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SWIV Title Track Full, 1990. I still get emails about this track even now! A 4 track Noisetracker Module from the title screen of the Amiga shoot-em 'up SWIV (Silkworm IV) - my debut title in the games industry. Written using samples from a wide variety of sources - 99 percent of them not mine I hasten to add (well I didn't even own a keyboard, and had only just purchased a Mastersound Sampler!). It was originally composed for a 'scene' demo entitled 'Decimation' for my local Amiga group Ecstasy. The demo never got released, but I played it - along with a number of other tunes - to Sales Curve in 1990 and got my first gig. £350 was a lot when you are 17! [MOD]

Double Dragon 3, 1991. Title track. Another year rolls around, SWIV has sold bucket loads, the music got rave reviews and hit the number one spot for 6 weeks. I'm a happy 17 year old. Sales Curve seem to agree since they phone me up and ask me to bring in my latest batch of work. All laughs and jokes in the office until this track comes on -- originally entitled Water II. I won my 2nd award for best music at the "Anarchy Party" with this track. This time most of the samples were original from a Roland MT32 I'd borrowed from a friend, I'd also nabbed a choir sample from my 6th form colleges Akai S950. The track was homage to Thomas Dahlgren's music for Double Dragon II title track and a lot of Jarre. [MOD]

Jazz Bubbles, 1993. Gamasutra asked me to provide a couple of more obscure/non-game related tracks. This is such a track. It was written during my 'demo-scene' days whilst at University for what was called a 'Disk Mag'. At this point I still didn't own any keyboards, but had friends that did so went round and sampled their devices to death. During my final days writing 4 channel Amiga music, I was finally beginning to evolve a strange and vaguely unique style of my own which this track fits into. However, I've only just realised this after listening to a fair few of my modules to choose which one to hand over! (One thing to note. For accurate module playback, I don't recommend using Winamp. I do recommend Modplug Tracker , it's also a fully fledged Mod editor to boot! [MOD]

Creatures Montage, 1996: This montage is from the PC game Creatures, the 4th game I had composed
for whilst in-house at Millennium Interactive. The 'new world full of innocence' style of game lended itself perfectly to a soothing lo-key ambient soundtrack. This 11 minute montage combines elements from
the entire score along with sound effects from the game and a vocal track by Andrew Sachs. [MP3]

Frogger Credits, 1997. When Millennium Interactive was asked to create a 90's version of the classic 1981 Sega title, we had a difficult time trying to come up with a suitable style of music. We used a fusion which we named 'Cute Funk', and now use on all of our subsequent 'updates' on similar 80s classics. The in-game music was an absolute hoot to write - rapping monkeys - farting toilets etc. Paul 'Bob' Arnold came up with the idea of making the credits track a montage of a few select in-game level tracks, which we rounded off nicely with a homage to the original Frogger theme played in the style of Little House on the Prairie! Originally we ended it with a fart, but Hasbro didn't think that would go down too well, so instead Bob burped a 'ribbit'. [MP3]

1998 70s Another track which isn't from any particular title, but fills another favourite genre of mine (70s disco / Acid Jazz). We originally wrote this track to use on a car game gig that we didn't get, but it still works as an effective experiment into music of the period. Both Bob and I are first and foremost musicians, so it's always great to get in as many players as possible, we had a great couple of days jamming with lead guitarist Leavon Archer & drummer Merlin Matthews. I performed the keys & bass whilst Bob donned the rhythm guitar hat. [MP3]

Medievil 2 Freakshow 1999 The only title to get 2 entries. The reason being that the film score style is the genre both Bob and myself find to be most musically satisfying. The game is a follow up to 1998's Playstation sleeper hit. Visually, the original took a large leaf out of Tim Burton's Nightmare before Xmas, so we followed suit by taking a large leaf from Danny Elfman's wonderful score. With the sequel, we all decided to broaden our horizons visually and aurally. This particular level is one of the more avant-garde choices they made, a level populated by Fat Bearded ladies & midgets with huge hammers amongst others. So, I had particular fun writing a comical tune to accompany it (It was written in '99 but the game wasn't released until 2000). [MP3]

Medievil 2 Credits, 2000 . The credits track from Medievil 2 is a direct follow up from the original's credits score. However this time, we decided to see how far we could push the 'synth-orchestral' sound since the original was already a benchmark for our mimickry. We managed to nab some assistance from a film composer/
orchestrator colleague of ours (musical assistant to Michael Kamen for a number of years, worked on Lord of the Rings and just written his first score for a Jennifer Lopez flick). He basically taught us how to treat the orchestra in the computer far more organically than we had so prior to that and gave us some tips of the trade in achieving that film score sound. [MP3]

