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What was your general concept for The Graveyard? What feeling were you going for with the sounds?
I was after a believable and naturalistic feel for The Graveyard,
but one that was not regionally specific. The sound is isolated and
lonely. Initially you hear sounds from the outside world but they fade
quickly and you are completely alone inside the graveyard. Your
companions are birds and insects and the sound of grandmas hobbling.
There is a change in climate but not time. The sun becomes hotter with
cicadas but the time of day does not change. This is a design choice,
and probably because Grandma has come to the graveyard for one simple
task so the game doesn't really need to go into the evening. If it had,
I would change the soundscape.
When the music plays it completely disrupts the world and breaks the
narrative. But so might dying, therefore it is symbolically effective.
Do you play games? If so, how do you feel about the use of sound
in games? Are there any games in particular of which you admire (or
detest) the sound design?
I tend to like comic and playful titles and mini games such as
Electroplankton, Wario Ware, Hot Pixel, Katamari, Destroy all Humans,
Rampage, etc... The sillier the better. The sound isn't generally the
main focus in these titles but they are the ones I enjoy playing.
I think the sound is fantastic in flOw for PS3, and Audiosurf. Some
of the better sound I've heard in games can be found in the fantasy,
horror and war titles. Some that come to mind are Metal Gear Solid,
Quake, BioShock, Mass Effect, Assassin's Creed... can you tell I live
with a teenage boy? I am exposed to a lot of games whether I play them
or not.
Do you have a large library of sound recordings? Do you make your
own recordings? In a studio with your feet in a sandbox? Or do you go
out and capture sounds in the field?
All of the above... I do whatever is necessary to get the sound I want
and then I save it in my ever-growing library. Sometimes it is easy and
you can find something perfect or something that would require only
minor tweaking in a library. Sometimes there is not a match and you
have to create it or capture it or find a clever substitute in the
library.
Substituting sounds can support the narrative for example, I
worked on a film where the lead character was mentally ill, so whenever
he saw other people walking and talking, hooves and pig oinks and
squeals were subtly mixed in. You have to stretch your imagination and
think outside of scale. You are referring to Foley with the footsteps
in a sandbox. It's Jack Foley: the first "sound designer" in Hollywood
in the 1920s. I have done that too. I have made sound effects in the
studio and gathered them in the field.
You are also a musician. Can you talk a bit about that aspect of your career?
I stay very busy musically. I have created works under the moniker Amber Asylum
since 1996. I am currently working on the sixth full length CD, due to be
released in early 2009 on the doom label Profound Lore based in Canada.
Still Point, AA's 5th CD released in May 2007 was voted one of
Terrorizer magazine's top 40 albums of 2007. There is an accurate
description of this project on Wikipedia. My primary collaborator in
Amber Asylum is Leila Abdul Rauf. Our fundamental agreement is not to
limit ourselves. We also play with Eric Wood from Bastard Noise, Sigrid
Shei from Hammers of Misfortune, Chiyo Nukago and others.
A project that is still in Development that is quite exciting is
AEAEA. AEAEA is a collaboration between Jarboe, myself, Anni Hogan and
Julia Kent. Julia Kent is a fantastic cellist who has played with David
Tibet and Anthony and the Johnsons. Anni Hogan has composed many of our
most beloved songs performed by Marc Almond. She is a pianist,
songwriter, producer and DJ. And then there is Jarboe as the primary
vocalist. We have done a few tracks already. It should be fantastic.
I have contributed to many CD's as a guest. This is actually how I met Jarboe [who is composing the soundtrack for The Path -- note by ToT].
I performed on the Swans CDs, Soundtracks for the Blind and Swans are
Dead. I was also invited to guest live for the Swans last San Francisco
show. It was a great honor. I played on six Neuosis CD's and Steve Von
Till's solo project. I've played on a lot of CDs. I can't really
remember them all.
Most recently I cameo on the upcoming Saros and
Giant Squid releases. I am also on Jarboe's Mahakali CD, out October
14th. There is an extremely indulgent four minute electric violin solo on
Jarboe's Mahakali album called Violence which I think is very cool ;).
I work quite a bit with Jarboe. We have very similar aesthetics.
In addition to all of wacky experimental and dark music I perform
classical works as a soprano. I have a growing repertoire of art songs
and arias. I like the concept of stripping things down to the bare
minimum. There is nothing that really compares to standing and singing
with no amplification.
How does you impressive activity as a musician combine with sound design for games?
I take a very musical approach to all of my sound design. Although
largely intuitive, especially in UI design, imaging or logo design I
will employ music theory to create a feeling of leading, discord or
resolve... whatever the context calls for. The Graveyard
was an ambient score so I wasn't able to flex this muscle entirely but
it is always there looming. I may pitch things to relate to one another
in the world... For example in The Graveyard, ravens may be
pitched relative to meadowlarks, etc... I made the footsteps lower and
slower to compensate for grandma's body weight and gestures. Even minor
details like these become musical.
What's up for you next, musically?
My immediate musical challenge is plotting revenge against my new
and very young neighbors who play dance music until 3 AM on weeknights.
They have no idea of what I am capable of. I once used a recording by
the Japanese extreme noise artist, Hanatarash, at full volume to banish
a rodent from under my house. Maybe it would work on my neighbors.
Good luck!
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I admire "Tale of Tales" and their achievements, having also played Endless Forest, and state that the postmortem is detailed and enlightening.
It's great to be a fellow indie developer and get a peak at the growth of experimental game design, especially when associated to emotional storytelling. There's still much to be explored and games, as a medium, still have a lot to grow.
Kudos to Michael Samyn and the "Tale of Tales" for pulling off such a peculiar and remarkable experience via such a small game.
Cheers!
http://www.mlive.com/businessreview/annarbor/index.ssf/2008/11/film_act_could_la
unch_games.html
""I think the committee [in Michigan, USA] (that approves incentive requests) or the organization doesn't quite understand the industry, which is understandable, and it doesn't understand how the industry fits into this program," Toschlog said. "In my opinion, the work we're doing is comparable to a film production company and fits into the program, but we have yet to convince the Film Office.""
Thanks for a wide ranging post mortem, good stuff to think about from tools to game design approaches.