The
Prince of Egypt
Using subtlety
in preference to bombast, Dreamworks' biblical epic may be destined to
become an animated classic. Richard Buskin talks to the audio team behind
The Prince of Egypt
A
BLOOD-AND-GUTS chariot race, a massive sandstorm, a pillar offire that
reaches the sky, an exodus of more than 100,000 people, a burning bush,
the parting of the Red Sea, and no less than ten plagues were on the menu
for the sound team that toiled for up to three years on Dreamworks' recent
animated feature, The Prince of Egypt.
The directive from the studio's top brass was for the audio elements
to be developed in tandem with the visuals, as the animators would be
using the audio to help shape the visuals from the line-drawing phase
onwards. Consequently, a far higher proportion of the sound work took
place during production (as opposed to postproduction) than is the case
on regular live action features.
'We pre-edit this type of film so that there's no unnecessary work done
by the animators,' explains Nick Fletcher, supervising editor on The Prince
of Egypt. 'The script that we start with isn't usually as tight as one
on a live action movie. A lot of the people in the story department often
sketch ideas and even whole sequences, pinning their drawings up on the
wall and discussing everything. Then, being that we have the Avid here,
it's very easy to point a video camera at those drawings and shoot them
in, so that is why we now edit stuff at an earlier stage than we used
to. Next we record scratch dialogue here, put music on as well as sound
effects, and that is how we kind of build the story reel.
'This obviously is when ideas are very loosely developed, and the editing
therefore becomes part of the process in developing the story,' he concludes.
'When people are fairly comfortable with a sequence we then bring the
actors in, and we record the final production dialogue and cut that against
our storyboards.'
'During the production phase my main directive was to create a fluid
environment and bits of action for the transition from storyboards to
animation,' adds sound designer Lon Bender who, along with Wylie Stateman,
founded the Soundelux Entertainment Group back in 1982. 'The fluidness
of the movement of the characters through space was totally undeveloped
because they were just voices in an ADR studio and storyboards on a one-dimensional
piece of paper. The movement and environment for them to act in was often
created by the sound, and then the animators were able to do all of the
layouts and design the movement of the characters from one location on
the screen to another from the visual standpoint.'
For his part, the fact that he was so involved in the overall development
of the film made Nick Fletcher feel that his job extended beyond that
of picture editor. 'Whereas with live action footage you make your cuts
from the daily rushes, as the editor on a film like The Prince of Egypt
you can actually design shots too,' he says. 'You can say, "I'd love to
get a crowd shot here", and you knock up a rough sketch and put it in,
and if it works then we'll carry it through into production. We're involved
in the storytelling process from the beginning, and I think that's more
interesting in a way.'
Given
the high cost and time-consuming nature of animation, there is normally
not nearly as much shooting of new scenes on a feature-length cartoon
as on a live action picture, yet there were still certain shots in The
Prince of Egypt that, once viewed, required re-animating. At the same
time, while Lon Bender and Wylie Stateman (his partner at Soundelux Hollywood)
were involved from the movie's inception, several audio ideas were also
developed in the cutting room, and so there was often a close collaboration
between the Dreamworks and Soundelux teams.
A case in point is the creation of the voice of God for the pivotal scene
when Moses hears from his maker via the burning bush. 'That was a particularly
interesting challenge for me, and something that I was very fond of working
on,' comments Nick Fletcher. 'I remember we tried so many different versions
of that. Being that it had the theological aspect to it that you don't
really get in most movies, some brilliant ideas just didn't work on religious
grounds. For instance, in terms of the effects that we tried out to manipulate
the voice, if you want to make someone sound like an alien or the Devil
it's relatively easy, but of course that was a no-go for us. Idid a version
myself using the actors, actresses and children within the film, kind
of morphing from one voice to another, which for me was great fun to do
and produced a pretty amazing sound. But it crossed the line theologically
and so we had to abandon that idea.'
The task of creating God's voice was thus handed to Lon Bender and the
team working at the facility of the film's music composer, Hans Zimmer.
'The challenge with that voice was to try to evolve it into something
that had not been heard before,' says Bender. 'We did a lot of research
into the voices that had been used for past Hollywood movies as well as
for radio shows, and we were trying to create something that had never
been previously heard not only from a casting standpoint but from a voice
manipulation standpoint as well.'
The solution was to use the voice of actor Val Kilmer to suggest the
kind of voice we hear inside our own heads in our everyday lives--as opposed
to the larger than life tones with which the Creator has been endowed
in prior celluloid incarnations.
The
chariot race, on the other hand, demanded a sound that realistically conveyed
the flimsy, lightweight construction of vehicles of the day. After much
experimenting, bamboo and a variety of squeaks were settled upon as the
raw elements with which the Foley artists could perform their moves.
'We wanted to get away from the classic Hollywood idea that, in this
kind of setting, weight equals excitement,' says Lon Bender. 'We wanted
something in the mid to high frequency range, not only allowing the characters
to be in an environment that was real from an historic standpoint, but
also enabling us to test how we could use mid to high frequency sounds
that work with a score that has a lot of low and mid frequency sounds
from the percussion section. In fact that was quite successful, because
we weren't competing within the aural spectrum with the score, and so
the chariot race not only turned out to be historically accurate, but
also entirely separate from the music.'
Again frequency considerations came into play during a desert montage
that highlights the changes taking place with regard to Moses' perspective
on himself and the world around him, by focusing on his own diminishing
stature in relation to the increasing size of his environment.
