Sound careers
What a Sound Design Reel Has to Prove in Ninety Seconds
You asked how to put together a reel for a first sound design job. This post sets out how the people watching tend to judge one, how to structure a main reel of ninety seconds to three minutes, and what belongs on the website behind it instead. By the end you will have a running order to cut to and a checklist of what a hiring supervisor expects to find.

The short version. Open on your best work, keep the main reel between one and a half and three minutes, and cut every clip you are unsure about. Put dialogue cleanup, production sound and game implementation in separate breakdowns on your website, and keep one version of the reel for each kind of employer you apply to.
Who watches your reel, and how
The reel is the part of an application most early-career sound designers worry about, and the worry is normal. It helps to know who sits on the other side. A supervising sound editor, the person who runs the sound department on a film or series, an audio lead at a games studio, or a recruiter often watches a long run of reels in one sitting. Many stop well before the end.
So build on the assumption the first minute is all anyone sees. In those seconds the reel has one job: to show, fast and without doubt, three things. You have taste. You have technical control. Your work sounds finished. Every decision about structure below follows from those three.
Length: shorter wins
Aim for a main reel of one and a half to three minutes. A tight ninety seconds with no weak moment beats four minutes which sag in the middle, because a reviewer judges the whole reel by its weakest clip as much as by its best. If you have more good material than fits, put it in breakdowns, short separate videos which each show one skill in detail, rather than stretching the main reel.
A running order to cut to
- Opening slate, three to five seconds. A slate is a title card. Yours carries your name, your role ("Sound Designer"), your email address and your website. Skip long animated logos, since every second of them comes out of the time a reviewer gives your work.
- Your strongest piece first. Many reviewers never reach the end, so the opening clip is your single best and most polished piece.
- Four to six excerpts of 15 to 45 seconds each. Cut to the best moments rather than showing whole scenes. Each excerpt shows something the others do not, so nothing repeats.
- Contrast in pace. Alternate dense, high-energy material with quiet, restrained work. Reviewers notice restraint. A tense, quiet scene where every footstep and the room tone, the faint background sound of the space itself, feel right often says more than another explosion montage.
- A strong closer. End on your second-best piece, because the last clip is the one a reviewer carries into the decision.
- End slate. Your name and contact details again, plus a short credit list: where the footage came from, who composed the music, and exactly what you did on each clip, such as design, foley or the mix.
What a general sound design reel shows
You do not need every discipline in one reel. For a general sound design or post-production role, reviewers look for four things.
- Sound design and hard effects. Hard effects are the sounds tied to something on screen, such as a door, a punch or a car. Show designed, layered sounds which are clearly not library files dropped in unchanged. This is the core of the reel.
- Foley. Footsteps, cloth movement and prop handling, performed and recorded in time with the picture so they sit naturally in the scene. Good foley shows attention to detail. Foley at Home: Recording Everyday Sound Effects covers doing it without a studio.
- Ambience and backgrounds. The beds of sound which tell the audience where they are and how large the space is. A believable world here makes everything on top of it more convincing.
- Mixing. Clarity and balance between dialogue, effects and music, with a clear sense of where the audience should focus. Every clip demonstrates your mixing whether you intend it or not, so the mix needs to be clean all the way through.
Dialogue cleanup works better on its own
Dialogue editing is the exception to the list above. Good dialogue editing is invisible by nature: when it works, nobody hears it. A main reel gives a reviewer nothing to compare against, so the skill disappears.
Show it as a separate before-and-after breakdown instead: the raw, noisy production audio, then your cleaned version of the same lines. If you are applying for dialogue editing or general post-production roles, this breakdown is essential rather than optional. Dialogue Editing & Phase Alignment: Lav vs Boom Guide covers the editing itself.
Production sound needs context to mean anything
Production sound, the recording of dialogue on set, is judged differently. Anyone hiring a boom operator, the person who holds the microphone pole over the actors, or a location sound mixer wants evidence you know the equipment and have worked on a real set. Video of you working on set helps a great deal.
Make a short video built mostly from raw audio synced to picture, with a brief behind-the-scenes section. Then add scenes played with the unprocessed production track and an on-screen caption giving the conditions, for example "Raw boom, no processing. Exterior, traffic and wind." or "Lav hidden under costume, actor moving." A lav, short for lavalier, is the small microphone clipped or taped onto an actor's body.
The caption matters because clean audio in a quiet studio proves little, while clean audio on a windy street proves a lot. For field recording, the capture of sound effects and atmospheres on location, a well-documented audio portfolio is enough. In both cases, keep capture work out of the main sound design reel, so each piece does one job well. Boom Mic Operating & Location Sound Recording covers the technique.
Range without genre labels
Your main reel flows as one piece of work, with no title cards such as "FOLEY" or "HORROR". The clips themselves make your skills obvious. Genre variety helps because it shows range, but do not build the reel around genres. A good sound designer handles all of them, and the reel should let a reviewer hear as much without being told.
