The Game Music Toolbox
The Game Music Toolbox
The Game Music Toolbox
The Game Music Toolbox provides readers with the tools, models, and
techniques to create and expand a compositional toolbox, through a col-
lection of 20 iconic case studies taken from different eras of game music.
Discover many of the composition and production techniques behind pop-
ular music themes from games such as Cyberpunk 2077, Mario Kart 8, The
Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider,
The Last of Us, and many others.
The Game Music Toolbox features:
The Game Music Toolbox is crucial reading for game music composers
and audio professionals of all backgrounds, as well as undergraduates look-
ing to forge a career in the video game industry.
Marios Aristopoulos
Designed cover image: Sashatigar/Shutterstock.com
First published 2023
by Routledge
4 Park Square, Milton Park, Abingdon, Oxon OX14 4RN
and by Routledge
605 Third Avenue, New York, NY 10158
Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2023 Marios Aristopoulos
The right of Marios Aristopoulos to be identified as author of
this work has been asserted in accordance with sections 77 and
78 of the Copyright, Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted
or reproduced or utilised in any form or by any electronic,
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including photocopying and recording, or in any information
storage or retrieval system, without permission in writing from
the publishers.
Trademark notice: Product or corporate names may be
trademarks or registered trademarks, and are used only for
identification and explanation without intent to infringe.
British Library Cataloguing-in- Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in- Publication Data
Names: Aristopoulos, Marios, author.
Title: The game music toolbox : composition techniques and
production tools from 20 iconic game soundtracks / Marios
Aristopoulos.
Description: New York: Routledge, 2023. | Includes
bibliographical references and index.
Subjects: LCSH: Video game music— Instruction and study. |
Video game music—Analysis, appreciation.
Classification: LCC MT64.V53 A75 2023 (print) |
LCC MT64.V53 (ebook) | DDC 781.5/4 — dc23/eng/20221115
LC record available at https://lccn.loc.gov/2022055446
LC ebook record available at https://lccn.loc.gov/2022055447
DOI: 10.4324/9781003146872
Typeset in Sabon
by codeMantra
Access the Support Material: www.routledge.com/9780367705497
Contents
Preface xv
Index 193
Preface
101-theory sections to help bridge any potential knowledge gaps you might
have. At the end of each chapter, you will find hands-on takeaway tasks
you can complete, ranked by difficulty. These are designed to help you ap-
ply these new ideas into your own music, and you can slightly modify the
details if the core idea of the exercise is maintained. There is also a bibliog-
raphy for each chapter to indicate the sources of the ideas discussed.
Finally, to benefit the most from reading this book, make sure to follow
the accompanying video examples as they are an integral part of under-
standing each case study. You might have to navigate through different
parts of the video as indicated by the timecode in the text, but I have left the
videos unedited so you can examine other parts as you like.
Link to Video Examples Playlist can be found here:
www.routledge.com/9780367705497
Scoring process
DOI: 10.4324/9781003146872-1
2 Introduction
It provides information
Music can be used as an abstract tool for directly communicating infor-
mation to the player in many creative ways (see Chapter 13: Mario Kart).
An example is the use of short music stingers that notify the player about a
particular change in a game, while a sudden change in the music is usually
suggestive of a switch of gameplay state that might have gone unnoticed (eg.,
the use of battle music to warn about the presence of incoming enemies). Mu-
sic can also be used to evoke a particular time and place through association
with different musical cultures (see Chapter 9: Assassin’s Creed).
It enhances immersion
Gameplay immersion is something difficult to measure accurately but it can
be argued that successful use of music can have a positive impact. On a su-
perficial level, music can amplify immersion by simply covering any sounds
originating outside the game (outside traffic, loud conversations, the sound
of your graphics card overheating!) and help you focus on what is happen-
ing in the game. On a deeper level, a successful soundtrack might assist in
creating a more meaningful and enjoyable experience that will naturally
generate higher levels of engagement.
Introduction 3
Concept/pre-production stage
The point of this early stage is to establish an overall vision of how the game
will feel, look, and sound like and to develop an early working prototype
to test these ideas. It is quite common for developers to also use reference
music from pre-existing games or other media as a temporary placeholders
(video example 1, 11:08). Temp tracks can be a useful communication tool
as not everyone is proficient with using appropriate music terminology to
express their ideas. Moreover, they can also offer a way for composers to
be discovered by game companies as temp music can often end up being
licensed for the final product.
Introduction 5
Production stage
Games will change significantly during the production stage as more assets
are added or removed. At this stage of development, if composers have
compatible hardware and software and feel confident enough to take on a
gaming challenge, they can playtest working parts of the game to inform
and inspire their music writing. There is no shame in asking programmers
for shortcut mechanisms, such as cheats, to make skipping through parts
of the game easier and faster. For the less daring, it is also very common
to ask for gameplay video captures of different levels to help speed up the
process. It takes some imagination to understand how a game might end up
looking and feeling, and big changes can happen fast, so a great amount of
flexibility, speed, and patience is required from the composer at this stage.