C-12: Final Resistance - Fight The Wardroid, 2001. The last score I wrote whilst at Sony for their final Playstation 1 game, a Sci-Fi 3rd person shooter set in a Terminator-esque world. The producer was a huge Drum'n'Bass fan and thought that Electronica would make a suitable accompaniment to the post-apocalyptic techno environments. Having never written anything quite like it, it was quite nerve wracking. The game also afforded me an opportunity to take interactivity to a new level on the Playstation. I wrote what can be defined as an event driven context sensitive score, far more music and sound design than the previous titles (instead of 1 track per level, somewhere between 8 and 15) which brought the total score up to almost 2 hours. This particular track was a final boss encounter on a latter level, a superbly visualised wardroid, and is more 'big-beat' than drum'n'bass, but I included it to show diversification.. [MP3]


Game Development Gallery

Music & Sound Effects Gallery


Andrew Barnabas

Creative Director,
Bob & Barn Ltd.

Home: Cambridge, UK

Email: barn@bobandbarn.com

Web: www.bobandbarn.com

Current Projects:

Ms. Pacman, Dig Dug, Warlords, Pacman All-Stars, Primal, Kung Fu Chaos

Credits (Games, Films, Television, Advertisements):

Amiga: SWIV, Double Dragon III, Global Gladiators, Cool Spot, Aladdin.

PC: Cool Spot, Aladdin, Pinball Dreams 2, Desert Strike, Defcon V, The Snowman, Father Christmas, Deadline, Creatures, Beastwars, Frogger.

SNES: Fifa '96

3DO: Defcon V, Father Christmas, The Snowman

PS1: Defcon V, The Snowman, Father Christmas, Silverload, Beastwars, Frogger, Medievil, This is Football 1, Gran Turismo 2, This is Football 2, Medievil 2, C-12: Final Resistance.

PS2: Extermination, Sky Odyssey, Gran Turismo 3, This is Football 2002. Saturn: Defcon V, The Snowman, Father Christmas.

Mac: The Snowman, Father Christmas.

Bio:

Up until the age of 15, I'd had two major interests in my life (other than the standard things a 15 year old bloke likes!) - Music and Computers. I'd started piano lessons at the same time as my mother kindly enrolled me as a member of Croydon Computer Club, the impressionable age of 7. From then on, I managed to get myself into all sorts of trouble by doing things I really shouldn't in either the school's computer room/recording studio or in the local shops selling musical or computer related hardware.

She finally succumbed and bought my brother and I a Commodore 64 in 1986. I took to trying to figure out how the machine worked and became a machine code programmer within a couple of years (for the nostalgic out there, writing everything on an Action Replay cartridge machine code monitor!) I dabbled with writing music using MON's Future Composer but it wasn't until we upgraded to an Amiga in Xmas of '89 that things really started to fall into place.

During my tenure on the 64 I'd managed to stumble across the demo scene by pure accident, To those who are unaware, the demo scene consisted of fellow 64 users who were just as interested in working creatively on the machine as they were in achieving hi-scores on Skate or Die or Armalyte. These individuals normally form groups splitting the various disciplines amongst them - programming, graphics & sound - much like the games industry today. When the Amiga arrived, I was happy to continue my life as a programmer in the demo scene, but that all changed when I was shown a package called Soundtracker. Up until then, writing music on computers had generally been a tedious and painful task of typing the notes in by hand or using some Midi variant, neither of which achieved great results without significant time and programming skill. Soundtracker was different; the 'module' format was designed to get the best out of the Amiga's soundchip but in a very musical and visual way. It was, in essence, a 4-track 8-bit sample sequencer.

I was hooked.

I started writing music in January of 1990, and within the year had managed to get heavily involved in numerous groups in the Amiga scene, had won my first award (best amateur UK Amiga composer) and landed my first commission - SWIV for Sales Curve.

In 1991 things just got better and better, SWIV had hit the number 1 spot for 6 weeks in the music charts, I had landed my 2nd gig - Double Dragon III, won my 2nd award and through people I'd met in the demo scene managed to start a games music label called DENS Design with another guy from this country and muso's from Denmark & Norway (I'd grown up a bit now, and was a healthy 18 year old).

