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Getting
collaborators in to help you score video games is widely regarded as
essential these days. With each new generation of console, it's not
just the graphics that improve. As game audio quality increases,
musicians and sound engineers take on a bigger role – and hopefully
more credit – in the overall success of a title.
Consequently
the bigger the pool of creative input a developer has at hand, the
better. But nowadays, game audio composers are not limited to musicians
in their area or peer group. As the story behind the soundtrack for the
recent DS release The Sims 2 proves, game composers can now call upon collaborators anytime and anywhere in the world…
Kyle
Johnson of Moontech Studios and Ian Stocker of Ian Stocker Sound Design
met through the Game Audio Network Guild (G.A.N.G). When they met, Kyle
was running Moontech, recording scores for plays, freeware games and
independent movies, and specializing in recording guitar. Ian was
already an independent composer and director contracting with Amaze
entertainment and offered some tips to Kyle on how to get his music
into a bigger games arena.
Earlier this year, Ian was briefed to do the music for The Sims 2 on the Nintendo DS. “When Amaze came to me with the design for the new Sims 2
handheld games, it was clear we would need a more western sound given
the setting,” he says. “Live guitar is something I've been wanting to
do for a while, and this became the perfect opportunity.”
After his experiences with Kyle at Moontech, Ian realized he'd already met and worked with the ideal collaborator for The Sims 2 ,
but there was a problem: Ian lives in San Francisco and Kyle lives in
Santa Barbara. Ian didn't let this small detail get in the way…
“I
contacted Kyle about doing the guitar work for me,” says Ian. “It was
our first project together, but Kyle was an easy choice because of his
interest in game audio, and willingness to work remotely on the
project. I do mostly sound programming, sequencing and manipulation
here at the studio, so it was good to have the performance, recording
and delivery all taken care of.”
“I
jumped at the chance,” says Kyle. “The project started with Ian
creating some music and passing to me some scratch drum tracks to play
along with. We also had many online (San Francisco to Santa Barbara)
and face-to-face conversations (when Ian was in town) about the project
during which I would mark down some key words. For instance Ian
mentioned, "aliens," "desert," " Roswell ," "broken down car," "hotel,"
etc. I would later add musical comments to the key words, so Aliens
equals Theremin or Desert equals Ennio Morricone and reverb harmonica.
Ian also sent me audio examples and movie clips.”
“The
sound quality over video chat isn't the best in the world,” continues
Ian, “and the connection also tends to be fragile. But even through AIM
and MSN, I could do some good direction and we could have a very
productive session in one to two hours. In a way, hearing the low-res
feed through video chat was almost like hearing a sneak preview of what
the guitars would sound like after they are compressed to fit on a
handheld cartridge!”
Since
Kyle and Ian started to work together in this way a new batch of online
music collaboration plug-ins such as VSTunnel and DML (the Digital
Musician Link) have come out. These make pseudo real-time online
jamming a possibility.
However,
as explained: “We kept it simple,” says Kyle. “Ian doesn't use a
traditional sequencer; he composes everything using Buzz, Impulse
Tracker and Sound Forge. I used Audio Hijack Pro to feed Ian a direct
sound off of my board while we were zeroing in on specific guitar and
bass sounds. I plan to test VSTunnel for the next project.”
“Once
we found the proper sounds, Ian would leave me to record my tracks. I
would then mix down a full track so he could hear where my parts were
within the greater picture of the song and each individual track for
his use with his process. I would then FTP the tracks to him.”
Ian
adds: “I'm sure we can improve our method of online collaboration if we
looked into some different software. AIM and MSN have been surprisingly
sufficient for free programs. Anything with a higher quality video and
audio feed would be worth looking in to, but we don't really use MIDI
for these projects, so any VST or sequencing features wouldn't really
add anything to our process.”
So how did the actual compositional process work online in terms of who did what in the score?
Kyle:
“Ian hired me to create both original songs and streaming samples.
Together, remotely, we would come up with the proper live instrument
sounds Ian had in mind. I then would load any files Ian sent into
Cubase SX3, set the BPMs to what Ian requested, beat-map Ian's files to
match the BPMs and then start recording. If Ian sent a drum loop I
would start with guitar and add bass or drums next if he wanted them.
Ian would stay online and listen to what I was coming up with and add
comments like, ‘more accents on the rhythm parts,' ‘less whole chords
and more power chords' and so on.”
“For original songs like The Sims 2 opening movie I referenced the data I collected throughout the project (remembering that Ian wanted an Aerosmith Back In The Saddle
feel), loaded the movie into Cubase SX 3 and just start to sketch out
musical ideas. For the movie, I felt that a Paul McCartney and Wings Uncle Albert/Admiral Halsey
kind of song separation would do well. I decided the scene should open
with that classic haunting harmonica from Sergio Leone's Once Upon A Time in the West, a favorite Ennio Morricone moment of mine. Then the song should bust into the Aerosmith Back In The Saddle kind of riff.”
“For
the hubcap kicking, I thought it would be nice to revisit the bleak
sound of old western/desert-based movies so I added the nylon guitar
riff and then busted back into the Aerosmith part. Ian rearranged the
song to its permanent state but honored my idea to separate the parts.
Ian also took from some of my lead samples and built a lead for the
song. I love the way it turned out. I have more music deeper in the
game but I haven't heard it yet. I really need to sit down and play all
the way through the game!”
