
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.
I'd love to hear about your project. Click the 'Contact' button above to get in touch.
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