One reel for each kind of employer
Keep more than one version of your reel. A games reel and a film and television post-production reel should look different, because the employers want different things. Games studios look for interactive and systemic thinking: sounds which respond to what the player does and work as a system rather than a fixed track. Post-production houses look for sync, realism and a polished mix. Game Audio Jobs in 2026: What 142 Postings Asked For lists what games employers asked for in their own job ads.
If you are applying to a studio known for horror games, a version opening on your best horror work is a smart move. If you have no horror work yet, make some.
Where to find picture to redesign
A redesign means taking existing footage, removing its soundtrack completely and building a new one from scratch. Real projects beat redesigns, but redesigns are fine, and most people starting out rely on a few.
Choose the footage with care. YouTube's terms of service do not allow you to download videos except where the service itself offers a way to, or with prior written permission from YouTube and the rights holders. A ripped clip is a poor thing to put at the top of an application to an employer who handles licensed material every day.
Blender Studio, the film studio of the Blender Foundation, publishes its short films under Creative Commons Attribution licences, which allow reuse, commercial reuse included, as long as you credit the source. Its Sprite Fright, which the studio describes as an 80s-inspired horror comedy, suits a horror-leaning version of your reel. Student filmmakers are often glad to have a new soundtrack for their film too, and asking them is a way to start a working relationship.
Whichever you use, strip the original audio entirely, credit the source, and avoid the famous trailers reviewers have heard redesigned hundreds of times. Employers also look for student films, game jams, events where teams build a small game over a weekend or so, and independent collaborations, because those show you work well in a team.
Keep the music down
Music masks sound design and makes it hard to tell what you did. Keep it low, use it sparingly, or leave it out where effects are the focus. Credit the composer every time.
Technical delivery
The reel needs consistent loudness from clip to clip and no clipping, the harsh distortion when a signal goes past the highest level a digital file holds. Measure each clip with a loudness meter rather than trusting your ears at the end of a long day. Check the finished reel on good headphones and on laptop speakers, since reviewers use both.
Host the reel on Vimeo or YouTube at high quality, and put the link at the top of your CV, your curriculum vitae or résumé, and at the top of your portfolio.
Your website is the hub
Everything else points at your portfolio website. It holds your main reel at the top, your breakdowns, a short biography, a credits list and your contact details. Keep it fast, simple and comfortable to use on a phone. A reviewer should be able to press play within one click. A custom domain name is optional. Clear, plain design matters more, and several online services build a good website for free. The student portfolio guide covers the site itself.
The website is where organising by skill belongs:
- Breakdowns with soloed stems, the separate submixes such as foley only, effects only and the full mix, so a reviewer hears your work in isolation.
- Dialogue before-and-after examples.
- For games, evidence of implementation, the work of wiring sounds into the game so each plays at the right moment. Show gameplay capture with your audio, plus screenshots or short videos of your setup in audio middleware such as Wwise or FMOD, or in an engine such as Unreal or Unity.
What the website has to carry
- A credits list. Everything you have worked on. Student and independent credits count, as long as you describe your role accurately.
- A software and skills list. Be specific. "Pro Tools (editing, mixing, Dolby Atmos), iZotope RX, Reaper, Wwise, FMOD, Unreal Engine" says far more than "industry-standard DAWs", the digital audio workstations sound is edited and mixed in. List only tools you use competently.
- Links which work. Check every link opens and none sits behind a password, unless you supply the password alongside it.
- References. Two or three people who have seen your work: lecturers, directors you have worked with, or a supervisor from an internship. In my experience a referral from someone the employer knows is often the strongest thing in an application, especially in production sound.
- A session screenshot. A screenshot of a clean, well-labelled Pro Tools session shows professionalism without a word of explanation. Some supervisors care a lot about this.
The working basics a supervisor expects
Learn the delivery side of the job before your first interview. It makes the release process far less stressful when you meet it on a real project, and you will find each of these explained in the documents in the Sources section below.
- Loudness standards. Loudness is measured in LUFS, loudness units relative to full scale, also written LKFS. EBU R 128, the recommendation of the European Broadcasting Union, sets a target of -23 LUFS for broadcast programmes. ATSC A/85, the US television recommended practice from the Advanced Television Systems Committee, gives -24 LKFS for content delivered without metadata. Streaming services set their own targets. Netflix's sound mix specification for its own branded content asks home viewing mixes for -27 LKFS, measured on the dialogue. Read the document for each delivery, since the details differ.
- Stems and M&E. Stems are the submixes, usually dialogue, music and effects, which add back up to the full mix. An M&E, short for music and effects, is the full mix with the dialogue taken out, used to dub a film into other languages. Netflix's specification requires every non-dialogue sound in the main mix to be present in the M&E, ambience and foley included. Stems vs Multitracks: What They Are and When to Deliver Each covers the difference in practice.
- Session organisation. Named tracks, consistent colours and grouped elements, so someone else opens your session and finds their way around it.
- Your rates. Know your day rate, your overtime terms and your kit fee before anyone asks. In production sound the kit fee, the charge for the use of your own equipment, is often separate from the rate for your labour. Ask someone in your local industry if you are unsure of the going figures. The Freelance Rate Calculator helps you work out a day rate from your costs.
