Audio For Visual Media School

Opportunities In Audio For Visual Media

Perhaps you're an avid gamer fascinated by game design. A film buff who knows suspense is something you hear. Maybe you're into sound design, making videos of your band's shows, or have a YouTube channel you create content for. Audio for visual media is one of the many creative opportunities many of our alumni take after graduating from the OIART program.


If this sounds like you, then start your application today!

Top OIART Employers

Here is a list of some of the top broadcasting, media and gaming studio companies in Canada that look to OIART year after year to hire the best in audio for visual media. Follow your passion and you could be next!

  • CBC

    Canada’s national broadcaster; Shows include Ontario Morning, The Fifth Estate, The National, Dragon’s Den, Battle of the Blades and music and news related programming, Republic of Doyle, George Strombolopolous, The Royal Canadian Air Farce plus election, Olympic and FIFA World Cup coverage.

  • Bell Media

    Canada’s largest network, Bell owns CTV, TSN, RDS, ESPN (part-owner), MuchMusic, MTV, The Comedy Network, Discovery Channel, Business News Network, CP24, Bravo, E!, HBO Canada, The Movie Network, Fashion Television, and Canal D.

  • Rogers Television

    Hockey Night In Canada, Stanley Cup playoffs and Outdoor Classic events, local programming throughout Canada.

  • Ubisoft

    Assassin’s Creed, Tom Clancy’s Splinter Cell, Prince of Persia, SouthPark and Just Dance.

  • EA Games

    Madden NFL, FIFA Football/Soccer, NHL, NCAA Football, SSX and NBA Jam, Battlefield, Need for Speed, The Sims, Medal of Honor, Command & Conquer, Dead Space, Mass Effect, Dragon Age, Army of Two and Star Wars: Knights of the Old Republic, LucasArts.

  • Formosa Group

    Formosa Group engages with filmmakers and content creators to tell stories through sound on titles such as HALO, Dune, Joker, Ford vs Ferrari, 191, Blade Runner, Handmaids Tale, The Revenant, Dunkirk and many more!

  • Technicolor

    Television shows include American Dad, American Horror Story, Beyond The Dome, Cleveland Show, The Closer, Criminal Minds, Desperate Housewives, Dexter, Family Guy, The Following, Glee, Hawaii Five O, Major Crimes, Nip/Tuck, True Blood, Remedy, Haven, Spun Out, Degrassi: The Next Generation.

  • RMW Music

    Canadian Paralympic Committee, MOLSON, McDonald’s, The Jane Goodall Institute, Sleep Country Canada, Subaru, Coors, Kia, Expedia, Hyundai, Canadian Tire, Mountain Dew, Toyota, Harvey’s and Nike.

  • Studio 18 Sound and Picture

    Specializes in reality television for shows such as Survivor, The Amazing Race Canada, Top Chef Canada, Battle of the Blades, and Canada’s Next Top Model.

  • Supersonics Post Production

    Post production Sound experts: Supersonics Post Production employs numerous grads as re-recording mixers, recordists, editors and sound designers. Shows include Storage Wars Canada, Johnny Test, Scaredy Squirrel, Peep in the Big Wide World, Apollo 18, How to be Indie, Busy Town Mysteries, Super Why, Max and Ruby.

  • SIM International

    Canada’s premier post-production boutique: SIM works with major production companies such as Take 5 Productions, Rhombus Media, Showtime, Starz, New Line Cinema, Serendipity Point, NBC Universal, Whizbang, Marblemedia, Sienna Films, USA Networks and Paramount Pictures. They have won over 75 awards in the past 20 years of operation. Notable shows include Vikings, Book Of Negroes, The Tudors, Rookie Blue, Saving Hope, Top Chef Canada, Our Man In Tehran, Rush: Beyond the Lighted Stage (documentary) and The Borgias.

  • Dome Productions

    Owned by Bell Media and Rogers Media Inc. but is unique as one of North America’s leading production facilities providers. Dome Productions offers mobile production facilities (studio trucks), transmission services, studio facilities and full turnkey host broadcast services. They own 13 mobiles around North America and provide production for every major arena in Canada.

  • Relic Games

    Homeworld series, Dawn of War series, Warhammer 40,000 and the Company of Heroes series.

  • Digital Extremes

    Epic Pinball, Silverball and Extreme Pinball,Unreal and Unreal Tournament,Dark Sector, Bioshock 2, PC version of THQ hit, Homefront, Darkness II, Halo4 multiplayer, Star Trek, Warframe.


Spots for next years program are filling up fast. Inquire today!

