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Highlight Reel
2022
Game Demo Reel
Linear Reel 2022
About Matt
Hello! Matt here; I also go by MJ. I’m a sound designer born in San Francisco and raised in Northern California. I started experimenting with sounds and timbre using my tuba at Northwestern University in Chicago, Illinois while taking classes in psychoacoustics and musicology. I graduated with a degree in music performance for tuba and an ad hoc degree in sound design and technology in 2012. I moved back home to San Francisco in 2013 to attend a sound and music production studio called Pyramind Studios, where I discovered my love of post-production and surround sound mixing. Following my passions, I then attended and completed the Vancouver Film School's Sound Design for Media program in 2016. I moved back home to San Francisco in 2024 to complete my master's degree in Technology and Applied Composition at the San Francisco Conservatory of Music. I have a proficient grasp of the post-production audio pipeline for film and animation using Pro Tools Ultimate, from spotting to editorial to assembly (to fixes!) to pre-dubbing to mixing to mastering. I’m well versed in sound effects editing, background editing, dialogue editing, music editing, the ADR and VO recording and editing pipeline process, and I have experience re-recording mixing using D-Command and Control 24 control surfaces. I have twelve years of experience as a self-taught and industry-taught Pro Tools professional and have Avid Pro Tools Post and Music Production Expert Certificates. Outside of Pro Tools, I use a core combination of programs and software plugins that include Soundminer, OBS, Adobe Premiere Pro, Frame IO, iZotope RX7, Kontakt, Logic Pro, and Sibelius. On the game side, I have experience with middleware programs Wwise and FMOD for game sound implementation using Unity and Unreal integration, coupled with a basic understanding of audio scripting.
As a performance major in undergrad, I would record and edit various tuba playing techniques for different sound design elements such as LFE and creature design.
Recording production sound for a student project as a Boom Operator. Boom complete with matching fuzzy accessories.
Getting into character recording voice over efforts for a project. Recreating a character's efforts often meant grunting, breathing, and/or wheezing into the microphone to achieve the desired effect of a character running, falling, or getting punched.
Hearing the hum and crackle of the lightsaber and its doppler effects from Star Wars sparked the very first time I had ever marveled at an instance of sound design where the sound was noticed cognitively instead of unconsciously. I had to know how that distinctive *shhhwoom* or *bihhhzzouwh* was made: “A combination of the hum of idling interlock motors in aged movie projectors and the interference caused by a television set on a shieldless microphone and its doppler effect.” I was fascinated by the thought process regarding the genesis of that sound and the awe I felt from it. Little did I know how deep that rabbit hole goes! I became intrigued with the idea of psychoacoustics and music psychology, i.e., the study of the psychological perception of sound and music. Why did I bike to school faster on a particular genre of music? Why did this horror movie become innocuous when put on mute? Why are gastropubs so cacophonous nowadays? Down that rabbit hole I went…
I prefer the rare instances where the sound guides the picture instead of the other way around. Scenes where music meets and melds with sound design. I began experimenting with multi-phonic effects in college by simultaneously singing and playing into my tuba. I modulated that raw audio into grotesque, cacophonous, monstrous sounds, which I then edited and re-dubbed to monster and creature video clips in movies. I do believe the best sounds are most certainly found entirely by accident: squeezing nearly empty chocolate syrup containers with force while making chocolate milk makes for stellar slug monster noises; the sounds that noisy car engines make reverberating between dense city buildings when they take off from a distance make perfect fodder for horror sound design. There is something very satisfying about obliterating a pumpkin with a sledgehammer and playing with its guts, all for work of course! My biggest ambition in life is to change the world with sound.
Dialogue editing a Dungeons & Dragons themed podcast. I loved the challenge and process of weaving various building blocks of a narrative into a compelling and captivating story.
Favorite Sounds
The Lightsaber and its doppler design from Star Wars
The BB-8 Droid, also from Star Wars, that used human speech and inflection re-recorded into a talkbox
A deep guttural harmonic Harley-Davidson motorcycle engine hum and rev, because sometimes noise is beautiful
The reverberations and early reflections that bounce off of city buildings from distant motor engines after midnight hours
Pure silence, or a vacuum of sound, can be more powerful and deafening than the loudest noise within the right narrative or with stellar timing
Rain and rolling thunder, i.e., nature’s best pink noise
That disgusting, wet, visceral, squelching sound of running one’s hands through mac n’ cheese or something slimy on the Foley stage; absolutely perfect for mud, gore, or monsters
The ear-splitting screech of the Nazgûl and their Fell Beasts from Lord of the Rings. It turns out this was the manipulation of two ordinary styrofoam cups grinding against each other, coupled with the screaming of the director's wife!
