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by Jack Wall
Gamasutra
[Author's Bio]
May 20, 2002

Using a Live Orchestra.

Budgeting

Example: Myst III

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Game Audio Resource Guide Sponsor:

This article was originally presented at the 2002 Game Developers Conference

 

 


Resource Guide

Using a Live Orchestra in Game Soundtracks

Author's Example: Myst III: Exile

For the Myst III: Exile score, we recorded in Seattle, with Simon James' Northwest Sinfonia. At the time, this was our best option as it fit the music budget and the quality was absolutely fantastic. The sessions were remarkably professional thanks in large part to my team: Engineer, Steve Smith, Music Coordinator Audrey DeRoche, Orchestrator Steve Zuckerman, and of course my contractor, Simon James.

When recording a full orchestral recording session, much is at stake. You only have 3-4 hours per session. The musicians will get paid whether the session is successful or not. Beyond the obvious necessary skills of the composer, the team is crucial to making the day a success. Experience and ability to work under extreme pressure, while keeping cool, are a must.

The Team

Besides the composer, the team that will be needed to record an orchestral score are:

  • Orchestrator. The person who lays out the score from the basic composer's written or computerized musical sketch. Basic orchestration rates are in the vicinity of $50/page of conductor score. About $10/page more for Midi transcription services. These fees are normally negotiable. The faster the tempo the higher the number of pages because there will be more measures of music per minute of music. In my case, the orchestrator serves as a second pair of ears at the recording - what we call the "Booth Person".
  • Conductor. The person who stands before the orchestra and directs them. Conductor's fees are double to triple musician fee scale. Can also be done by the composer in some cases. Included with Eastern European package.
  • Booth Person. The composer will and should have another pair of ears while the music is being recorded. This helps ensure that any mistakes are rectified immediately and not found later - after it's too late. Price for this service is negotiable.
  • Engineer. The person who is responsible for the physical recording on tape or hard disk. They also address all technical issues during the session. Anywhere from $50-$100/hour in the US and London. More for superstars. Included in Eastern European package.
  • Contractor. A contractor is the person who actually hires the orchestra. Contractors go from double or triple scale of the musician fee for union orchestras or 10% of all musicians fees for non-union orchestras. Included with Eastern European package.
  • Music/Session Supervisor. This is the person who monitors the progress of the session and makes sure that by the end of the session you have reached your goals. They keep the conductor on track by pacing him. Roughly $75/hour of session time, plus a fee of $2,500-$5,000 to assist composer with booking, negotiation of all money deals, organizing travel and accommodations, etc. This person can pay for themselves in North America, and make all go very smoothly since they have long standing relationships with all team members. Included with Eastern European package.
  • Copyist. The person who takes the conductor's score from the orchestrator and extracts all the musician's parts for the session. This is roughly about $50/page of score.

Conclusion

The main reason to use an orchestra in a game soundtrack would be to improve the game in general. First, the game would have to benefit by having an orchestral score and second, it would have to benefit by recording a live orchestra for that score. It gives added value to the music that can then be sold as a standalone soundtrack CD and cross-marketing tool for the game. By recording a living, breathing acoustical environment with virtuosi musicians, you indeed add dimension and depth to the music; qualities that are almost impossible to describe, yet readily discernable in how that sound affects the listener, or in our case, the player. It's the difference between prose and poetry, scales and music, Midi files or orchestral grandeur: no reaction or goosebumps.

Where appropriate, orchestral music can give your project momentum and a real shot in the arm. This comes from giving the production team a sense of quality that comes from knowing that the designers and producers of the game are thinking intimately about every facet of the project. Collectively, the team becomes aware that this is going to be a great project. One that will withstand the test of time.

With the latest game platforms, we are entering a new era of electronic entertainment. One in which the sky is the limit on quality, because the quality is built into the technology. Music in games can now rival the cinematic effects of movie music. We don't have to figure out how to play those Midi files back in the game to save space. In fact, no one really wants them anyway - they just don't sound as good.

We're on a crusade for better music. For a while, we will have to resist the current thinking that music in games is cheap and unimportant. Because better music means better games. Because the best games have a story, the best games are immersive. In the best games, the player gets lost and can't seem to put the controller down to get a few Z's. Great music composition and great musical sound are a part of the best games that keep players awake at night and keep them coming back for more.

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