Just imagine the following hypothetical situation that is not that far-
fetched from reality: You just completed writing a theme based on your play-
through of a certain peaceful level. Then you play it again after three weeks,
but now everything is on fire, it lasts ten times as long, there is a boss enemy,
and puzzles, and it no longer happens at the beginning of the game but
rather at the end! Frustrated you change the music almost completely. You
then play the game again after another three months, but now the level does
not exist anymore, they have taken it out! It is not unheard of for entire levels
to be scrapped or important characters to be replaced that can impact the
music direction in the very last minute and that is why being highly flexible
is crucial. Composers might not always admit this publicly, but a piece might
be originally written for an entirely different context than the one that it
ended up being used for. As an example, the Oscar winning composer Trent
Reznor wrote the soundtrack for the original 1996 Quake as an album and
then the developers arranged the music on different levels as they saw fit. 3
Beta testing
When a game is polished enough to be playable, it enters the beta testing
stage in which it is publicly opened to a select number of players (depend-
ing on if it is an open or closed beta), that will play the game and provide
feedback before the official release. Usually, changes at this stage are rel-
atively small and are limited to polishing the experience and fixing bugs.
Composers might start working on the trailer music as well as making a
promotional soundtrack album to be released right before launch.
6 Introduction
Post-release
As opposed to a film that is fixed and finalized upon release, many games
continue to be updated after launch. In some cases, these updates do not
affect the music, and the composer’s job is done. However, big game fran-
chises such as Assassins Creed or Witcher usually introduce new expan-
sion packs that enrich the original content with additions to the story that
usually require new music, while the old part of the game is largely left
unchanged. These types of expansions are generally written by the same
team of composers to maintain continuity with the original title. What can
be even more challenging are online games (ex: MMORPGs) with monthly
subscriptions that are in perpetual development. New content might be
added (or removed) constantly to keep players engaged which might impact
the use of music over time. Think of an online game like Eve Online which
was released in 2003 and is still updated regularly with new content that
now includes over 7,800 different star systems that can be visited by online
players. As the universe expanded over time so did the music needs, with
new cues and interactive mechanisms added, but also old music loved by
fans had to be removed together with the old level designs.
Implementation
Figure 0.1 A gameplay screenshot from the original Pac-Man (1980). The goal of
the game is to eat all the dots inside the maze while simultaneously
avoiding the four colourful ghosts.
What are the different gameplay variations that this simple game can po-
tentially generate? The player is given limited movement options within
the maze (controlled by a joystick) but the possible pathways in combina-
tion with the timing variables of each change in direction would suggest
that there is perhaps an infinite number of possible variations. However,
does the music really need to be that different for each? An interactive mu-
sic enthusiast might argue that we could build a sophisticated generative
system produces a real-time soundtrack according to parameters from the
game (ex: number of ghosts remaining). Another composer might prefer
to define the main game events and then use a suitable music cue for each:
a happy theme for when the level is completed, a sad theme for when the
player loses the game, and a special theme for when the player temporarily
8 Introduction
becomes invincible and chases the ghosts around. Finally, another com-
poser might argue that the best approach is to create a looped playlist of
catchy and fun songs that are unaffected by gameplay to help relax the
player. All these approaches might be suitable despite their differences in
technical complexity, and this is a creative and artistic choice that is part
of the process of interactive composition.
they loved its main theme, but it is rare to hear anyone raving about how
smoothly the music adapts to various gameplay transitions. In a way, in-
teractive music techniques could be compared to the work of dialogue
editors. Their work is crucial for allowing a clear understanding of the
story, but it is usually only noticed if something has gone wrong with the
speech editing!
Conceptual design
This aspect of interactive music is usually straightforward for new com-
posers to understand if they are familiar with how games function. An
easy way of thinking about it is to establish conditional statements that
specify how different gameplay events will affect musical change. These
can be done in a “when/if X happens then do Y” format and should be as
specific as possible. For example, some basic hypothetical music instruc-
tions can be:
• When “the game begins” then “play Level music on an infinite loop”.
• If “the player enters the main room” then “stop the Level music and
play the Battle music with a 2 second crossfade”.
• IF “the player health goes below 50%” THEN “add a low pass filter
to the guitars with a cutoff on 5 kHz and a slope of 12 dB per octave”.
• IF “there are no enemies on a radius of 100 m” THEN “fade out the
drum layer over 5 seconds”.
10 Introduction
You should aim to establish rules for every gameplay outcome that needs
an appropriate musical response. If the rules are quite simple, you can just
write them down and communicate them to whomever is implementing
your music. However, if the system is more complex, you can use flow-
charts to visualize them more effectively (for more info see Chapters 2
and 14).
MUSIC INSTRUCTION 1
When “the game begins” then “play level music on an infinite loop”.
To implement this condition all we need is just two objects: an Event
named “Begin Play” that notifies when the level has launched, followed
by a Play Sound at 2D audio command targeted at Level music. As you
can notice from Figure 0.2, we do not have to code this in C++, we can
use a visual scripting system instead called Blueprints that can be con-
siderably easier to understand for non-programmers. To loop the Level
music, we can simply double click the audio file within Unreal’s content
browser and check the Looping tick box in the file properties. Our level
will now launch the Level music theme at the beginning of the game and
loop it indefinitely.
MUSIC INSTRUCTION 2
If “the player enters the main room” then “stop the level music and play the
battle music with a 2 second crossfade”.
