
Dolby Creator Talks
Join the Dolby Creator Lab director Glenn Kiser in conversation with the artists who are using image and sound technologies creatively in some of your favorite films, TV shows, video games, and music.
Latest episodes

Feb 9, 2022 • 46min
113 - Let's Talk About the 2022 Academy Award Nominees
With yesterday's announcement of the 94th Academy Award nominations, this year's award season is now in full swing! We decided it would be fun to bring in some experts to discuss the nominees, especially those in some of our favorite categories — Best Sound and Best Cinematography — as well as others (and the show itself) for a very spirited conversation on this year's top contenders.Our guests:Lon Harris — Pop Culture Writer for Screen Junkies — https://twitter.com/LonsWill Mavity — Awards Correspondent at NextBestPicture.com — https://twitter.com/mavericksmoviesJazz Tangcay — Senior Artisans Editor at Variety — https://twitter.com/jazztFor all of our upcoming Academy Awards coverage, please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Jan 25, 2022 • 58min
112 - "One Billion Guns!" Sound Design for Video Game Weaponry with Gearbox Software
We conclude our special coverage of sound design for video games by interviewing the sound team at Gearbox Software, which famously created "over one billion guns" for its latest first-person shooter, Borderlands 3. So how exactly does a team design the sound for so many different guns? Turns out, it's actually kinda fun."The godsend was the fact that we have a good set of field recording gear internally anyway and... we live in Texas. So, there's lots of people with lots of guns and lots of places, lots of space. So outside of the formal gun shoots that we did, which was really only one — formal gun shoot — we did a whole lot of side shoots here, locally, just us. And some of that was experimentation. Some of that was filling holes. We were learning as we were going. Where we needed more content, where we needed different types of content, different perspectives, different tales. Those kinds of things. And we would go out and do those shoots."— Mark Petty, Audio Director, Gearbox SoftwareThanks again to Gearbox Software for joining us this week!Borderlands 3 is currently available on your favorite video game platforms.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Jan 18, 2022 • 1h 7min
111 - Leading with Sound in Video Game Development with Rob Bridgett
As we continue to delve into the world of sound design for gaming, we have a special conversation to share with you today with one of the heavy hitters in this space — Rob Bridgett. Rob is something of a visionary in their field and has a new book called, "Leading with Sound: Proactive Sound Practices in Video Game Development," where they share some of their fascinating insights and philosophy on crafting soundtracks for video games."I talk about the topic of leading with sound through each one of those subject areas [music, sound, dialogue, and mix]. What are the opportunities for sound designers or composers or dialogue designers? What are the opportunities that they may be missing early in pre-production or production and try to deemphasize this idea of post-production. I know it's something that I've spent a lot of my time trying to create and defend in video games. And I still maintain that we 100% have to have post-production time and we have to be the last part of the baton race. I'm not arguing for that to go away. That's still critical, it feels like those are the gates of Valhalla for us, in audio. It's like once we arrive at post-production, we should already have all this other stuff figured out."— Rob Bridgett, Audio Director, "Shadow of the Tomb Raider"Our colleague Andy Vaughan discusses the book, as well as Rob's work on "Shadow of the Tomb Raider," their overall career, and some of the exciting new experimentation they're doing in partnership with McGill University.You can learn more about Rob and check out their book here.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Jan 13, 2022 • 1h 2min
110 - How to Work with A-List Directors with Sound Designer Skip Lievsay
Academy Award-winning sound artist Skip Lievsay has worked with some of the greatest filmmakers for the past several decades, including Martin Scorsese, Darren Aronofsky, Michael Moore, Alfonso Cuarón, and his most frequent collaborators, the Coen Brothers. In this in-depth interview, Skip tells us some of his greatest tricks of the trade, whether working with first-time filmmakers or directors of the highest calibre. Specifically, being brave enough to experiment and even get things "wrong," even if that leads to some awkward moments on the mix stage."That's a valid, valuable experiment. We do that all the time. You don't know how far is too far until you go there. And you don't know if too far is not good until you find out, one way or the other."— Skip LievsaySkip's latest film, "The Tragedy of Macbeth," directed by Joel Coen is available on AppleTV+ as of January 14.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Jan 11, 2022 • 52min
109 - The Sound of Ghost of Tsushima