'The low frequencies expand as he gets further and further out into the
desert and as the desert grows,' explains Bender. 'As we dissolve from
one phase of his life to another, long exhaling breaths emphasise his
new take on life, and the sound of the desert gets deeper and deeper and
deeper, and finally it goes into the windstorm that completely takes over
the screen. That then contrasts with the silence that follows, and the
same is true with the Angel of Death sequence, which is one of my favourites.'
In this scene, which has no music, the Angel's sound comprises the breaths
of adults and children, while extremely sharp knives are used to convey
the Angel's movements and the souls of the deceased are represented by
a single exhale.
'We purposely played everything very quiet and very subtly to add to
the feeling of danger, instead of going in the traditional Hollywood direction
of everything getting louder and more exciting,' says Bender. 'We went
for a much more surgical sort of scariness where things are extremely
quiet and lurking around in the shadows. I think that scene is very successful.'
Equally successful in its own way is the scene that depicts the parting
of the Red Sea, blending the powerful visuals with huge oceanic and gale-force
wind sounds that, courtesy once more of keeping a sharp ear on frequency
differences, manage to circumvent Hans Zimmer's dramatic score.
'I had the elements of that score in my hands as we were putting the
sounds together,' says Bender. 'There was a certain amount of clashing
going on. In fact, we had to re-envision some of the big, broad sounds--mostly
of the water playing against the rocks and against the sand, and where
the water goes right by the camera--in order to make room for everything.
These were the things that were less static, whereas the things that were
static did not fly because of all of the elements of the music, which
included a lot of strong woodwind instruments and also some synthesiser
pads that were very heavy. These gave size and scope to it but they also
conflicted with the broad organic sounds, so we went for the things that
were less static and that seemed to work very well.'
Multiple systems were used on the Prince project; Pro Tools integrated
with Nick Fletcher's Avid, while WaveFrame was also used for a lot of
the editing.
'We
did a lot of our previews and playbacks off of the WaveFrames where we
were coming off the hard drive,' recalls Lon Bender. 'We also used the
Dolby ISDN line to play back a lot of the material off Pro Tools when
I was at a remote location in San Francisco, which is where I was most
of the time.'
At Soundelux, with Bender and Stateman in their complementary roles as
sound designer and supervisor, the audio postproduction team consisted
of two dialogue-ADR supervisors, eight sound editors, assistant sound
editor, Foley supervisor, Foley mixer, a pair of Foley walkers, Foley
recordist and to people taking care of any additional audio. Andy Nelson
was the dialogue mixer, Anna Behlmer the effects mixer and Shawn Murphy
mixed the music.
'Because there's no production track and no contamination from natural
exterior recordings, you have a lot more versatility in terms of what
you play and the control that you have,' says Bender, who supervised and
also participated in the mix of The Prince of Egypt on Stage One at Todd-AO
West. 'Animated mixes are more complex for that reason. You really have
to make choices to play certain things and leave out certain things, whereas
with live action you're often stuck with a production track that dictates
how you play certain scenes.'
Andy Nelson spent a couple of months mixing 24 channels of dialogue on
an Otari Premier console that also assigned 30 channels to the music and
64 channels to the effects. This was the first full mix that he had ever
done for an animated feature, and he concurs with Bender about the advantages
and drawbacks.
'It's good that you don't have to get rid of any extraneous sounds,'
he says. 'The bad thing is that you've got to start creating an environment
for these voices to live in, because, obviously, if you just play them
the way that they're recorded straight off the microphone it's going to
sound like a radio show. The thing that was interesting to me was that,
right from the beginning when they discussed the style of the soundtrack
and the way that we would go about the mix, it was very clear that they
wanted to create a soundtrack that would be more inclined towards a live
action film than a traditional animated feature. You see, it was dealing
with a serious subject instead of the usual light-hearted ones that cartoons
usually revolve around. In terms of the sound and the visuals you're normally
creating a big illusion, but the only illusion in this film related to
the characters being drawn.
'From my point of view with the dialogue, what I really strove hard to
achieve was a way of creating an environment for the voices to live in,
to get a sense of realistic ambience rather than just slinging a lot of
echo on things and making them big and broad in the way that animated
films are generally treated. I wanted to play on the subtlety of those
environments, which is why the dialogue was complex. Then there were a
couple of instances where it was even more complicated, such as the voice
of God, where we wanted this out-of- body experience without it being
booming in the traditional sense. I therefore went to great lengths to
place it in the different speakers, but not in an overwhelming sense,
opting instead for a warm, comfortable feeling which we achieved with
the breaths that were added. That whole sequence with the voice of God
and the burning bush was one of the most complicated areas, because there
was this constant battle to achieve something that felt very special while
not showing your hand as to how you were doing it. I think we pulled it
off, but I could have spent longer on it, as we could have all spent longer
on certain things.'
Needless
to say, even with a three-year schedule in which to complete the audio
production and post work, things ran down to the wire. 'There's always
a rush to make the deadline in the end, but we just do the best that we
can in the time that we have,' says Lon Bender. 'We certainly could have
taken twice as long as we did to mix the movie, and I've never worked
on a movie where that wasn't the case.'
'During the three years that I was involved with The Prince of Egypt
there was never a lull when we weren't doing anything,' adds Nick Fletcher,
whose own work on the film lasted until just prior to it's release. 'We've
got a great postproduction department at Dreamworks and the postproduction
supervisor Jan Owen was guiding it through the final stages, but we'd
still get into all of the print checking, signing off on the various sound
formats and ensuring that everything matched.'
'We went down a lot of different roads,' comments Lon Bender. 'The soundtrack
was well thought out and we tried many, many different things, some of
which ended up on the screen and some of which did not. The outcome of
all that we tried helped us to make decisions, and I really have to applaud
Dreamworks for supporting that type of process because that's normally
not done.'
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