This condition is slightly more complex to implement but again all the
programming can happen within the Level Blueprint as well as the 3D envi-
ronment of the level design. First, we need to setup some method of know-
ing when the player has entered the main room. To do so we can setup
a location trigger that is placed within the level and acts as an invisible
Introduction 11
barrier (Figure 0.3). As soon as the player goes through the box it will
“trigger” any musical change we assign to it. All we need to do is right click
the trigger and add an event in the level Blueprint that connects it to a Fade
In, and a Fade Out audio command; each targeted at the appropriate music
and set to a fade duration of two seconds (Figure 0.4). We now have a func-
tioning interactive transition between Level music and Battle music that is
activated every time the player passes through our invisible location trigger.
Location triggers and gameplay events in combination with simple audio
commands such as Play Sound and Fade in/out are some basic tools that can
unlock a plethora of different interactive possibilities and exist in every im-
plementation environment. Once you feel comfortable with these basics you
can also introduce musical change by using continuous variables that track
a range of game values such as player health, enemy proximity, or any other
real-time parameters. It is possible to program much more sophisticated sys-
tems within UE5 that take into consideration musical rules such as tempo,
meter, or even harmony when transitioning or altering your music. How-
ever, because such systems would require a much higher level of program-
ming skill to be executed within a game engine, many composers and sound
designers prefer to make use of audio middleware software such as Wwise
or Fmod. Although the learning curve of using this type of software can also
be steep for a beginner, it is easier to program complex music behaviours
12 Introduction
Figure 0.3 A screenshot from UE4 showing how to set up a trigger box inside
a 3D game environment.
natively than within a game engine. This is due to the fact that they are built
especially with audio implementation in mind and have a more user-friendly
menu-based UI that is closer to that of a traditional DAW.
Career
Game jams
One type of event that is unique to the game industry and can be a fantastic
starting point for new composers are game jams. These are short compe-
titions in which people from all areas of game development meet up and
form small teams with the goal of producing a working game prototype.
The design concept is revealed only at the start of each jam, and the partici-
pants usually only have a few days to complete it. There are hundreds if not
thousands of game jams happening all over the world, some entirely online,
and others within a game studio or venue that hosts them. There is a huge
variety in the rules of each game jam in terms of the genre, size of the team,
duration, and awards of the winning games.
Unless you manage to win some big award, game jams are obviously un-
paid, so this is not a way of making money. However, it is a fantastic oppor-
tunity to meet other people in the industry as well as build your portfolio
with original work rather than rescores of other games. It is important to
choose your team mates carefully as it can be a hit or miss experience with
some jams being absolute time wasters and others leading to a satisfying
outcome. You must be able to work very fast and ideally implement your
own work to get the most out of it. It is not uncommon for games developed
in a jam to carry on with development and eventually mature into a finished
indie project. The Steam and Nintendo Switch game Nuclear Blaze that I
designed the sound effects for started as a game jam project in the infamous
Ludum Dare jam.
14 Introduction
Mods
Game modifications (or mods) are another unpaid option of getting your
foot in the industry that can be educational and a lot of fun if you work
on the right project. Mods are based on modification of pre-existing games
and can be made by one fan or very large teams of hundreds of enthusiasts,
and can range from slight alterations to complete overhauls that look like
an entirely new game. Successful mods can be extremely popular among
players and is a great way of gaining exposure and experience. For exam-
ple, when I contributed some original music to The Third Age mod that
recreated the world of Tolkien’s middle-earth based on the Total War en-
gine, the mod reached over 10 million downloads! Other mods such as the
Defense of the Ancients (DotA) that was based on Warcraft III became so
popular that produced its own multi-million dollar franchise and gaming
subgenre. Have a look at Moddb.com to see some examples of what the
modding community is currently up to.
handing out your card to 100 people that you speak with for two minutes
to give them a generic sales speech. My advice is that networking can be
more enjoyable and more productive if you try to make real connections
and have real conversations with people you genuinely like and find their
work artistically interesting rather than trying to sell your services to any-
one who will listen. It is useful to also link up on social media with anyone
you meet in person, so it is easy to follow what they are doing and to pro-
mote your work in a non-direct way (ex: through general posts in your wall
rather than DM spamming!).
You are also much more likely to achieve results by making some re-
search and building connections that seem like a good match for both par-
ties. For example, you can find a small game studio that is based on your
local area and then approach the audio director to ask if they have any
internship opportunities. Or you can research upcoming indie projects that
do not have a composer yet and reach out to them to express your interest
by offering a specific vision of how your work would enhance their game
using a relevant music demo. There are plenty of places to search for up-
coming projects, you can start with having a look at indiedb.com but keep
in mind that any project that looks quite polished is likely to already have
one or more composers on board.
Audio designer
Audio designer positions are usually a jack of all audio trades with a pri-
mary focus on creation and implementation of SFX using game engines and
middleware. The role might also involve other tasks such as recording voice
overs, mixing audio for cinematics, and occasionally helping with compos-
ing music. It is a competitive and highly skilled position, and depending
on the size of the studio there might be several audio designers within the
audio team. As an example, a mid-size company could have a team of up to
ten full-time audio designers working across multiple projects. A starting
UK salary would be approximately £32k for entry-level positions, while
senior roles currently advertised are approximately around £46k+.
Audio programmer
This is very different than your usual audio position as it requires strong
programming skills first (usually in C++), and general audio skills sec-
ond. Audio programming roles are currently some of the most in demand
18 Introduction
technical positions in the field and have great prospects in terms of salary
as well as career development due to lower competition. You can expect to
make upwards of £40k+ depending on experience.
Audio engineer
This is your typical audio engineer position and is usually centered around
recording and editing dialogue and occasionally field recordings for any
other audio assets as needed. Unfortunately, is not usually well paid unless
you have demonstratable experience in multiple AAA projects.
