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Disney/Pixar
Learning, 2nd and 3rd Grade (Buzz Lightyear) -End Credits
This was one of the most enjoyable games I scored last year, it
was a chance to write some big, orchestral, outer-space adventure
music. Buzz Lightyear is a funny character since he's sort of a
parody of himself, but I thought it was very important not to write
"funny" music. I tried to imagine what kind of music Buzz
would choose as his own soundtrack, and then write that. There were
a lot of cinematics to score, and some sparse, ambient music for
some of the gameplay. There was no budget to hire an orchestra,
but I did use some live brass to help give it that big sound.
[MP3]
Tarzan
Untamed - Introduction
This game was nominated by the Academy of Interactive Arts and Sciences
for 2002 Console Children's Game of the year. I scored all of the
cinematics in the game. Another orchestral style score, the jungle
setting dictating the addition of lots of African percussion. By
the way, there is an attraction at Disneyland called the Imaginarium
which has an area where you can walk in and play a bunch of different
video games. There are a half-dozen games in there that I scored,
including Tarzan Untamed [MP3]
Requiem
- Main Title
This is the main title sequence from the short film "Requiem".
The film itself won numerous awards, including a Cine Golden Eagle
Award. The gritty, futuristic music plays under an opening CGI shot
of a huge building (the "Ministry of Justice") that juts
out from the planetary landscape. I talked with the director, Roy
Unger, at length about what kind of sounds would create the exact
mood he wanted to establish, and I provided several different versions
for him. Requiem eventually aired on the Sci-Fi channel show
"Exposure", along with an in-depth interview with the
director. [MP3]
Treasure
Planet Training Academy - Broadside Blast The music for
this Treasure Planet game was a little tricky, because the original
direction was to write sweeping orchestral music. The music for
the film hadn't been written yet, so I was given a list of existing
film cues that were in the temp score as a reference. Lots of John
Williams. The problem: I had to write a series of very short (20-30
second), energetic cues that would loop during the gameplay. Anything
melodic would quickly get very annoying. My solution was to stay
with orchestral instruments and percussion but to write repetitive,
rhythmic figures that don't call attention to themselves like a
melody does (think minimalism). [MP3]
Mission
to Lebanon - demo I thought it might be interesting
to show what is involved in getting hired to score a game. A demo
is not just a rough sketch-people want to hear exactly what their
game would sound like if they hired you to score it. For "Mission
to Lebanon" (not the real name), I scored this cue to the game's
opening cinematic. I also wrote a sample gameplay cue using even
more ethnic percussion, some electronic elements, and hiring a violinist.
One problem for the composer is that the developer may not yet be
ready to reveal all of the details of how the game works, so to
some extent the demo will be a shot in the dark. As you can see,
a considerable amount of work can go into this, and at the end,
you may or may not get the job.
[MP3]
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Game
Development Gallery

Music
& Sound Effects Gallery
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Billy
Martin
Composer
Lunch With Picasso Music
Home:
Laguna Hills, California
Email:
billymartin@cox.net
Web:
www.billymartinmusic.com
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| Current
Projects: |
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Before
the holidays, I wrote about thirteen minutes of additional
music for "Charlotte's Web II", a direct-to-DVD
movie sequel. I was doing orchestration for the movie, and
during the time crunch at the end I was asked to write about
seven cues near the end of the movie. It was exciting to hear
the finished score, which was recorded with a 75-piece orchestra
in Prague.
Before
that I worked on a Disney haunted-house game called Search
for the Secret Keys. Lots of spooky organ -- think "Haunted
Mansion" at Disneyland.
Right
now, I'm just getting started with the orchestration for another
DVD sequel, "Lilo & Stitch II". I have several
games in the works, none of which I can talk about yet.
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| Credits:
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Game
Credits: Treasure Planet (Hulabee Entertainment),
Tarzan Untamed (Ubisoft) - AIAS Award nominee, Zoog
Genius (Disney Interactive), Phonics Quest (Disney
Interactive) - AIAS Award nominee, Tom & Jerry In:
Infurnal Escape (CineGroup/Warner Bros.), The Book
of Pooh (Disney Interactive), Disney-Pixar Learning:
Buzz Lightyear 2nd & 3rd Grade (Disney Interactive),
Disney Learning Adventure: Search For the Secret Keys (Disney
Interactive), Mickey's Active Learning Series (Disney
Interactive), Jungle Book Rhythm and Groove (Ubisoft),
Winnie-the-Pooh Early Learning Series (Disney Interactive),
Lion King II: Simba's Pride (Disney Interactive), Aladdin's
Reading Quest (Disney Interactive), The Great Reading
Adventure (7th Level), Hunchback of Notre Dame: Topsy
Turvey Games (Disney Interactive), The Great Word Adventure
(7th Level), Arcade America (7th Level).
Film
Credits: Charlotte's Web II additional music (Paramount/Universal);A
Song For Jade (Calfeye Films) - Winner, 2001 Black Filmmakers'
Hall of Fame Award; Requiem (Ungerfilm) - Winner, 1999
Cine Golden Eagle Award;A Small Miracle (Motherlode
Films); Land Before Time VIII additional music (Universal);
Cinderella II additional music (Disney); Silent
Predators additional music (TBS); American Tail IV
additional music (Universal); Land Before Time VI additional
music (Universal).
TV
Credits: Steven Spielberg Presents Toonsylvania
(Dreamworks/Fox), Entertainers - with Byron Allen (Syndicated),
Richie Rich (Film Roman/syndicated), Every Woman
(Syndicated), What A Mess theme song (ABC), Time
Squad additional music (Cartoon Network), Butt Ugly
Martians additional music (Nickelodeon), House of Mouse
additional music (ABC).