Since so much groundbreaking sound work is being created in the world of gaming these days, we've decided to dedicate the next few episodes of this podcast to some of the superstars behind your favorite new video games. Continuing that ongoing coverage, today our colleague Alistair Hirst sits down with the sound team behind "Ghost of Tsushima," a giant open world Samurai action game set in feudal Japan. The team took painstaking steps to give players as authentic and immersive an experience as possible. "We did an immense amount of research. Every single team did, because we're really having to learn this entire historical time period. It really happened, it really existed. And while taking creative liberties where necessary, we still wanted to do the time period and the content justice... It was just constant research and going out in the field and recording. We employed our team at Sony Japan studio... to go record throughout the main island of Japan, to capture a lot of ambience for us. And all of these things really helped inform how the game was going to sound."— Brad Meyer, Audio Director, "Ghost of Tsushima"Be sure to check out "Ghost of Tsushima," available now on PlayStation 4 and PlayStation 5.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Jan 4, 2022 • 53min
108 - The Sound of Marvel's Guardians of the Galaxy
Since so much groundbreaking sound work is being created in the world of gaming these days, we've decided to dedicate the next few episodes of this podcast to some of the superstars behind your favorite new video games. First up is the sound and music team from Eidos Montreal, who brought us "Marvel's Guardians of the Galaxy."Bringing this massive title to life was no easy endeavor, especially during a global pandemic. Yet the end result is a thrilling game with a surprisingly emotional story that is very rewarding to play through. “We wanted it to feel epic. We wanted it to have that, that sort of comic book jumping out of the pages, that Saturday matinee movie that you've been waiting for.” — Steve Szczepkowski, Senior Audio Director, "Marvel's Guardians of the Galaxy"Our guest moderator this week, Andy Vaughan from Dolby Game Developer Relations, spoke with the team behind this game for an in-depth look into their process.Be sure to check out "Marvel's Guardians of the Galaxy" on a your favorite gaming platform.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Dec 23, 2021 • 57min
107 - The Sound of Guillermo del Toro’s Nightmare Alley
In Part Two of our conversation about "Nightmare Alley," we are joined by an impressive team of sound artists, who worked very closely with Guillermo del Toro in crafting this film:- Nathan Robitaille, Supervising Sound Editor- Jill Purdy, Supervising Sound Editor- Christian Cooke, Re-recording Mixer- Brad Zoern, Re-recording Mixer- Greg Chapman, Production Sound MixerWe've included some additional material from our one-on-one interview with the director himself, so that we could discuss some key creative decisions and how the team responded to his direction. They remarked not only on his famous eye (and ear) for detail, but how every creative decision seemed to be driven, as always, by story:"One of the things Guillermo said to us is — it's really important that we emphasize the freedom in poverty at the carnival, and the restriction and that suffocating isolation in the wealthy back half of the city, once they start to succeed and they go to the big city. That was the big global bird's-eye note. And so from there forward, that would influence every choice that got made, as we started doing pre-design elements and sourcing the bits that would eventually build the cacophony that was the carnival and the Copacabana and all."— Nathan Robitaille, Supervising Sound Editor, "Nightmare Alley"Definitely check out Part One of this discussion, where we sat down with Guillermo del Toro himself to discuss his filmmaking techniques & philosophies which he applied to "Nightmare Alley," as well as many of his other hit films. That episode was released just a few days ago and can be found wherever you get your podcasts. While you're there, be sure you are subscribed to Sound + Image Lab: The Dolby Institute Podcast. Afterwards, be sure to check out "Nightmare Alley" in a Dolby Cinema near you!You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Dec 21, 2021 • 38min
106 - Guillermo del Toro: A Masterclass on Sound and Film