Audio director
Each audio team is led by an audio director which is typically the audio
designer with the most experience and seniority. This is a managerial po-
sition in which you are the main point of contact with the heads of other
departments, and you are responsible for shaping the audio vision for one
or more games that are in production as well as hiring external compos-
ers. This can be a higher salary position exceeding £55k+ in the UK, and
going much higher for major studios especially in the USA, but it requires
extensive experience within the industry (usually 5–10 years). Many audio
directors first begin as audio designers and then move up the career ladder.
Orchestrator
Larger projects that can afford to record real orchestras often rely on the
help of freelance orchestrators. To better understand this role, I have inter-
viewed composer and orchestrator Lorenzo Bassignani who has worked on
Sony’s Horizon Forbidden West (2022).
Licencing
Instead of transferring full ownership of the music to a game company,
composers can also allow the company to licence their music for a specific
Introduction 21
use in a game, trailer, concert, or other events. The composer retains all
copyright, so she/he is allowed to sell the music, perform concerts, or use it
again in other projects unless there are other exclusive license restrictions
specified during the contract (ex: the music cannot be licensed to another
game for the next five years). This is more common in indie games that have
small budgets and cannot afford to do buyouts; according to the Game-
SoundCon survey 53% of paid indie contracts were buyouts and 47% were
licenses in 2021.6 In some cases, AAA games also prefer to license music
if it does not make financial sense to buy it. For example, the soundtrack
of the sports game NBA 2K includes some of the biggest pop hits from
artists such as Daft Punk and Kendrick Lamar. Obviously, it would be
insanely expensive and unprofitable for the studio to do an outright buyout
of the full copyrights of these hit songs just to use them in one game, but
a licencing deal allows them to use it in exchange for a one-off fee that is
split between the owners of the Publishing rights (usually the artist) and
the Master rights (usually the label). This is also quite common in the film
industry and comes under the “synchronization” license.
sold for $6,000 (60 minutes × $100). One of the most reliable sources of data
we can examine to get a general overview of these per minute salary ranges is
the GameSoundCon survey which is conducted annually and includes data
from over 600 game composers from around the world.
According to the 2021 GameSoundCon report, the composer fees re-
ported on indie games varied dramatically from $100 per minute all the
way to $1,500 per minute of music. Such wide differences can be attributed
to the fact that the production quality and success of indie games also vary
enormously, from games that are played only by a few friends and family
members to games such as Minecraft that was started by one person before
being bought by Microsoft and becoming one of the best-selling games
of all times. From my personal experience of negotiating fees in the indie
world for over a decade, I would say that a $200–400 per minute range
is a realistic number for serious indie games, and only a few development
teams would outright pay over the $500 per minute mark unless the pro-
ject gets sufficient traction on Kickstarter or other forms of social funding.
To be completely transparent, I have also frequently encountered projects
that offered even less than $100 per minute, projects that only paid in
shares of (potential) game sales that might never come, and of course, the
occasional obnoxious developers who would ask people to work entirely
for free so they can gain “experience”. If you ever decide to work without
payment, at least make sure you do a sync deal instead of a buyout. It is
noteworthy that these types of deals are possibly underrepresented in in-
dustry surveys because composers who are working for free might be less
likely to report it.
According to the same survey data, the most common fee for a composer
working on a professional mid-sized project was approximately $300–
$500 (USD) per minute of completed music. This means that a game theme
of about 3:30 minutes sold for $1050–$1750, and a game soundtrack of
60 minutes generated between $18k and 30k for the composer. Finally, on
the AAA spectrum the most common budget was $1,000 per minute, or
$60k for one hour of music, but some composers received much higher fees
surpassing the $3k per minute and $180k per hour to even $5k per minute
and $300k per hour of music for the top game composers. Keep in mind
that the total amount of music required also varies and can be much longer
than 60 minutes of music; a major game like World of Warcraft had over
45 hours of original music composed by a team of composers over multiple
years, so the budget of the music was likely on the multi-million-dollar
range. There is no official data for Hollywood celebrity composers working
in games such as Hans Zimmer or Gustavo Santaolalla but considering that
the biggest AAA games have budgets over the $100 million mark that equal
or surpass Hollywood blockbusters, it is safe to say they can afford to pay
astronomical fees for music if they believe that a composer will genuinely
add value to their product.
Introduction 23
Figure 0.5 A chart from GameSoundCon showcasing the type and percentage
of alternative forms of payment that composers received in different sized
game projects. 7
24 Introduction
in shares of the game, and/or do a licensing deal where you allow them
to use your music, but you retain the copyright. Indie game composers
also have more flexibility in negotiating alternate forms of payment which
can also push their income to higher levels, especially if the game or the
soundtracks sell well. These additional sources have been baked into the
reported income of indies reporting $1k+ per minute range which is entirely
possible after the games become successful.
1) for the USA $115k average yearly salary, $92k median yearly salary,
2) for the UK/Europe £43k average, £36k median salary (in British
Pounds), and
3) for the rest of the world $55k average yearly salary, $49k median yearly
salary.
patiently buying used equipment after they fell out of fashion. Interestingly,
according to his social media he has recently decided to sell a big part of his
collection as he found himself underutilizing most of it, and to downgrade
to a smaller minimal setup consisting only of his favourite gear.
