAY TO GET INDEPENDENT SOUND EFFECTS:
 
A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • Foley Sound Effects Grenade Foley Play Track 1374 sounds included $15

    A focused collection of grenade foley, captured with precision using replica units. This library provides the essential, clean sounds of tactical handling, interaction, and impacts.

    Recorded at 96kHz/24-bit across various surfaces including steel plates, carpet, wood floorings, soil, and grass, this library offers variation for different environments. The recordings feature grenade shakes, surface impacts and rolls, pin pulls, spoon lever ejections, spoon drops, and tactical gear foley, all captured with Lewitt LCT 540 S and Shure SM7B.

    This is a practical toolkit for sound designers working in film, games, and other media, providing a tonal and versatile foundation for building realistic military action.

    50 %
    OFF
  • Car Sound Effects Toyota MR2 1984 sports car Play Track 228 sounds included, 44 mins total $65

    All files are recorded 32bit, 192 kHz, with RØDE NTG1, Line Audio Omni1 and FEL Clippy XLR EM272 microphones, Sound Devices MixPre-6 II recorder. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.

  • Animal Sound Effects Collections Botswana Play Track 49+ sounds included, 136 mins total From: $60

    Botswana Faunethic sound library is a unique collection of 49 sounds recorded through several national parks of the country (Okavango, Chobe,…). All these sounds has been recorded and produced with high quality equipment in multichannel.

    This collection offers a wide diversity of soundscapes and animals sounds such as:

    -Bush, savanna and forest soundscapes.
    -Hippopotamus grunt and vocals.
    -Elephants vocals, showering and drinking.
    -Zebras and impalas fighting.
    -Lion chasing an elephant during one night.
    -Birds and insects at different perspectives.
    -Villages

    If you want to hear more about this field recording trip, feel free to check this post.
    The multichannel version contains 40 tracks in native 4.0 and 9 tracks recorded in stereo only.

    This library provides authentic and interesting sounds, recorded with DPA, MBHO and Neumann mics powered by an Aeta 4minX.
    All Faunethic tracks includes metadata carefully edited, compatible with Soundminer, Soundly and Basehead.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Quietsub FX Complete Bundle

    Quietsub FX is a library of 15,055 sound effects at 24 bit 96,000 BWF. The library is organized into a number of collections related to specific categories, and a large miscellaneous category. The library was recorded to be as comprehensive as possible with an emphasis on quality and choice for users.

    The Complete Bundle includes the following parts:

    Quietsub FX gives you a wide ranging library of sound effects. Production of the library focused on creating high quality and choice for users, which ultimately is what creators want. This package is ideal for film, video, radio, podcast, and wherever sound effects are used.

    All files include metadata.

  • Quietsub FX Transportation

    An extensive collection of 1,321 Transportation sounds. If it has means of movement to carry people or goods, whether by engine or human propulsion, you’ll likely find it here.

    This collection comes in two parts. The transportation portion, and Transit Chimes.

    Transit Chimes: Transit Chimes are the sounds you hear all the time on public transportation. Dings, dongs, attention getters. This collection of 70 sound effects gives everything you need to satisfy your craving for these noises. Use them in your productions, or start your own transit system.

    Transportation: People are always going somewhere. And they sure make lots of noise doing it. Just about anything that moves people or freight can be found here.

    Recording for this category is outside the studio affair. A tremendous amount of time driving and walking around, as well as planting yourself in strategic locations where vehicles do their thing.

    • Cars general
    • Classic cars
    • Sports cars
    • Boats
    • Aircraft
    • Bicycles
    • Buses
    • Motorcycles
    • Trucks general
    • Garbage Truck
    • Highway and street backgrounds
    • Traffic sounds

    This extensive collection touches all the bases.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Video Transition Sound Effects

    A great collection of 128 Video Transition Sound Effects. These are designed to be used at video edit points to add impact.

    Video Editors will enjoy these video transition effects. In recent years, sound effects began appearing in videos to accompany the actual visual edit. This was the inspiration for creating this collection.

    There’s no better way to add depth to video edits than with short sounds and ramps. These work great with short video breakup visuals and flashes.

    This collection is made up of various wipes and transitions.

    Cut away. Chop, Hack etc. These sounds will make those video transitions more interesting.

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Sci-Fi Sounds

    A collection of 192 Sci-Fi Sounds.

    There’s lots of science fiction out there, but still no little green men. Possibly that’s what makes sci-fi so popular. The dream of something you think may exist, but cannot be proven. Sci-Fi, of course, has its own sounds. In this collection of 183 sound effects, you will find most of what you will need to outfit your next spacecraft.

    Included in this collection:

    • Alien interiors
    • Blasters
    • Backgrounds
    • Space ship sounds

    Files are 24-96000 BWF with metadata.

  • Quietsub FX Mechanical Parts

    A collection of 159 mechanical sounds made by small motors. This is the result of a massive editing job involving small metal and plastic parts, and any other item made by humans and others.

    Stuff that clicks, winds, and moves by itself.

    This collection covers the world of small mechanics. Sounds in this collection include:

    • Clicking
    • Cranking
    • Metal levers
    • Metal movement
    • Winding
    • Running
    • Slowing
    • Squeaking

    You can get all wound up with this kind of thing. Something for any mechanical mind.

    Files are 24-96000 BWF with metadata.


   

One thought on “10 Second Technique: Tips to Improve Your Sound Design by Barney Oram

  1. I know I’m late to this, but I literally just started stumbling into some of these practices about a week before finding this post and it has been working wonders! I wholeheartedly agree and encourage others to follow the idea of redesigning short clips to learn/improve your craft.

    I was looking for a way to simplify my process and reduce creative overwhelm when starting a project, and you hit the nail on the head with focusing on/creating specific sounds in a separate session before tackling the first pass. Will definitely be implementing that more in the future.

    Thanks a ton for sharing, Barney!

Leave a Reply

Your email address will not be published. Required fields are marked *

HTML tags are not allowed.