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Specific Evidence of Skills

Planning, implementation and achieving results

Appointed manager within group of six students carrying out the Student Enterprise degree unit, in which a small business has to be conceived, planned, begin trading and sell 50 units of the artefact produced. Carried out 'live' project at request of the Creative Technologies department, by archiving previous recordings by students from the Entertainment Technology degree on a charity double CD compilation to promote the course to prospective students.  Worked closely with members of university staff and the Performing Right Society and Mechanical Copyright Protection Society to ensure any CD manufactured would have copyright clearance for use of established artists' material.  Mastered tracks in own digital studio, using duplication company to manufacture discs and print artwork.  Quickly sold every copy, gaining project the top mark out of the entire year group.

Influence, communication and teamwork

In 2001, in role as course representative for Entertainment Technology year 1, acted on behalf of fellow students who had expressed concern about appropriateness of core 'Quantitative Methods in Information Systems' unit to the degree.  This unit covered many complex mathematical areas of very limited relevance to the computing side of the course, yet had a requirement to be passed in order to gain the final degree qualification.  Diplomatically argued that unit was unnecessary for this degree at several Board of Studies meetings attended by senior Faculty of Technology staff, supported by Course Leader and lecturers.  As a direct result of these consultations, Faculty heads agreed to remove the compulsory nature of this unit, allowing students to concentrate fully on their other subjects.  Unit became an additional option available to all students - which I subsequently passed.

Analysis, problem solving and creative thinking

A 26-track digital hard-disk based recording studio with professional editing, mixing and mastering facilities is set up as part of study in home.  However, space is very much limited, and the 'home' aspect means excessive sound must be kept to a minimum.  As a result, the recording of amplified guitars is difficult, and drums impossible - both of which are important aspect of recording work with bands and artists. As a creative solution, Roland's Composite Object Sound Modelling effects processors are used with direct-inputted electric guitars to electronically simulate the sound of various sizes and makes of guitar amplifiers - while professional-quality Sennheiser studio headphones are used to monitor the recordings.  Instead of live drums, a combination of sampler, synthesiser, sequencer and drum machine with acoustic-sounding hits is used to simulate the playing style of a real drummer.

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