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Possible Careers in Audio For Visual Media

  • Film & Television

    • Utility Cable
    • Location Trainee
    • Playback Operator
    • Boom Operator
    • Location Recordist
    • Transfer Engineer
    • Duplication Engineer
    • ADR Recordist
    • Music Composer
    • Dialogue/Music Editor
    • ADR Mixer
    • Music Producer
    • Music Recordist
    • Music Editor
    • Music Mixer
    • Music Supervisor
    • Music Contractor
    • SFX Recordist
    • SFX Editor
    • Foley Recordist
    • Foley Editor
    • Foley Mixer
    • Sound Designer
    • Supervising Sound Editor
    • Re-Recording Mixer
  • Gaming

    • Video Game QA/Tester
    • SFX Editor
    • Dialogue Editor
    • Junior Sound Designer
    • Video Game Sound Designer
    • Video Game Producer
    • Audio Lead
  • Internet

    • Interactive Audio Designer
    • Webcaster

FILM & TELEVISION

  • Utility Cable
  • Location Trainee
  • Playback Operator
  • Boom Operator
  • Location Recordist
  • Transfer Engineer
  • Duplication Engineer
  • ADR Recordist
  • Music Composer
  • Dialogue/Music Editor
  • ADR Mixer
  • Music Producer
  • Music Recordist
  • Music Editor
  • Music Mixer
  • Music Supervisor
  • Music Contractor
  • SFX Recordist
  • SFX Editor
  • Foley Recordist
  • Foley Editor
  • Foley Mixer
  • Sound Designer
  • Supervising Sound Editor
  • Re-Recording Mixer

GAMING


INTERNET

  • Interactive Audio Designer
  • Webcaster

FAQs About Audio for Visual Media

  • How to create a professional sound design for video games?

    Start with the brief: target platform, style, and memory/CPU limits. Build an asset list, gather references, and prototype quickly. Record/perform foley and VO, synthesize and layer FX, and keep sessions organized with clear naming/versions. Design with interactivity in mind—variations, parameters, and real-time control for states (health, distance, materials). Implement in‑engine via industry middleware, set attenuation, mix in context, and optimize (loop points, file size, voice limits). Playtest, iterate, and fix integration bugs. At OIART, you’ll practice end‑to‑end game audio: capture, design, implementation, and in‑engine mixing, so your reel shows both sound and systems thinking.

  • What type of job might require a degree in audio engineering?

    Many roles hire on portfolio, but some employers prefer or require formal training/credentials: broadcast audio (A1/A2), corporate AV and events, post‑production facilities, larger live‑sound companies, some government/education roles, and certain unionized or safety‑sensitive positions. Formal training can also speed hiring for entry‑level assistant/editor/tech roles where standards, documentation, and reliability matter. OIART’s 11‑month program gives you recognized, career‑focused training plus 650+ hands‑on studio hours, which employers value alongside your reel.

  • What job in post-production handles creating everyday common sounds like footsteps?

    That’s the Foley artist (often with a Foley mixer/recordist and Foley editor). Foley artists perform footsteps, cloth, and props on a dedicated stage to match pictures; the mixer captures clean, perspective‑accurate recordings; the editor syncs and polishes for the final mix. At OIART, you’ll learn Foley performance, mic’ing, recording, and editorial basics so you understand the full pipeline from stage to re‑recording mix.

  • What does a game engineer do?

     In audio, a game audio engineer (or technical sound designer) bridges creative sound with implementation. They integrate assets, script triggers and states, build interactive systems (layers, randomization, parameters), mix in‑engine, optimize performance/memory, and squash bugs. They collaborate with designers, programmers, and composers to ensure the game feels responsive and cohesive. OIART trains both sides—sound design and technical implementation—so your portfolio demonstrates you can design great audio and make it work in game.

  • How to break into the gaming industry?

    Build a focused, playable portfolio: 2–3 small games or level mods showing implemented SFX, UI, and music, with short breakdowns of your decisions. Join game jams, collaborate with indie teams, and contribute to community projects. Network consistently (Discords, meetups, conferences), apply for internships/junior roles, and show your process (before/after, implementation videos). Keep learning, ship frequently, and be reliable. At OIART, you’ll create real projects, get portfolio coaching, and tap into career support to target your first role.

  • What skills do you need to make a video game?

    Teams blend multiple disciplines:

    • Design: gameplay, systems, UX
    • Programming/technical: engine/scripting, tools, performance
    • Art: 2D/3D, animation, VFX
    • Audio: sound design, VO, music, implementation, in‑engine mixing
    • Production: scheduling, QA, documentation

    Strong collaboration, version control, and problem‑solving tie it together. OIART focuses on the audio track—design, capture, editing, and in‑engine implementation—while teaching you to collaborate smoothly with non‑audio teammates.

  • What training do you need to work in film & television?

    For audio roles, you’ll want production sound basics (location mic’ing, wireless/RF, set etiquette), post workflows (dialogue editing, ADR, Foley, sound design), re‑recording mix, and deliverables/loudness standards. Pro Tools fluency, session organization, naming, and backups are essential. A strong reel, references, and the ability to work fast to picture will open doors. OIART’s Audio for Visual Media training covers the pipeline—from capture to edit to final mix—so you graduate with practical skills and portfolio pieces aligned to industry expectations.