From Ian's point of view the process was limited only by his software and the consoles…
“Everything
needs to be tracked into Impulse Tracker format to work in the game,”
he says. “So once we have a good session, I will cut out the guitar
phrases I need and stitch them together in the tracker. Because of the
extreme memory limitations of the DS, and especially the GBA, I can't
afford to have two copies of the same phrase in the song – so part of
the challenge is finding the best way to cut up the patterns. Sometimes
I will take a full session for a 2-minute song, and only need 10-20
seconds of guitar samples. In the end I have a collection of individual
notes and small phrases to reconstitute the song.”
So, after working together, for The Sims did they find that the distance between them had any adverse effect?
“The
distance didn't have a negative effect at all,” says Kyle. “With both
of us being independent, online collaborations are the future.
Technology isn't where I would like to see it yet but with greater
demand I expect a breakthrough very soon. The main issue, obviously, is
latency. But with cable modems being installed in more and more
households and the infrastructure being redesigned to support them, a
day of low latency is on the horizon.”
So they definitely see this virtual collaboration as the way forward…
Kyle:
“Absolutely! I wouldn't have the opportunity to work with Ian's team
(Joe Graves, Steven Velema, and Matt Piersall (who is with
Okratron5000.com)) if it wasn't for online collaboration. Studios have
become affordable without losing the quality of professional recording.
Mix that with ‘inter-collab' (ha ha!) and now the industry can hear
fantastic music from remote and unknown artists, which is a win-win
situation.”
Ian:
I'd also like to take the opportunity to mention Matt, who has pretty
much taken over my sound design department starting early this year,
and Steven who has done music composition for me for about the same
time. Matt's in Texas and Steven's in the Netherlands, but that never
got in the way. Best of all, at E3 the four of us got to sit down for a
drink together. This is the future!
“Just
listen to some of the songs being uploaded for review on the G.A.N.G.
forums. You won't believe your ears. Not to mention the power of AUs
and VSTs [software instruments]. For a past project I was asked to put
together some classical, Halloween music in the vein of Danny Elfman. I
was able to pull it off using the orchestral sounds of my JV-1080
[hardware sound module] but I had to work very hard. Today I don't have
to rely on less than perfect sounds or contract a symphony. I
re-recorded two of my favorite songs from the Halloween project using
EWQL Symphonic Orchestra Platinum and the sound is unbelievably
realistic. My wife even cried at some part due to the convincing
realism of the instruments!”
And
Ian adds: “When I set out to subcontract music work, there was never a
question about collaborating online. I live in the Bay Area but I
didn't plan to restrict myself to people around here, as large as this
talent pool may be. I'm just used to working remotely and making
deliveries through the Internet so when I set out to collaborate on
these projects, I went online.”
“There
is still a lot to be said for regular visits and communication, but we
err on the side of ‘alone time.' Audio people need their quiet personal
time to get stuff done, so it's just as well that we aren't crowding
one another in a typical office setting!”
So what are their future plans?
Kyle: “The Sims 2 was our first project together. Ian then hired me for Burnout Legends
and we have a couple more planned. We are in talks about upcoming
projects where I continue helping him with his need for live
instrumentation and him helping me by producing the projects that I
bring to the table.”
Ian:
“Among the many trials of running a business, I can actually say that
coordinating recording and other audio work over the Internet is one of
the easiest and most rewarding. It's definitely something we'll be
doing more of on future projects.”
And what have they learned from their experiences so far?
Kyle:
“As in most fields, there is no real recipe for success in game audio
and I'm young enough in the industry to only give minimal advice, but
what I have learned from Ian, his team and G.A.N.G. is to stay the
course, know your tools, and pay it forward.”
Ian:
“Working on music for games is unlike anything else because you are
under extreme pressure and the plan is constantly changing. It takes a
certain agility and flexibility to succeed. Plans are great, but they
have a shelf life of about a month—then you need to rethink things.”
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Kyle's Studio Kit List
- Apple G4 Dual 1.25GHz, 2GB RAM
- MOTU 2408 MK3 audio interface
- MOTU 24 I/O audio interface
- Cubase SX 3 sequencing software
- Roland GP-100 guitar Preamp and effects unit
- Roland VP-9000 – “For some accurate time stretching”
- Roland RE-201 – “Reverb for harmonica and some of the guitar samples”
- Trigger Finger – “To perform the drum parts”
- Alesis SR16 drum machine
- Various VSTs & AUs – M-Tron, reverbs, compressions, etc.
- Apple iSight webcam and external mic “for remote sessions”
- Audio Hijack Pro – “To route audio directly to Ian”
- “I
just picked up Ableton Live 5 and love it. I'm presently working within
Live 5 for my next project's sound FX and sampled audio compositions.”
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Ian's Studio Kit
“As
Kyle mentioned I am still using Amiga-style trackers like Impulse
Tracker. Sample editing is all done in Sound Forge, and some songs are
prototyped in Buzz. The full production songs for the FMVs were mixed
entirely in Buzz. It's not the most user-friendly software, but it can
be fast. I had to come up with two 30-second stings to accompany FMVs
in the game during the hectic beta period, and I would say each one
only took an hour from start to finish.”
“For
hardware, I use a PC with an Emulator X Studio sound card, and M-Audio
BX8s for monitoring. I have a Korg Z1 and Roland XV-2020 for composing
and sampling instruments. The Z1 runs MIDI directly to the XV, so I
don't use any sequencing software – just for fiddling around to pick
out chords and so forth.”
“Music
is sequenced in real time from samples and patterns, pretty much like a
basic sampler. On the GBA music is mixed at 16KHz, 8-bit which means
you gotta stay LOUD. On the DS, music is 32KHz at 10-bits, which for me
is basically epicurean hi-fi excess.”
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