The fact is that your skills affect the production standard of your music
much more than the price of your studio as expensive gear alone will have
little impact on the quality of your work. I suggest researching how multi-
ple award-winning musicians have produced major hits by relying only on
stock plug-ins. In my experience of teaching production students, far too
much time is devoted in researching and buying gear rather than learning
how to use it. Chances are that your current DAW has more power than
you realize and has everything you need to achieve a professional sound, at
least regarding the fundamentals of your mix. It might not have a shiny UI
compared to the latest plug-in bundle, or it might not have the best pre-sets
ready to go, but it will achieve a similar result if you spend the time learning
how to use it skillfully.
My advice here is not to avoid buying audio gear all-together and be-
come an audio minimalist but just to pause and consider how much of a
difference a purchase will actually have on your sound before making an
investment. Will your guitar sound better if it is recorded through a Neve
mixing desk that costs £200.000 over a Focusrite Scarlet solo audio inter-
face that costs £200? Absolutely! But if you listen to a blind test of both
recordings, and you cannot tell them apart then maybe you should save
your money and use it in something that will have a genuine impact. If you
cannot test gear physically in a local dealer, there are plenty of YouTube
blind tests of any audio gear imaginable that are good enough despite the
YT compression, so use them and make your own informed decisions of
what you personally prefer.
However, buying new gear can sometimes benefit your music in another
way that in my opinion might be more important – inspiration! After rely-
ing on the same setup for a while, you probably develop certain workflow
habits. Introducing a new instrument or FX that you are not familiar with
might take you towards a different creative path that you have not consid-
ered or explored in the past. When I bought my first Moog Grandmother
I somehow found myself making monophonic arpeggiated square wave se-
quences for hours. I might have been able to get a similar and more precise
sound much faster by using a virtual plug-in and a mouse, but it wouldn’t
be as much fun or as inspiring as using a hands-on analogue device, and it
is hard to put a price on that!
To get a better idea of some of the gear that professional game composers
have used, make sure to read the Production Tools section of each game
in the book. As you will see, some of it might be exotic and expensive but
other tools might be widely available and affordable, and it is the crea-
tivity behind their use that gives them its characteristic tone. In terms of
26 Introduction
Education
My advice is to look at the graduate data from the career services of the
university you are considering and to inquire further about the methodol-
ogy used to collect it. Often institutions claim that most of their students
find employment soon after graduation, but this information can poten-
tially be misleading because their career services might consider a student
as employed on the merits of releasing their own album on Spotify. As most
musicians make a living from freelancing it might be more effective to ex-
amine recent graduate income/salary. Check what are the work and creative
opportunities that the school will offer you both during your studies as well
as any internships connections they might have for after you graduate. For
example, the Game Audio program I have designed for GSMD in London
offers students the opportunity to record with a real orchestra in a world
class performance venue (Figure 0.7).
28 Introduction
Figure 0.7 A photo taken from a GSMD game audio recording session with the
Guildhall Session Orchestra in Milton Court.
Financial costs
Tuition fees for a three-year degree can range from completely free in some
state funded EU universities, to over $160K for prestigious USA institutions
such as NYU or USC. On top of these tuition fees, you must anticipate
the cost of living in major cities such as New York or London that can be
substantial as not all universities offer student housing for the entirety of
their programs. It is entirely possible for a student studying a four-year
music degree in New York City to need $250K to fund her entire studies,
a cost that will be extremely challenging to earn back for most graduates.
Education in the UK is more affordable than the USA, and most universi-
ties cost about £10K per year for UK students and £17K for international
students in 2023. There are many options across the EU both in private
English-speaking programs and public institutions usually in the national
language of each country.
Time commitment
This can vary from 1 year certificate programs, 1–2 years for Masters,
3–4 years for bachelor’s degrees, and 3–5+ years for PhD. Many programs
are labelled as full time, but this rarely adds up to 40 hours of classes
each week. Most likely it is a combination of lectures, workshops, optional
events, individual study, and homework. It is worth checking the specific
time commitments of the program you are looking for especially if you are
considering working part time during your studies.
Introduction 29
Curriculum
The curriculum might vary considerably between programs and institu-
tions. Look at the syllabi, curriculum, and assignments of each year of your
studies to get a better understanding on what you will be learning and how
it aligns with your current knowledge and goals. When I studied for my
bachelor’s degree, most of the composition classes available in my college
were based almost entirely on 20th-century classical music, and commer-
cial music genres were frequently ignored or even frowned upon by some
of my teachers. In recent years, music education institutions are becoming
more open minded and the issue of musical elitism appears to be diminish-
ing but it is definitely worth looking into the musical culture and diversity
of the program you are considering.
Support
A good institution will offer you support in many different levels: tutoring,
financial, career placements, and mental health.
Community/networking
In my opinion, this is one of the main reasons to attend a university in the
first place as it is likely that this is where you will develop lifelong friendships
and professional connections. Belonging to a music community is a vital
part of your studies as being able to share your work, receive feedback, get
inspired by the work of others, exchange ideas, and collaborate with your
peers is tremendously helpful. I meet some students who argue that if they
quit their degree and go at it alone, they will have more time to focus on their
music and while that might be true, I find that few of them succeed in doing
so, unless they already have a network of musicians in place.
It is worth examining the type of community and culture around the in-
stitution you are considering and making sure this is a good match for you.
