
Film · Games · Advertising
The thing audiences feel but never consciously hear.
“We need the trailer to feel like the ground is giving way. Subtle at first — something wrong in the air — then complete collapse. The edit is locked. The sound has to do all the emotional lifting.”
Field recordings: Abandoned mill, Braddock PA — sub-bass synthesis, convolution reverb chains
“Every UI sound needs to feel like it belongs to a living ship. Not sci-fi. Not fantasy. Something that breathes. Menu clicks should feel like sonar pings. Loading states like pressure equalizing.”
Source material: Contact mics on submarine hull (USS Cobia, Manitowoc WI), hydrophone recordings Lake Michigan
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“Thirty seconds. Headphone launch. The visual is someone in a crowd going completely still. We need the crowd to exist — loud, chaotic — then one click and silence. Not quiet. Silence. Then music.”
Crowd recordings: Chicago Transit Authority Blue Line platform — binaural capture, 48-channel Ambisonic array

Eight years designing audio for the things people feel before they understand why. Trained in classical composition, retrained in post-production, now operating somewhere between the two — where a sub-bass fundamental at 28Hz becomes the emotional center of a scene.
Film, interactive, advertising.
elliot@waveformsound.com