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you need a fairly dead space to work in with pits containing various types of surface to walk on. Foley is comprised of various disciplines - walking, clothing and artifacts. In order to be an effective foley artist, you will need a large collection of clothing materials to work with, lots of different artifacts to manipulate and make sound from, and some ...


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Apart from strictly "audio production work": • Selling sound effects and sound effects or sample libraries • Preset design for musical instrument or audio effects plug-in developers • Marketing for musical instrument and audio gear manufacturers • Renting recording gear and studio facilities • Acoustical consultation and studio design/building (but you need ...


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Well, if you're applying for a non-audio job, then don't waffle about audio too much in your application. But do make sure to talk about how your previous line of work (sound design, audio?) equipped you with considerable creative- as well as technical skills. Talk about how you learn new equipment and software quickly, your ability to navigate in complex ...


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Hi Not sure of the system in other countries, but here in the UK more often or not there are 3 members in the Sound Dept; Mixer, Boom Op and Sound Assistant. The assistant is basically a rookie boom op who routes cables, sorts maintenance, hands out headsets to director etc, but also gets experience on the pole grabbing "off lines" and dialogue that the ...


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I wrote a blog post on that exact topic. It's an in depth look at breaking in based on my experiences and many others that gave me tips along the way. Here is a link. Please comment on the blog if you found it helpful. It's nice to hear that the posts are making a difference :) http://www.aaronbrownsound.com/advice-how-to-break-into-the-professional-audio-...


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