  • What roles are covered (dialogue editor, adr recordist, foley artist, sfx editor, sound designer, re-recording mixer, music editor, game audio implementer)?

    OIART’s Audio for Visual Media track trains you across the full post pipeline: dialogue editing and cleanup, ADR recording/editing, Foley performance and editing, SFX editing/design, creative sound design, assistant re-recording mixing and mix prep, music editing and conforming, and game audio implementation (asset creation and middleware/in‑engine setup). You’ll practice real deliverables, spec sheets, and session organization so your reel shows both creative and technical readiness.

  • What is adr and how do you record and sync it?

    ADR (Automated Dialogue Replacement) is re‑recording lines to replace or enhance production dialogue. Workflow: prep cues to picture, use beeps/visual streamers, match mic and perspective, record multiple takes, then comp, edit, and sync precisely in Pro Tools. You’ll learn to match tone/space with EQ/NR/verb, manage slating and reports, and deliver clean tracks that integrate seamlessly. OIART runs guided ADR sessions so you can run the room confidently.

  • What are stems (dx/fx/mx) and how do you deliver them?

    Stems are mixable submixes: DX (dialogue/ADR/VO), FX (Foley/SFX/backgrounds), and MX (score/songs). Delivery usually means separate stereo or surround bounces with a shared start (2‑pop/leader), proper head/tail, correct sample rate/bit depth, loudness/spec compliance, and clear naming. At OIART you’ll practice building stem buses, printing to spec, and packaging final deliveries for broadcast/film/game handoff.

  • What mics and techniques (boom, lavs, plant mics) are taught?

    You’ll learn boom technique (shotgun/supercardioid patterns, perspective, handling), lav placement and concealment (wired and wireless, RF coordination, gain staging), and plant mics for coverage in cars/sets. Training covers phase checks, redundancy (boom+lav), room tone capture, and matching production aesthetics so the post has clean, usable tracks.

  • What studios, mix rooms, and foley/adr stages are available?

    You’ll work across eight student‑dedicated studios and surround‑capable classrooms/mix rooms designed for accurate monitoring and critical listening. Spaces can be configured for ADR/Foley workflows and post sessions, with industry‑representative microphones, preamps, dynamics, and leading plugins in acoustically treated rooms. Bookable lab time is in small groups (max four) so you get real seat time. For specifics or a tour: live chat at oiart.org, call 519.686.5010 x22, or contact admissions.

  • Do students collaborate with film/animation/game programs or real clients?

    Yes, projects are designed to simulate real‑world briefs, and students often collaborate on cross‑discipline work and community/client projects when available. You’re encouraged to bring in material and build your reel across music, post, and game audio; instructors help you source and scope portfolio pieces that reflect industry standards. Ask Admissions about current collaboration pipelines and opportunities.

  • What jobs can I get after graduating from audio for visual media?

    Common roles include dialogue/ADR editor, Foley artist/editor, SFX editor, sound designer, assistant re‑recording mixer, music editor, post‑production assistant, podcast/broadcast post, and game audio implementer/integrator. OIART’s Career Management support starts day one and continues for life (resume, interview prep, job search strategy). OIART reports a 100% job placement rate for graduates; connect with us to see current outcomes and roles. Live chat with us today, call 519.686.5010 x22, or reach admissions.

Ready to Start?

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OIART's Audio Program Includes:

✓ Small Class Sizes

✓  On Site Facilities

✓  Industry Leading Instructors

✓  Post Grad Support & Guidance

✓  Exclusive 11 Month Program

Top Reasons Why You Should Choose OIART.

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Have Questions?

If you have questions about our audio engineering and music production program or would like to book a tour, we would be pleased to speak with you.


Call Us: 519.686.5010

Text Us: 519.200.4151

Email Us: Using Our Contact Form

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Grad Career Spotlights

From Much Music video awards to the Stanley cup or the Olympics, OIART grads are there. What do Hollywood movies, hit TV series, award-winning documentaries and the hottest video games have in common? All feature the audio workof talented OIART grads.

A woman is sitting in front of an apple computer

Michelle Hwu ('15)

Since graduating from OIART in 2015, Michelle Hwu has been actively working in audio post-production. She began interning at Tattersall Sound & Picture, where she had the opportunity to work and train as a Sound Assistant.


Read More

A man is holding a microphone in front of a green screen

Carlo Scrignaro ('16)

Carlo is a Sound Designer/Editor/Mixer and an all-around Audio Engineer based in Toronto, Ontario, who started his career as a musician recording his own drum cover videos that he posted on YouTube.


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A man with long hair and a beard is looking at the camera.

Wayne Lemmer ('03)

Graduated from OIART’s audio production school in 2003 and soon afterwards the Ilderton native moved to Hollywood. There, he landed a job with 20th Century Fox, one of the top film studios in the world.


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More Grad Spotlights

Productions Our Grads Have Worked On