Inspirational Sound Designers
Randy Thom, Walter Murch, Suzanne Ciani, Frank Warner, Ben Burtt, Skip Lievsay, Jack Foley, Richard King, David Farmer, Gary Rydstrom, Mark Mangini, David Acord, Ren Klyce, Wendy Carlos, Alan Splet
Favorite Plugin/Microphone:
I love Altiverb, especially the ability to record and design different impulse responses.
I'm also a big fan of Futzbox (McDSP), iZotope RX7, Fab Filter Pro Q, NI's Reaktor (particularly Whoosh), anything doppler related, and the classic TCE/X-form and pitch shifting plugins.
My favorite microphones would be the Neumann U87 for dialogue, the KMR 81 for Foley or SFX, and the Rode NT4 microphone for stereo recordings. For field recording devices, I use Sound Devices 722 and also have a soft spot for my little portable Zoom H5 that I carry with me at all times...because you never know when a great sound can suddenly manifest!
Photo Gallery
Credits
Film/Television/Media (Linear):
Unfortunately, (2024, Film Short) - Sound Designer, Sound Editor, Re-Recording Mixer
Oren’s Way (2023, Animated Short) - Sound Designer, Sound Editor, Re-Recording Mixer
LionHeart Animatic Pilot (2022, Animatic Short) - Sound Designer, Sound Editor, Re-Recording Mixer
Musical Theater Works Presents: The Addams Family (2021, Film Musical) - Dialogue Editor, Music Mixer
Odd Dog - Madame Corgi (2021, Animated Short) - Sound Designer, Sound Editor, Re-Recording Mixer
The Road Theater’s Reykjavík (2021, Film Play) - Re-Recording Mixer
Musical Theater Works Presents: Cinderella (2020, Film Musical) - Dialogue Editor, Music Mixer
Juke Box Hero (2019, Drama Feature) - Dialogue Editor, SFX Editor, Music Editor
Sesame Street Workshop - Seanna’s Ocean Buddies (2018, Animated Short) - Sound Designer, SFX Recordist
Carpe DM Ep. 11 (2018, Podcast) - Dialogue Editor, Re-Recording Mixer
Cohibernation (2018, Documentary Feature) - Dialogue Editor, Noise Reduction and Clean Up
Bella Ciao! (2018, Drama Feature) - Additional Dialogue Editor
Carpe DM Ep. 5 (2017, Podcast) - Dialogue Editor, Re-Recording Mixer
The Sounds of Healing (2016, Documentary Feature) - Production Sound Mixer (Set 2)
Brenda the Exterminator Part II (2016, Student Short Film) - Music Supervisor, Foley Artist, Re-Recording Mixer - Dialogue
Dr. Voodoo Part II (2016, Student Short Film) - Dialogue Editor, SFX Editor, Foley Editor, Production Sound Mixer, Boom Operator
Dr. Voodoo Pilot (2016, Student Short Film) - Production Sound Mixer, Boom Operator
Monster Music Factory Series (2016, Television, Five Animated Shorts) - Sound Designer, Sound Editor, Re-Recording Mixer
Thank You for Shopping Star-Mart (2016, Short) - Dialogue Editor, SFX Editor, Re-Recording Mixer
Sense8 (2015, Television Episodic) - Background Actor, Intro Credits (uncredited)
MC Scammer (2014, Short) - Dialogue Editor, SFX Editor, Re-Recording Mixer
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Games (and other non-linear media):
My Name is Te (2017, VR Walkthrough) - Sound Designer
Kodos (2016, Student Game) - Audio Supervisor, Lead Sound Designer, Sound Implementer
Roboseum (2016, Student Game) - Lead Sound Designer, SFX Editor
Game Audio Institute (2014) - Featured Sound Designer for Dynamic Music Implementation
Matt M. Jacobson
m2.jacobson@gmail.com