HIGH DUDGEON Producer Gus Dudgeon Published in SOS July 2001 People + Opinion : Artists/Engineers/Producers/Programmers
"One of the problems producers of my era have is that we're very often written out of the picture as being someone to approach, because artistes and A&R think 'He's going to want a big budget, he's bound to want some ridiculous advance and he's going to want to be in Abbey Road.' But that's not the case at all. I don't really mind where I work at the end of the day, as long as I don't have to work on an SSL desk. That's my only stipulation." Gus Dudgeon is at pains to make clear that he's not a prima donna or a control-freak producer, and that being at the top of his profession doesn't mean he will inevitably choose big, high-profile projects rather than working with new artists or in project studios. "If there's something really superb on a demo, my attitude is 'Great. Let's keep it.' I don't have a problem just because it's somebody else's work. There have been occasions where I've worked on projects that another producer's already worked on, and if there's something the guy has done that's really great, I'm not about to go 'Hey, I can do even better than that!' I've been doing it too long, and my ego doesn't need that kind of stroking. My manager will turn around and say 'You realise that if you do that, he's entitled to a point?' Well, f**k it. If what he's got on that record is adding to the value of that record, and I lose a point as a result, why should I care? It could very well go on to sell more records. "Mind you, I can say that, because luckily this industry has provided me with a bloody good income, so I'm not worried about making money. What I'm more concerned about is working and enjoying it." The music industry has, indeed, done rather well by Gus Dudgeon. After a lengthy stint as an engineer in Decca Studios, he took the plunge and became a freelance producer in the late '60s. The gamble quickly paid off through hits such as David Bowie's 'Space Oddity' and John Kongos' 'He's Going To Step On You Again', but the cornerstone of Gus' reputation was his enduring creative partnership with Elton John. A string of hugely successful singles and albums in the '70s cemented their status as a team comparable to George Martin and the Beatles, or Tony Visconti and David Bowie. Decca Days In his time at Decca, Dudgeon engineered such now-classic records as the Zombies' 'She's Not There' and John Mayall's Bluesbreakers With Eric Clapton LP, as well as helping to audition Tom Jones, Lulu and the Rolling Stones for the label. "I was at Decca for five and a half years," says Dudgeon. "Up until then I'd worked at the original Olympic Studios, which was off Baker Street, but I was only a teaboy there, and I was terrified of the idea of ever getting on the console I never thought I'd ever get near it. The thing I loved about it was just the volume and actually hearing real low end! At home I had a Dansette, like most kids, and it never had any bottom end on it. I did suss out that to get bottom end you had to have a bigger speaker system, so I had an external speaker which I managed to rig up in a separate box, but you still couldn't hear a great deal of bottom end. So when I first went into this control room and actually heard bass, it was like 'Bloody hell! That's bloody marvellous!' I just loved the power of the big speaker system, I'd never heard anything like it.
Balancing Acts Perhaps because he was so used to committing a balance to tape as a Decca engineer, Dudgeon's production style involves doing a lot of the mixing as he goes along, even to the extent of printing level changes on individual overdubs to tape as the musicians lay down their parts. He feels that having a good monitor mix is crucial to getting the best and most appropriate performance out of a singer or musician: "Everybody that's working on the project engineers, musicians, even someone you've just brought in for an hour to do some backing vocals it's great if they can hear a great, full mix in the cans or the monitors, and have some idea what it is that they need to project over, where they need to pitch it, how quiet or loud they need to sing or play.