- A kit list. For production sound, a one-page list of your equipment: recorder, microphones, wireless systems, timecode units and accessories. Productions often ask for one when hiring.
- Insurance. Whether you need equipment or liability insurance depends on your country and on the production. Ask working sound people near you, because the answer varies from place to place.
- An invoice template. Keep a simple one ready so billing never holds you up. Invoicing and Getting Paid, Without the Awkward Email covers what goes on it.
Applications and people
Use the same name across your website, LinkedIn and file names. Keep LinkedIn current, since recruiters search it. Tailor every application. One or two specific lines in a cover letter about why you want to work at this particular studio or on this particular show matter a great deal. Never send your CV alone. Write something personal about the project, what it means to you and what you bring to it.
Talking to working sound professionals in your region, at local meetups or in online communities, is one of the best ways to learn the unwritten rules of your local industry.
Cut hard, and keep updating
One weak clip lowers the impression of the whole reel. If you are unsure about a piece, take it out. Treat the reel as a living document: each new project is a chance to swap out your weakest clip.
Take heart, too. Reviewers do not expect a junior designer to have blockbuster credits. They want proof of good ears, good judgement and finished work. Ninety seconds of excellent material from student and personal projects opens doors.
Vocabulary
Showreel. A short edited video of your best work, sent with job applications so an employer hears what you do before reading anything else. For a sound designer it is picture carrying your soundtrack. A weak clip anywhere in it lowers the impression of the whole, so shorter usually works better.
Breakdown. A separate video showing one piece of work in detail, often with each element played alone and then the full mix. It lets a reviewer hear exactly what you contributed. Without breakdowns, skills such as dialogue cleanup, which are invisible when done well, go unnoticed.
Foley. Sound effects performed by a person in time with the picture, such as footsteps, cloth movement and prop handling, and recorded in a studio. Foley sits in a scene more naturally than library effects. Foley out of sync with the picture pulls the audience out of the film at once.
Room tone. The recorded sound of a location with nobody speaking, captured on set for each scene. Editors lay it under dialogue to fill gaps and hide edits. Without it, cuts in the dialogue drop to dead silence, which an audience notices even when they do not know why.
Stems. Submixes of a finished soundtrack, usually dialogue, music and effects, which add back up to the full mix when played together. Broadcasters and streaming services ask for them so they are able to adjust or replace one part later. Stems which do not sum to the mix get rejected at delivery.
M&E. Short for music and effects. The full mix with all dialogue removed and every other sound kept, foley and ambience included. Distributors use it to dub a film into other languages. Foley missing from under the removed dialogue leaves holes the dubbing studio then has to fill.
Audio middleware. Software such as Wwise or FMOD which sits between a game engine and its sounds, deciding which sound plays, how it varies and how it responds to the player. Games audio roles expect to see work in it, because a sound playing at the wrong moment fails no matter how good it is.
Kit fee. The charge a production sound mixer adds for the use of their own equipment, billed separately from the day rate for their labour. Agreeing it in writing before the shoot avoids a dispute later, and leaving it out means you pay for the wear on your equipment yourself.
LUFS. Loudness units relative to full scale, the unit of measured loudness defined in ITU-R BS.1770 and used by loudness standards, also written LKFS. A number closer to zero is louder. A mix delivered at the wrong loudness gets rejected, or turned down by the platform playing it.
Sources
The loudness figures, the delivery requirements, the YouTube terms and the Blender licences were checked against the documents below on 6 October 2026. The advice on reel length, running order and what reviewers look for is working practice, not research. No published study of how long reviewers watch a reel was found, so the timings above are recommendations rather than measurements.
- European Broadcasting Union, EBU R 128, Loudness normalisation and permitted maximum level of audio signals (November 2023). Establishes the -23.0 LUFS target level for programme loudness, and the LUFS unit as defined in ITU-R BS.1770.
- Advanced Television Systems Committee, ATSC A/85:2013 with Corrigendum No. 1 (2021). Establishes -24 LKFS as the target loudness for content exchanged without metadata, as a recommended practice for US digital television.
- Netflix, Sound Mix Specifications and Best Practices (branded content, version OC-1-6, 29 October 2024). Establishes -27 LKFS with a tolerance of 2 LU, dialog-gated, for near field mixes, and the rule requiring the M&E to carry every non-dialogue sound in the main mix, ambiences and foley included.
- YouTube, Terms of Service (effective 15 December 2023). Establishes the restriction on downloading content except as the service authorises, or with prior written permission from YouTube and the rights holders.
- Blender Studio, About Sprite Fright. Establishes the film as an 80s-inspired horror comedy, released under a Creative Commons Attribution licence permitting reuse, commercial reuse included, with attribution to the Blender Foundation.
- Blender Studio, Coffee Run licensing. Establishes the Creative Commons Attribution 4.0 licence for the project and the attribution line the studio asks for, "(CC) Blender Foundation | studio.blender.org".