As an example, when I started my music studies in the UK countryside for
my A levels, I was the only international student out of 500 English pupils
which I found a challenging environment to intergrade socially as a 17-year-
old Greek student. Finally, be mindful of any programs that are delivered
entirely online as they might be lacking this communal aspect all together.
Composing
Well, this one is obvious, the better composer that you are the better your
chances of people wanting to work with you! Even though who is a “good”
composer is entirely a matter of personal taste that cannot be objectively
measured, actively listening to new music, learning new techniques, and
practicing your craft on a consistent basis is very likely to increase your
chances of writing music that others will find engaging.
Production
This should be obvious, but it is often shockingly underestimated by many
composers and educators, especially those who come from a traditional clas-
sical education. The production quality of your work is a fundamental factor
on how people perceive your music even if they are not aware of it. A strong
production can sometimes elevate even a mediocre composition, while a poor
production will always diminish even the most evocative piece of music – just
imagine listening to your favourite piece with unwanted distortion or strange
filtering, the emotional impact of the music can be ruined. You will also need
to be able to produce music fast, at a high standard, and relatively cheap, so
unless you want to constantly rely on paying sound engineers and other mu-
sicians for every part of the process this area should be a key priority.
Implementation/programming
One of the most common questions of new composers entering the game
audio industry is if they need to learn how to code. As we will see in many
of the case studies in this book, many well-known game composers working
in big AAA games were not involved at all in the implementation of their
music as this was handled by audio programming teams. In my opinion,
you can certainly work as a game composer without having to deal with
the technical challenges of implementation beyond a basic understanding of
how interactive music and implementation works. However, learning how
32 Introduction
skills they bring to the table are so high that people might be willing to
temporarily tolerate them, but it is certainly not something that helps their
career in any way and more often than not can also end it.
Well-being skills
The competitive and uncertain nature of freelance work can often feel like
a stressful environment to navigate so it is vital to learn how to take good
care of yourself both mentally and physically. I see many students who get
obsessed with “making it big fast” and then on the first sign of rejection feel
like a “complete failure” and want to give up, but the reality is rarely that
black or white. I encourage you to always keep a growth mindset as you
might need to adapt your strategy or re-invent your artistic identity multi-
ple times over the duration of your career no matter how much success you
achieve. Sometimes you might need to work hard to meet a big deadline,
but usually working consistently over time is much more productive and
viable than relying on pulling all-nighters in the last minute. Also remem-
ber that other life activities like going for a run, doing something fun with
friends, or just resting might be just as important than working on your
music. Finding a work-life balance that works for you is key to having a
sustainable composing career you enjoy!
Takeaway tasks
1 Spend some time carefully studying the picture, especially look for de-
tails that provide clues about the story and/or the required mood. Write
a couple of sentences describing your observations. For example, while
looking at the concept art from the game Horizon Zero Dawn (video
example 1, 5:00–5:30) I made the following observations:
• There is a young female protagonist wearing tribal clothing and
holding a bow perhaps suggesting she is a warrior or a hunter.
• There are colossal dinosaurs that appear to be robotic and techno-
logically advanced.
• There are some modern city ruins on the edges, possibly indicating
some apocalyptic catastrophe has taken place in the past.
• The environment is lush with wild nature and full of life despite the
apocalypse.
• The sunrays passing through the forest trees, the flying birds above
the robots, the snow-capped mountains, and the big open sky per-
haps indicate a feeling of hope and adventure.
2 Think about which are the most important elements to you, and how
can you represent them in your music. You can begin by building a pal-
let of suitable instruments that relate to your interpretation (solo voice?
tribal percussion? futuristic synths?). Perhaps there is a strange scale
you can use, or a production effect that relates to your concept.
3 If you immediately have an instinct on what to do just go for it! If you
are still not certain how to start, spend some time listening to reference
tracks of similar soundtracks. You do not have to always reinvent the
wheel; research on how others have approached similar stories in the
past might spur new ideas.
Notes
1 Mohn et al., Perception of Six Basic Emotions in Music.
2 Aristopoulos, “A Portfolio of Recombinant Compositions for the Videogame
Apotheon.”
3 Semel and Reznor, “Vintage Interview: Nine Inch Nails’ Trent Reznor.”
4 “Gaming Worth More Than Video and Music Combined.”
5 Schmidt, “Game Audio Industry Survey 2021.”
6 Schmidt, “Game Audio Industry Survey 2021.”
7 Schmidt, “Game Audio Industry Survey 2021.”
8 Schmidt, “Game Audio Industry Survey 2021.”
9 Coggan, “Unity Game Audio Implementation a Practical Guide for Beginners.”
10 Schmidt, “Game Audio Industry Survey.”
Bibliography
Aristopoulos, Marios. “A Portfolio of Recombinant Compositions for the Videog-
ame Apotheon”. 2017. https://openaccess.city.ac.uk/id/eprint/19298/.
Coggan, Andrew. Unity Game Audio Implementation: A Practical Guide for
Beginners. Abingdon, Oxon: Routledge, 2022.
“Gaming Worth More than Video and Music Combined”. BBC News. BBC,
January 3, 2019. https://www.bbc.co.uk/news/technology-46746593.
Mohn, Christine, Heike Argstatter, and Friedrich-Wilhelm Wilker. “Perception of
Six Basic Emotions in Music”. Psychology of Music 39, no. 4 (October 27, 2010):
503–517. doi:10.1177/0305735610378183.