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| Bio: |
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Whether
conducting a 60-piece orchestra on the famed Sony sound stage
or crafting an electronic score in his own technically appointed
studio, composer Billy Martin creates music to tell stories.
It may be music that mirrors the drama of a feature film,
annotates the hyper-kinetic motion of an animated network
series, or delivers the apocalyptic doom of a futuristic computer
game; in all projects, Martin's music moves in sonic counterpoint
to the on-screen action.
His
current outlets include such media icons as Walt Disney Pictures,
Universal, Fox, the Cartoon Network, Nickelodeon and ABC.
Simultaneously, he composes for new media with a range of
projects for companies including Ubisoft and Disney. As a
songwriter, he has contributed songs to feature films including
Outside Providence and Selena while television series from
"Touched By An Angel" to "Murphy Brown"
have also featured his lyrics and music. In addition, he has
composed and recorded a substantial library of background
music.
Billy's
early musical education flourished on an axis of orchestral
and pop influences. In high school, he wrote songs and experimented
with multi-track recording before enrolling as a national
merit scholar at Indiana University. "I was having fun
studying composition and playing saxophone in jazz bands,"
he recalls, "at the same time I was writing songs with
the idea that I'd form a band, get a record deal and be famous.
That's what you do right?"
After
college, he moved to Los Angeles to pursue the dream. He founded
a band, nailed the requisite indie deal and hit college radio
with an album's worth of self-produced material. When the
record label went kaput, Martin played local gigs and sessions.
Then came an unexpected career possibility.
Billy
relates, "I knew some people who were writing underscore
for various film and TV projects. They kept twisting my arm,
saying, 'I'm too busy to finish this episode this week --
can you help?' Once I had the opportunity I knew that it was
the way for me to express myself and to do exactly what I
wanted to do."
It
was Billy's musical multi-tasking that led to his evolution
as a full time composer. "I went through a phase doing
so many things - as a sax player, a singer, working as a composer,
writing for games, working for other composers as an orchestrator,
extracting MIDI files as a copyist. In the midst of that I
knew I wanted to do the writing myself because no performing
or playing was that gratifying."
Working
successfully in so many visual mediums, it is evident that
Billy must bring something very special to the table. What
is it? "I think it's probably the take-out food I bring
with me to the spotting sessions," he laughs, "if
not that, then it's an instinct. It's always best to talk
about the emotions behind what is going on and describe the
story in those terms. A director can direct me just like an
actor. I'd rather talk in terms of making things light or
dark, scary or happy. Ideally, a director will be very comfortable
with that because I'm comfortable translating this language
into the musical expression that will give them what they
want."
These
days, self-described as "blissfully married with four
daughters," Billy is in demand as a composer for both
big and small screens, with an expanding range of projects
that engage him professionally and creatively. He concludes,
"Shostakovich said you need to write everyday if you
can. If you can't write something then orchestrate; if you
can't orchestrate copy the parts. I do something related to
music every single day. I've learned to trust my instincts
-- to believe that the first thing I come up with is the best
thing -- and it usually is."
In
January 2003, Billy Martin was elected to the Board of Directors
of the Society of Composers and Lyricists, the pre-eminent
composers' group in the U.S. The SCL Advisory Board and Board
of Directors includes legendary figures like Jerry Goldsmith,
James Newton Howard, Howard Shore, and Hans Zimmer. In a major
step forward for game composers, Billy is the first SCL Board
Director whose primary focus is music for games.
Billy
Martin is represented by Bob Rice of the Four Bars Intertainment
agency.
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Why
I Got into the Industry:
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To
get free games for my kids to play! (Laughs.) No, I'm doing
this simply because I don't have any choice, I have to do
it. Even if no one was paying me, I'd be playing the saxophone,
or writing a song or a symphony in my spare time.
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Tools
I Can't Live Without:
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sounds corny, but my first thought was "pencil and paper".
I hear the music in my head first, and then I'll often write
down a simple sketch to use as a guide. Especially if I'm scoring
to picture, a written guide is helpful when I'm lining the music
up to the visuals. Then once the sketch is done, I can turn
off the picture and just concentrate on the music.
Computers
and samplers are indispensable now, especially for us guys
who are writing orchestral style music without hiring a full
orchestra. GigaStudio is the hot software for sample playback
right now. I'd still hate to live without my saxophone though...
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| Favorite
Game Audio: |
| EA's
Two Towers game was really fun to play. With clips from
the movie, and Howard Shore's score, it was a pleasure to see
and hear. As far as an original game score, Harry Potter
and the Chamber of Secrets is the most well constructed
score I've heard. A game or movie score should create its own
little world, and every cue should be part of that world. That
has been a flaw in some game scores (even some movies) that
are sort of "all over the place" -- but EA did a great
job, my hat's off to them. |
| Inspiration: |
| Great
composers of the past: Shostakovich, Copland, Mahler. There
are some current film composers whose work I admire, like Elliot
Goldenthal and Howard Shore. Anyone who is really great at what
they do is inspirational. Tiger Woods is inspiring. Watching
him makes me want to work better and smarter and harder. |
| Music
I Listen To While Working: |
| Not
very much. After I've put in eight (or more) hours of writing,
I don't really want to hear more music, and it's good to give
the ears a rest anyway. I might watch a movie to relax, and
then I end up analyzing the score anyway (which drives my wife
crazy). |
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