Music Recording

As I had done my research, I had a very good idea of what I wanted my compositions to sound like. I have a large library of virtual instruments available to use in Pro Tools. I started with the opening sequence.

 

Opening Sequence

For the opening sequence I decided to use a cello, harp and violins. I wanted to keep the composition simple but intriguing and mysterious. I made a short composition that I was happy with. I had quantised most of the midi instruments so that they were all in time with each other.

Screen Shot 2014-03-27 at 18.52.16

I sent over the track to Amelia, who asked if I could reduce the tempo. After a quick tempo change, the track was ready.

Gameplay

For the game play, I wasn’t sure how long the level would be, so I assured Amelia that I would create a loop recording that can be played throughout the gameplay, and a separate composition to activate when the one minute timer starts. I created the following loop for the gameplay:

Next, I needed to create a composition that gradually increased in tempo, which was exactly one minute long. This was extremely difficult to process, as each time the tempo increases, the track got shorter in length. After using the pencil tool to draw a horizontal line in the tempo grid to change the tempo gradually from 60 bpm to 120 bpm, it worked. I was happy with the finished outcome. The track is dramatic and creates a tension as the timer counts down.

 

Winning ending

As the winning ending cut scene is quite short, I created a short composition of dimply french horns. I tried adding a snare drum roll but it felt as though too much was going on. Plus, the cut scene had dialogue so I didn’t want the music to overcast the dialogue. Amelia wanted the ending to have a short composition that was mysterious and intriguing that lets the player know that the game isn’t over yet, so I created a short piece based on Amelia’s suggestion.

Winning Fanfare:

Winning Ending:

Losing Ending:

For the losing ending, I needed to create a dark, disturbing atmosphere. The Character is basically sucked into the ground and is killed, so I need something that was intense. I used a synth to create a drone, and used a harp, violin and cello, similar to the opening sequence.

Music for Games – Research

In order to create a memorable composition, I needed to research into different composers around the Victorian era, as well as current games with a similar theme. Amelia has already given me some examples of the sort of composition she wants, so I will be listening to the examples and creating my own composition based on the examples Amelia has sent me as well as music from composers of the Victorian era.

The first example that Amelia had sent me was a royalty free composition, from a website, called Relent. The track features a Clarinet and a Harp. The track does have a Victorian feel to it, however, I believe it is quite dull and lifeless. Although I would be using a harp in a similar style for my composition, I did not want it to sound dull or boring. I wanted my composition to be memorable.

Amelia also sent me a few links to a YouTube video. The compositions from Amnesia – A Machine for Pigs has a dark feel to it, which is what I wanted to create with my composition. As the game is a horror game, similar to Amnesia – A Machine for Pigs, I would use the soundtrack for inspiration of my piece.

http://www.youtube.com/watch?v=c4Ty-lUMy5k

 

These examples were great inspiration for the opening scene of the game. The composition needs to be dark, intriguing and mysterious.

 

For the gameplay music, I want to create a piece of music similar to the opening scene but much simpler, with a Cello and violin. As the character is searching the grounds for the key, a timer starts. When there is one minute left on the timer, I want the music to change and become quicker in pace and much more dramatic as the time runs out. I will be increasing the tempo from 60 bpm to 120 bpm, making the last 10 seconds full of tension, so the beat matches the seconds.

 

For the winning ending, Amelia said in the meeting that she wanted horns to represent the success, but to also end with mystery and intrigue, as the game is not over yet. For this, I looked at victorian composers, especially Johann Strauss. Many of his compositions featured a fanfare, similar to what I wanted to achieve. Homage to Queen Victoria of Great Britain features a fanfare at the start with french horns. I would be using this example for inspiration for my winning ending composition.

http://www.youtube.com/watch?v=B02oDpKGEBM

 

For the fail ending sequence, I needed to create something disturbing, without venturing outside the victorian theme. I wanted to keep all the compositions similar in style so I will use a Cello and harp in the fail sequence, but to create a disturbing drone I will use a synth similar to one used in the Amnesia soundtrack.

 

Other examples of composers I would be using are as follows:

Schubert – ‘Serenade”

Debussy – ‘Prelude to the Afternoon’

 

After reading A Complete Guide to Game Audio by Aaron Marks, I learnt a few valuable lessons. Such as, it is very important to plan your time when composing music, as it is no good leaving it to the last minute. In order to be at your most creative, it is best to surround yourself with the style of music you are composing.

A couple of years ago, I did a heavy metal score. I like metal but I don’t usually listen to it 24 hours a day. During the project, though, it was a completely different story. I played every heavy metal band I could get my hands on – in the car, in the studio, making breakfast, and eating dinner. I did the same thing with an orchestral project recently. By listening to and living the type of music you are composing, you will be able to pick up on the subtle nuances of the style. This focus will help keep things on track and on theme. (Marks, 2009)

 

The book also had some great advice on what to do if I am struggling for ideas, or running out of time.