We recently sat down with legendary filmmaker Guillermo del Toro ahead of the premiere of his latest film, the slick and stylish noir thriller, "Nightmare Alley." Our conversation was so inspiring that we decided to release this podcast in two parts. Today, enjoy this inspiring, one-on-one conversation for a unique glimpse into the creative process of one of the greatest directors working today. If you are at all interesting in filmmaking, consider this podcast episode a must-listen. This is especially true for anyone interested in what a film director does:"One of the functions of the director is to make sure that there are no departments that are independent in the visual realization of the film. Meaning... you create a series of parameters that are narrative, and that can be broken [down] into color, light, shape, form. That those disciplines are understood by all those departments. When you say, 'what great cinematography,' you're saying, 'what great production design.' When you say, 'what great production design,' you're saying, 'what great wardrobe.' And when you're saying, 'what a great image,' you're saying, 'what great set decorating.' And that's when the director does the job of the director — which is to make sure that these efforts are symphonic, to story and to character. So one of the mandates I give is: We're not creating eye candy, we're creating eye protein. And it should be nutritious. It should tell you something about the character. It should immerse you in a motif."— Guillermo del Toro, Director, Co-Writer, Producer, "Nightmare Alley"Part two of this discussion, with the "Nightmare Alley" sound team, will be released later this week, so make sure you are subscribed to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.In the meantime, be sure to check out "Nightmare Alley" in a Dolby Cinema near you!You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Dec 13, 2021 • 45min
105 - Jane Campion and the Sound of The Power of the Dog
Director Jane Campion joins us today to discuss her harrowing new drama, "The Power of the Dog." It is a dark, psychological thriller made even more thrilling by the incredible sound work by Academy Award-winning supervising sound editor Robert Mackenzie, sound designer Dave Whitehead, and re-recording mixer Tara Webb, all of whom joined in our discussion.So many aspects of making this film were unique to Jane's filmmaking approach. Or as Robert put it:"With Jane, you have to throw out all the rules. There are no rules."— Robert Mackenzie, Supervising Sound Editor, "The Power of the Dog"This episode offers a fascinating glimpse into their unconventional process: How they experimented with Dolby Atmos® to sharpen tension in what is a particularly quiet film, how they crafted the sonic character of an old house, and how they worked with Jonny Greenwood's brilliant score... which came in before the film was even edited."That's something I learned from 'The Piano' — how powerful that was. Obviously because Holly Hunter's character, Ada, needed to play the piano during the scenes quite often, we needed to have those piano pieces from Michael Nyman. And so he really wrote most of the music before we began shooting that film. And I loved that so much. And saw the benefit of it and the freedom of it — for the composer, actually. And so ever since then, I've tried to create a situation where the music comes really at the same time as the shooting."— Jane Campion, Director, Writer, and Producer, "The Power of the Dog"Be sure to check out "The Power of the Dog" in Dolby Vision® and Dolby Atmos® on Netflix.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.

Dec 9, 2021 • 52min
104 - Sir Kenneth Branagh and the Sound of Belfast
Today we are joined by director Sir Kenneth Branagh to discuss his deeply personal new film, "Belfast." The film tells the semi-autobiographical (fictionalized) story of "Buddy," a 9-year old boy living in the city during the "The Troubles" of 1969. It is an intimate portrait of a small family on a tiny city block surrounded by chaos and upheaval. To help convey the overwhelming feeling of menace, seemingly just around every corner, the director tapped Simon Chase — Sound Supervisor and Re-recording Mixer, Niv Adiri — Academy Award-Winning Re-recording Mixer, and James Mather — Emmy Award-Winning Sound Supervisor, all of whom join us today on the podcast to discuss how they crafted such a rich soundtrack for such an intimate film. And, as it turns out, the inspiration for this project was actually a sound from Sir Kenneth Branaugh's memory:"A lot of people have asked me, 'why did you want to write it?' And interestingly, given what we're talking about today, what I found myself coming up with was to revisit the moment when I heard a sort of surreal twenty seconds where literally my life changed. And it was to do with hearing. 'Is that a bumblebee I'm hearing? Are those bees I'm hearing? They're not. What are they? What is that fuzzy thing at the bottom of the road? Those aren't bees. Oh no, those are people. Oh no, this is a riot.' But all of that in my mind [and] in my memory is what drove the writing of it... You might describe those 20 seconds, in sound terms, as an element of the film that describes the last day of my childhood. Because after that, everything changed."— Sir Kenneth Branagh, Director, Writer, and Producer, "Belfast"Be sure to check "Belfast," available in Dolby Vision® and Dolby Atmos®.Please subscribe to Sound + Image Lab: The Dolby Institute Podcast wherever you get your podcasts.You can also check out the video for this episode.Learn more about the Dolby Institute and check out Dolby.com. Connect with Dolby on Instagram, Twitter, Facebook, or LinkedIn.
Remember Everything You Learn from Podcasts
Save insights instantly, chat with episodes, and build lasting knowledge - all powered by AI.