Schmidt, Brian. “Game Audio Industry Survey 2019”. GameSoundCon, March 11,
2020. https://www.gamesoundcon.com/post/2019/09/10/game-audio-industry-
survey-2019.
Schmidt, Brian. “Game Audio Industry Survey 2021”. Gamesoundcon, October
2021. https://www.gamesoundcon.com/post/game-audio-industry-survey-2021.
Semel, Paul, and Trent Reznor. “Vintage Interview: Nine Inch Nails’ Trent Reznor”.
Paulsemel.com, 2000. https://paulsemel.com/vintage-interview-nine-inch-nails-
trent-reznor-2000/.
Chapter 1
Fun facts
Designed in Japan in 1978, the launch of the game created such a mania
that the surge in demand for coins to play in the arcades led to a national
coin shortage and forced the bank of Japan to quadruple the country’s coin
supply!1 In the next few years the game became a global pop icon generat-
ing $13 billion in sales worldwide (adjusted to today’s money) and causing
such a hype in the US that the Supreme Court considered banning it. 2
DOI: 10.4324/9781003146872-2
Space Invaders 37
meet your inevitable doom (video example 3). Although the theme is ex-
tremely simplistic, it works remarkably well with the game for multiple
reasons that might not be directly obvious. First, the constant falling chro-
matic movement of the melody is mirroring the gradual descending motion
of the alien invaders. The technique of imitating visual movements through
the use of music is one that film composers have utilized extensively in the
past, particularly in animation films, and is usually referred to as Mickey
Mousing. In video example 4 you can quickly notice how closely the music
reflects the visual actions of the main characters in a Looney Tunes episode
of Roadrunner VS Coyote: when Coyote falls off a cliff, we usually hear
some descending pattern, if he crashes into a wall the music will respond
with a sudden accent, if he walks up a staircase then each step will be
synced by matching pizzicato notes, etc.
In addition to the visual mirroring, the main theme is entirely built upon
a repetition of minor 2nd intervals that progressively get faster in tempo.
Can you think of any other famous themes that utilize such a simple yet
effective idea? Only three years earlier than Space Invaders, John Williams
won an Oscar by imitating the foreboding movement of a great white shark
in Steven Spielberg’s Jaws. The motif was based around a constant repeti-
tion of two notes, set a minor 2nd apart, that gradually increased in tempo
(video example 5, 0:33–0:50). This simple and memorable thematic idea
managed to evoke the sensation of something big approaching faster and
faster towards the audience. The audience would not actually see the shark
visually, but its existence was implied by the music which was perhaps what
made it even scarier. The dissonant interval of a minor 2nd (one semitone)
which is used chromatically also helped in evoking a sense of discomfort
due to its chromatic nature. In Space Invaders the moving shark is replaced
by aliens that are flying downwards to annihilate earth, but the result is
equally effective. This idea has been employed by composers on multiple
game soundtracks since to evoke tension and you don’t have to search far
to find popular variations of it. The exact same approach can be found in
the legendary Sonic the Hedgehog platformer that helped establish the Sega
Genesis console in 1991 as a proper rival to Nintendo. Sonic’s drowning
motif uses this technique over and over throughout the franchise’s history
to create anxiety and unease as the player tries to save their avatar from
drowning (video example 6).
(similarly to Jaws), not only made it more menacing, but also ensured that
there is enough space in the frequency spectrum to cut through the SFX
that were higher in pitch. To someone new to game audio this area might
initially appear to be a problem of the past, but the reality is that even in the
higher tech audio environment of today this is a common challenge in any
game that has a busy sound environment. As we shall see in later chapters
of this book composers have come up with various creative solutions to this
problem depending on the style of music and technology available to them.
Nonetheless, the arranging approach of using separate pitch registers is an
effective solution that provides contrast and limits masking issues.
The interesting addition here is that the tempo also works as a tension in-
dicator in the opposite direction and slows down as you start to eliminate
most of your foes (see Chapter 19: Control).
another part of the string will vibrate at twice the speed (880 Hz) of the
fundamental but at a lower volume. This tone is known as the second
harmonic as it has a 2:1 ratio to the fundamental harmonic and it is
interesting to note that this ratio produces the interval of an octave. At
the same time, some noise from your guitar pick might produce a few
tones that are inharmonic compared to the fundamental (ex: 453 Hz is
not a whole number multiple of 440 Hz) and therefore sound “noisy”
but are still important in defining the character of the sound. What sets
the guitar tone apart from the same 440 Hz A note played on a piano
string, is exactly the number, volume, and behaviour of all the extra
harmonic and inharmonic frequencies that are produced on top of the
fundamental. When game composers want to create a SFX or a synth
sound that imitate a traditional instrument (ex: strings), they will start
with one of the basic waveforms and then manipulate their harmonic
and inharmonic content over time to shape the sound to their liking.
Takeaway tasks
Notes
1 “Space Invaders.”
2 Hansen, Game On!: Video Game History from Pong and Pac-Man to Mario,
Minecraft, and More.
3 ht t ps: //w w w.blackcatsystems.com /sof t wa re / Sy nt h-76 47 7- SN 76 47 7-
Complex-Sound-Synthesizer-VCO-LFO-SLF-Modulation-Modulator-Noise-
Oscillators-Sine-Triangle-Sawtooth-Pulse-Waveform-Generators-ADSR-
Envelope-Control-Custom-Sound-Effects-MIDI-One-Shot.html
4 Henry, “SN-Voice.”
5 “Tones, Overtones, Harmonics, and Partials.”
