
Mastering the music is my favorite aspect of being a sound engineer, but I like mixing and sound design as well.
Stereo and Dolby Atmos mixing and mastering. Video Game Audio sound design and implementation studio.
Send me a note through the contact button above.
Interview with 7SP
Q: Tell us about a project you worked on you are especially proud of and why. What was your role?
A: I produced beats that had C-Bo and Spice One on them. They were my first sales and two of the biggest artists at the time. I made the beats and my first real money.
Q: What are you working on at the moment?
A: Live streaming music production sessions.
Q: Is there anyone on SoundBetter you know and would recommend to your clients?
A: I don't know anyone, but Im sure there are plenty of great professionals on the platform.
Q: Analog or digital and why?
A: Both. They both have advantages and disadvantages, but most consumers and clients cant tell or don't even care, as long as the end product sounds good.
Q: What's your 'promise' to your clients?
A: We will achieve your vision.
Q: What do you like most about your job?
A: The process and happy clients.
Q: What questions do customers most commonly ask you? What's your answer?
A: Where can I hear your work? Here is a link to my work.
Q: What's the biggest misconception about what you do?
A: Its simple or it cant be learned.
Q: What questions do you ask prospective clients?
A: What id your project timeline? Do you have access to the session files for the final mix? How long have you been making music?
Q: What advice do you have for a customer looking to hire a provider like you?
A: Give me as much detail as possible about your vision for your music and ask questions.
Q: If you were on a desert island and could take just 5 pieces of gear, what would they be?
A: Drum, solar power, Computer, Mic, and MIDI keyboard
Q: What was your career path? How long have you been doing this?
A: I want to focus on Mastering music and video game audio. I've been making music and mixing for over 20 years.
Q: How would you describe your style?
A: Northern California music scene influence. Thats where I grew up and learned how to produce music. Artists/producers like Brotha Lynch Hung, Yuck Mouth, 3 x Crazy, Rick Rock, C-BO, and the likes influenced my sound. I also grew up playing the saxophone and listening the Phil Collins, Jimmy Hendrix, Herb Alpert, Santana, Parliament and the Funkadelicks, Sade, Chris Jasper, LL Cool J, and LA Dream Team.
Q: Which artist would you like to work with and why?
A: Dr. Dre. He is a legend and part of the reason I produce music.
Q: Can you share one music production tip?
A: Take your time to craft and realize you vision.
Q: What type of music do you usually work on?
A: Hip-hop, rap, trap, fusion
Q: What's your strongest skill?
A: Music production
Q: What do you bring to a song?
A: Technical understanding to support the artist's or producer's vision. I also offer some artistic input (arrangement, mix adjustments, recording) if asked or as a alternative option.
Q: What's your typical work process?
A: For my own music: music production (beat), arrangement, lyric writing, recording, mixing, post production, mastering, release and ad launch. For mastering clients: I receive a stereo or group stems, listen to song to study it, use provided reference or find a comparable genera reference, fix identified issues through mastering chain, make any enhancements, send sample to client, final master, receive payment, deliver master. I use a similar process for Dolby Atmos.
Q: Tell us about your studio setup.
A: All in the box: Nuendo, Cubase Pro, Izotope Ozone, Izotope RX, Wave Lab, SPL DAC amp, Sony MDR M1, Audezy LCD serise, MR816x Audio Interface, Waves plugins, al lot of other plug-ins, Native Instruments and other VST brands.
Q: What other musicians or music production professionals inspire you?
A: Dr. Dre, DJ Quick, Battle Cat, Daz, DJ Malski, Rza, Trent Reznor, Warren G, Phil Collins, Jermaine Dupri, Pharrell, Kanya West,
Q: Describe the most common type of work you do for your clients.
A: Mixing; Mastering; and Sound design, Middleware implementation (FMod or Wwise), and non-liner music for video games

- Mastering EngineerAverage price - $30 per song
- Dolby Atmos & Immersive AudioAverage price - $75 per song
- Game AudioAverage price - $100 per day
- Sound DesignAverage price - $50 per minute
One full revision with up to three feedback checks
$10-$20 dollars off on two or more songs



