Shotcraft
Post Sound

Foley Artist

Performs every human-contact sound to picture, in sync, with props on a stage.

What they do

Foley is performance, not editing. The artist stands on a stage in front of the picture, with pits of different surfaces underfoot, gravel, concrete, tile, wood, marble, water, and a wall of props: shoes for each character, coats, keys, crockery, chains, leather, cloth. They watch the scene, then perform it. Work divides into three passes. Footsteps: every character's walk, matched to their weight, shoes, surface and mood, and re-performed per shot when perspective changes. Moves: the cloth and body sounds of a person shifting in a chair, putting on a jacket, picking something up, which is the layer that makes a figure on screen feel physically present. Specifics, sometimes called spot props: a glass set down, a door handle, a sword drawn, a punch. The artist works with a foley mixer and often a recordist who handle mic placement and record takes; the artist chooses the prop and the way of performing it. Foley is also a delivery requirement rather than a nicety: the effects-and-ambience pass used for dubbed versions has to carry foley matching the original, because when the original dialogue tracks are removed, everything the actors physically did has to still be there.

What they decide

The calls that belong to this role and no other.

Principles of the craft

Common mistakes

How to learn it

Exercises and routes in, not a reading list.

Where generation touches this job

Automatic sync tools and searchable libraries reduce some of the assembly around foley, and generated audio can produce plausible impacts and textures as raw material to treat. What it does not replace is a performance decided frame by frame against a specific actor's body: foley is chosen for weight, mood and character, and generated material has no view about who is walking. The delivery requirement also keeps the discipline in place, because dubbed versions need a dialogue-free pass carrying foley that matches the original performance, which is a per-shot correctness requirement rather than a plausible-texture problem.

Written to be honest in both directions: this site does not claim a model replaces this role, and does not pretend nothing has changed.

Tools and kit

  • A foley stage with surface pits: concrete, gravel, wood, tile, water, sand
  • Prop collection: shoes per character, cloth and coats, crockery, keys, hardware, leather
  • Foley mixer and recordist working to Pro Tools, close and room mics
  • Picture with timecode and a cue or spotting list
  • Foley stems delivered into the mix and into the M and E pass

Works with

  • sound-designer
  • dialogue-editor
  • re-recording-mixer
  • editor
  • director
  • costume-designer
Sourcing

This role was added to the dataset after the source-hygiene pass that covered the others, so its sources have been checked for existence but not for whether each one supports the sentence citing it.

What to read about the machines

Explainers this role's own page refers to. Each one is listed because the text above names the term shown beside it.

The models that touch this work

The parts of the directory relevant to post sound, rather than all of it.

Also in Post Sound

Sources