"I have to start with the bass and drums. Within the drum kit you have every frequency you're ever going to have, from the highest high to the lowest low. Once you've got the drum sound together, someone can come in and say 'What do you think of this bass sound?', with it in solo. But you don't know how good it is until you've put it up against the drum kit, because it may be a great bass sound in its own right, but does it work with the bass drum? And if it doesn't you sometimes have to alter it quite drastically to make it work. So working on that principle, whatever I do, be it piano sound or guitar sound, I'll always try to sit it in the mix where it should be. If you get a great guitar sound and it sounds great in the intro, and then as the track builds it sort of disappears and starts to get swamped out, I would actually increase the level going to tape as it went down, so that when you set up the monitor balance again a week later for doing another overdub, you wouldn't have something that started at the beginning and was fine, and then disappeared, and then at the end in a quiet bit would suddenly be loud enough again. I would try to make sure that if something's getting lost in the mix, I'd bring the level up so it matches. All the time I'm recording, everyone who's working on it knows everything that's going on and can hear everything that's being played throughout the song, and won't be saying 'Can you turn that up at that point? It's disappeared in the cans.' So, in fact, at the end of the day, the mixes aren't a massive surprise." "I remember playing this loop to the musicians, and they said 'Yeah. Now what happens?' And I said 'Well, you're going to play on top of that.' And the drummer was like 'What? It's got drums on it already! And it's not an even length, it's two and a quarter bars long I can't play to that.' So I said 'You just go straight down the line. Believe me, you can play to it.' It took about half an hour to persuade him to even put the cans on and try, but once they got into it, they were there. All the time they were doing it I was terrified. No-one had ever done it before, I was thinking I was going to have my arse sued off, but the point was you could never have faked it. If I'd played that and said to somebody 'Let's recreate this,' you couldn't have done it. And it is a fabulous loop not that I created it in the first place. "The guy who did the demo had created the loop because he wanted some drums to play to he just lifted this bit off and made a quick loop out of it, and that's why it was only two and a quarter bars long, because as long as it stayed in time, he wasn't concerned about whether it started at point A and finished at point B and went back to A again. The reason it was two and a quarter bars long was because that was how long it took the tape to go round once without being too wobbly or too tight to move. So we just repeated what he'd done on his original demo, went through the process of making up the loop, dubbed 10 minutes or so of it onto a 24-track machine, finally got the drummer to understand it would work, dubbed the drums on, and then the rest of the musicians. The entire record is based on that loop. It runs loudly throughout the entire song. So consequently it is the very first record to ever use a sample, and produced by me, of all people! I'm probably the very last person anyone would think of as being the sample pioneer!" Mix Matters Although he's always been happy to let others handle routine engineering duties on his productions, Dudgeon likes to tackle the mix himself along with the engineer, and his approach to mixing is also distinctive. "The way I used to work was to do however many mixes I thought I needed to cover everything," he says of his work on the Elton John albums. "Every mix I did I was trying to get the whole thing, knowing full well that the chance of getting it absolutely right all the way through in one hit was fairly slim. But I would do enough mixes maybe eight, 10, however many it took and then when I got to the point of thinking I'd probably got it all there somewhere, I'd divide the song up into small sections on a piece of paper, and I had a sort of heiroglyphic system I used to mark them. I'd play one and tick it, and think 'That's a great intro,' but then I'd play the next one and think 'Actually, that's an even better intro,' so I'd tick that and put a circle round it, meaning 'That was good, but this is possibly even better.' And then once I had columns of heiroglyphics across the whole song down the side of the page, a bit like a musical score in a way, I could see that there was probably one section I'd never quite got right, but I wouldn't just go and do that section. I'd think 'Right, this is my opportunity to maybe try a couple of things I haven't tried earlier on, where I've been a little bit cautious about that drum fill that really could have come up a bit, maybe I could give that an extra push,' but make sure I covered the one section I hadn't really covered before. I'd probably do a couple of takes that way, and then I'd go back and listen to those bits. If I had those covered, I might in the process of that decide that actually, the first verse of these new takes is better than any of the others. And then I'd just cut all the bits together on the analogue master. So it was kind of like a Neanderthal method of producing the same result as computer mixing."