Whenever you happen to be devoid of ideas or need something with an interesting flair or outside your musical abilities, reach for a loop library and see what happens. I don’t know how many times I’ve stared blank faced at my drums begging them for a good groove. When the don’t answer me, out come the loops and usually in a few minutes, new life is injected into the creative process.

 

Bibliography

Marks, A. (2009) The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers. 2nd ed. Burlington: Focal Press.

 

 

Meeting With Amelia

I met Amelia in the library to discuss the progress of the project and ask her a few questions.

 

Before the meeting I made a list of the things I wanted to talk about:

  • Game Format
  • Animation
  • Script
  • Sound Effects
  • Music

Game Format:

Amelia said that her game’s platform would be Unity, a PC based platform and the game would be created on design program Maya.. I asked if there was any space requirements regarding sound and if she’d be able to use wav. files instead of Mp3. Amelia stated that there was no space requirements and that she would be able to use the best quality wav. files.

 

Animation:

The animation that I had already seen on Amelia’s blog was not the finished animation. The cut scenes will be created closer to the 20th May – her hand in date. This was to ensure she had all the timings calculated correctly. As the animation would not be finished in time, I needed to ask David McSherry if it was possible to hand in the draft animation with my sound design.

 

Script:

I played the recording of the dialogue to Amelia. She was very happy with the recordings and asked if it would be possible to record some more dialogue for the game. She wanted to add a few more lines to the script which wasn’t a problem as Ashley Lewis lives just around the corner and said she was available to record when I needed her. Amelia also wants to record some breathing and screaming for the animation.

 

Sound Effects:

Amelia had already given me a list of sound effects that she wanted for the game and animation, and said that if she thought of any more that she needed she would let me know.

 

Music

Amelia wants the music to be a victorian style, quite creepy and intense, with a touch of suspense. As the game is set in the 1800’s, I would need to look at composers from the Victorian era. For the winning ending, Amelia wanted a fanfare of french horns, to indicate success, but still some suspense as the game is not over yet. For the loosing ending, Amelia wanted a dark, intense piece of music as Grace is sucked underground as the game ends. For the gameplay music, Amelia told me to listen to the soundtrack of the game Amnesia – A Machine For Pigs. 

 

After I had all the information I needed I assured Amelia that I would be in touch regarding the dialogue recording and the music production.

 

Discussion with Amelia – Music

Today I received the following email regarding the type of music Amelia wanted:

 

here’s some inspirations for the intro sequence music

intro – Relent (harp & clarinet) http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100777, 

Quinn’s Song: A New Man (something like this for the intro sequence) http://incompetech.com/music/royalty-free/index.html?isrc=USUAN1100578, 

ending agrippa (amnesia) http://www.youtube.com/watch?v=UpQTpWwsAU4, 

this new century (machine for pigs) http://www.youtube.com/watch?v=c4Ty-lUMy5k, 

edwin and enoch (machine for pigs) http://www.youtube.com/watch?v=36t61mWdZuM

 

After listening to the examples Amelia had sent me, I started to get a few ideas for the intro sequence and the ending sequence. Amelia had said that there were two possible endings, one where the player finds the key, and one where the player fails to find the key. I suggested to Amelia that for the winning ending, the music should be a uplifting, cheerful version of the intro theme, and the losing ending a downcast, sorrowful version of the intro theme.

Discussion with Amelia – Brief

Today I received an email from Amelia with a short brief on what sound design she is wanting for her project.

 

For sound effects, I’ll need some ambient wind-like noises and maybe a quiet drone to have in the background, just enough to make it eerie. Then also some birdsong and trees rustling in the wind. I’ll need some soft grassy footstep sounds and some on stone. I’ll then need some incidental sounds like tools falling over, keys rattling, a rusty gate squeaking as it opens. I’ll think of a few more and I’ll bullet-point them in a word document for you.

For the dialogue I have a short script written up. I might need a couple of gasps and panting too. I haven’t got a voice actress as of yet, there is someone on the course who I might be able to use. If you know any girls that are interested in voice acting and like doing posh English accents, you can ask around, that would be great.

And then for the music, I need a short piece to go with the opening and ending sequences, and also some short samples that can be played every now and then during gameplay. I’ll send you some examples of the sort of thing I’m thinking for each bit.

Hope that’s ok, I’ll write up a proper brief in a word document for you and I can email it.

 

The short brief enabled me to make a start on gathering some ideas for the sound effects, dialogue, and music.