From '92 - '95, I spent my time studying for a degree in Music at Leeds University in the North of England. (Croydon, my hometown is in South London). I managed to split my time between studying and continuing to further my game music career, despite the general insults I received from my fellow peers at university when I told them what I did - "Blip Blop Mario Tetris" followed by a chuckle was a common occurrence. I managed to expand my horizons by working on more platforms than simply the Amiga.

Upon graduating in June '95, I literally went straight into my first full time post becoming the sole sound person for a company called Millennium Interactive in Cambridge. Not only had they invested £250,000 into building the best audio facility I'd ever seen, they had a great attitude towards audio. Sony bought Millennium in 1997 where the company became Sony Computer Entertainment Cambridge. I stayed at this post for 6 years, changing job roles over the years to encompass video editing & sound designing. It was a fantastic job, I increased my knowledge 10-fold and had I not had itchy feet, I would still be there now.

As of June 2001 I left along with my fellow Sony colleague Paul 'Bob' Arnold to start a Sound Production Company called 'Bob & Barn Ltd.' Within just 5 months of trading we've already completed 3 PC titles, 5 TV adverts for the Bloomberg Channel, a large extravagant presentation for the Swiss Bank Exchange, started working on an X-Box title, spent 5 days teaching Logic Audio in Ireland, work for a company which produces stands for the pharmaceutical industry and various bits of work for Sony. Our facility encompasses separate sound design and composition rooms, and we have formed a sister company relationship with 'The Vocal Suite', in the centre of Soho, London to facilitate all voice recording and localisation.

With our eyes firmly set upon the game industry, we've also had the opportunity to stretch our wings to see what it's like working in TV, corporate presentations, and (hopefully) film.

Achievements :

I started the Video Games Musician's mailing list in 1998 on a whim, and it has gone on to be enormously successful in bringing like minded audio professionals from the games industry together from all over the world together. To date it has 175 members, and whenever I go abroad I make an effort to put 'face-to-email!'.

I host 'The Gathering' in Hamar, Norway every Easter - a 5 day 'cyber' party. I'm the Crusaders' member they roped in to being the guy who stands up in front of 5000 (mostly) Scandinavians, and mighty fun it is too. www.gathering.org

On the back of both of the above, my phone started ringing. Various people wanted to hear me publicly wax lyrical (or alternatively slag off!) different facets of game audio production. This year alone I've had the pleasure of giving a 2 hour lecture at the University of Exeter and the University of Westminster as well as teaching sequencing in Ireland.

I had the honour of becoming a BAFTA judge last year - the PS1 game Medievil 2 taking 'best console game' and earning our first nomination for music.

I became a session piano player in '99 by recording a live 4 track demo along with a session drummer, guitarist and bass player on Elton John's piano at the Townhouse studio's to demonstrate Sony's £120k 24-bit DASH recording system.

Frogger has gone onto sell 5 million units, but alas you'll never know who worked on it unless you complete the game (which is a bitch to do).

Philosophy:

In the past 10 years, game production in general has made enormous technical and creative advances, audio being a large part of that. Now that audio storage and production limitations are beginning to fall away, the composers and sound designers can focus on creativity. I've always used film as my benchmark and source of inspiration. They've had the best part of a century to figure out what sound works best with picture, and we can all learn a great deal in how they tackle the various audio disciplines - dialogue, music, ambience, Foley, spot effects and mixing.

Sound does two things.

1. Sound provides emotion.
I'll give an example. Whilst watching a depiction of someone being shot in a film, we may shy away from the graphic nature of the violence, but the sound of bones crunching and flesh being ripped apart makes us cringe.

2. Sound provides atmosphere.
In a first person game, the player should be able to close his or her eyes and tell a great deal about the environment simply from the sound. Game designers generally aim to do one thing - create believable worlds and populate these worlds with characters we can relate to, can empathise with and feel connected to. The technology isn't there to make these worlds look like reality, but with sound we can bridge that gap as close as possible.

Inspiration:
Krafterk, James Horner, Spyro Gyra, Vangelis, Christopher Franke, John Williams, Prokofiev, Jean-Michel Jarre, David Benoit, Dave Weckl, James Newton Howard, Miles Davis, Marcus Miller, Jamiroquai, Danny Elfman, Joe Sample.
Favorite Game Music:
Parappa the Rapper (Simon says was never so much fun to look at and listen to) Medal of Honor (awesome sound design and a stunning soundtrack - interactive 'Band of Brothers') Thief 2 (closest association of sound orientated gameplay I've ever seen). Abe's Odyssey ('follow me', 'ok', - pure genius!)

 


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