"If you lift a drum fill at a certain point, you're listening back to the drum fill thinking how happy you are with it, and then you think 'Oh, but actually the bass disappears slightly at that point, I think I'll just poke that up,' so you poke the bass up a bit, and then the third time around you notice that the piano's got slightly lost at the same point, so you poke the piano up, and you just go round in circles. So actually what happens is that the mix that had nice highs and lows, and had some sort of dynamics, is getting slowly flattened out again. What happens is that the whole mix has just got louder, so you pull the whole master level down and stick a fat compressor over it, and you've just got a flat mix, so eight hours later it doesn't sound like you did any work at all. The amount of people who will tell you that their rough mix was better than the master mix it happens all the time. Now why is the rough mix good? It's probably good because you did it in one hit, you probably said 'Look, just roll the tape, I'll run off a quick one.' And there'll be things wrong with it, but if you could just stop there and say 'Look, the only things that are really wrong are these half-dozen points. There's a bit where the voice gets lost here, the beginning of that solo which I missed...' And if you could go back and say 'Let's just take that and tart up those few bits that are wrong using the computer, so as not to lose the essence of the rough mix,' that should be your mix. But you never do, because you always think 'This is my chance to make it even more fabulous!' "What I have started doing recently is doing semi-computerised mixes, using the computer to do absolutely crucial things that are just a pain in the arse, like that little percussion thing you had to drop in on that track because that's the only place you could fit it in, and you hadn't printed it at quite the right level or it needed a different EQ or something. I'll let the computer look after that sort of thing, but still do a lot of the mixing by hand, because it's much more involving. It's like being a member of the band, in a way, all of a sudden you're part of the playing process. And I'll still cut the bits together." "So I started off the traditional way, and then when it started getting a bit more complicated, and I really wanted to get the mics up higher and higher to get the most natural sound, I found the thing to do was take the lid off, and then get a carpenter to build the shell of another piano, upside-down. So, in other words, on top of the original frame of the piano we built another one about three times as deep, so physically the piano was now about 10 feet tall, and it was padded inside. We had two holes at the side, and we just poked the mics in there, and then you could get the mics high above the strings. You could put the piano right in the middle of the rhythm section, and you might just hear a little bit of low rumble from the bass or the bass drum or something, but you could usually filter that out without spoiling the piano sound in any way. I think we had about three built altogether. There are upside-down piano frames dotted all over America!" Out Of Engineering Apart from handling the mix, Gus Dudgeon makes a point of not getting involved with the engineering on projects that he's producing not only because of the potential pitfalls associated with trying to produce and engineer at the same time, but because he wants to get a positive contribution from others. "As soon as I quit engineering, which I was quite glad to do, my only concern then was finding an engineer that I could work with who understood what it was I was after. And I actually found that wasn't that difficult. I've worked in loads of studios, and I've found that engineers are keen, if asked, to put forward their ideas which I welcome. As soon as the engineer realises you're asking him to give you his opinion, and his core values, and he's able to demonstrate to you something that maybe he's been messing around with quietly in the back room which is quite a nifty idea, he comes alive, because he thinks 'Oh good, he's not going to sit there and say "I want such-and-such a mic on the vocal, and what kind of mic is that on the bass drum, and so on and so on...".'
"I get hands-on when it comes to the mix, and I'm pretty hands-on when it comes to the monitor balance, because I've got a thing about monitor balances, but that's it. I think you're sitting on people's creativity if you're too demanding. And also, what are you going to learn? You're not going to learn anything from anybody if you've got an attitude of 'I know what to do,' because probably what you'll be doing is following the same old routine for years, which works for you. But there's not going to be a flash of inspiration from anybody else, because they're going to think 'He doesn't want to hear what I've got to offer.' There's never been a session I've done without learning something. Sometimes it's a new way of doing things, or sometimes it's 'Don't ever do that again!', but it's impossible to do a session without learning something."
Somehow, Gus Dudgeon even finds time for his other lifelong passion tending the impressive grounds at the back of his immaculate 16th-century Surrey house. And the jewel in the crown, naturally, is his rock garden...
Published in SOS July 2001 | Saturday 11th October 2008 |