6 Goldman, “Interview: Matt Damon.”
Space Invaders 43
Bibliography
Goldman, Steven. “Interview: Matt Damon”. The Guardian, 2007. https://www.
theguardian.com/film/2007/aug/10/1.
Hansen, Dustin. Game On!: Video Game History from Pong and Pac-Man to
Mario, Minecraft, and More. New York: Palgrave USA, 2019.
Henry, Thomas. “SN-Voice”. Birthofasynth.com. Accessed 30 September 2022.
https://www.birthofasynth.com/Thomas_Henry/Pages/SN-Voice_main.html.
“Space Invaders”. Museum of the Game. Accessed 30 September 2022. https://
www.arcade-museum.com/game_detail.php?game_id=9662.
“Tones, Overtones, Harmonics, and Partials”. Apple Support. Accessed 30
September 2022. https://support.apple.com/guide/logicpro/tones-overtones-
harmonics-and-partials-lgsife4183a5/10.7.3/mac/11.0.
Chapter 2
Ballblazer (1985)
Algorithmic guitar solos
to infinity!
Fun facts
This is the first game ever developed by LucasArts, the game studio founded
by George Lucas in 1982. Among the studio’s many extraordinary achieve-
ments, is that its graphics department eventually gave birth to Pixar ani-
mation studios!1
DOI: 10.4324/9781003146872-3
Ballblazer 45
music generation system that utilised 100 public telephone lines connected
over a network of synthesizers with a cost of $15,000 d ollars.3 The theme
of Ballblazer makes use of one of his generative techniques termed as the
riffology algorithm: a system that makes dynamically weighted choices for
the generation of various musical parameters based on a model of human
improvisation.4
The riffology algorithm in this game is modelled around a slightly (ac-
cording to its creator) lazy musician who is playing a never-ending evolving
jazz/rock guitar solo. If you are interested in the technical implementation
of it you can find information about the entire code written by Langston at
the end of this chapter. However, no programming knowledge is required
to understand this design in a conceptual level and the purpose of this chap-
ter is to introduce you to the workflow of such a system, a process that can
be designed by any composer outside a software environment (see task 2).
To generate this endlessly varying solo, our guitarist begins by choosing
one out of the 40 riffs in her repertoire. These are basically eight note mo-
tifs based on the A heptatonic (seven tone) blues scale (A B C D D# E F G)
with many of them being heavily inspired by famous jazz riffs of the past.
After choosing a riff, she is then presented with a simple set of musical
improvisation rules to follow. These rules include decisions such as: how
fast and how loud to play each riff, when to omit or merge notes, when to
pause for a rhythmic break, and other similar but simple musical choices.
To make things a little more interesting these decisions are taken with the
use of dynamically weighted probabilities, meaning that the probabilities
themselves are not fixed but are altered by other processes as the song devel-
ops. For example, the probability that controls the energy and tempo of the
guitar solos is frequently altered to imitate a sense of musical development.
At the end of each riff, the guitarist will then pick another one from the
database and the process will begin again from the start until it is stopped
by the game system.
An interesting point to note here is that the system would also take into
consideration how the last and first notes of each riff are related to make
sure that transitions between them are relatively smooth, just as a real gui-
tarist will do while soloing. Langston had to make sure not to limit the
possible transitions too much (ex: by only connecting riffs which are too
similar to each other) as this would make the outcome more deterministic
by eliminating a large number of possible combinations. This is a difficult
compromise that algorithmic composers often have to deal with as musical
coherence often comes at the price of a more predictable output, at least in
relatively basic generative systems.
As you would expect with most jazz bands, there is also someone play-
ing the bass, the drums, and the chords which are all also generated and
controlled by the same mechanisms. However, the accompaniment uses a
simplified version of the riffology algorithm based on longer phrases of four
46 Ballblazer
bars and produces more reliable but less varied results. It is interesting to
observe that although the system has no harmonic awareness at any level,
the outcome remains relatively convincing. This is achieved by composing a
harmonic progression that would be relatively consonant with any melody
that uses the blues scale. Langston does not mention which possible chord
sequences were allowed but a safe guess would be a typical I, IV, V struc-
ture that is typically used in 12 bar improvisatory blues music.
Take a listen to video example 8 that showcases 33 minutes of generated
music from this system.
Listening to the recording we can observe that the composition does
achieve the aim that Langston intended: “an infinite, non-repeating im-
provisation over a non-repeating, but soon familiar, accompaniment”. 5 The
switches in the probability values as the piece evolves do indeed create a cer-
tain sense of development and contrast especially if you compare sections
that are a few minutes apart. Langston points out that although the final
result sounds musical, it is not always particularly interesting and suggests
many areas that the algorithm can be further improved: (1) making the pro-
gram track harmonic motion in order to allow a greater variability in chord
sequences, (2) use riffs of different lengths, (3) have a more complex rhyth-
mic structure, (4) take into account the guitar finger positions, and others.6
of the theme across all of them in video example 9.9 Some highlights to
focus on are as follows:
1) The ZX Spectrum which only had one channel available making it im-
possible to play both the guitar solo and the accompaniment at the
same time!
2) The Apple II strange synthesis system that relied primarily on clicks
3) The Atari systems POKEY and their rich chorus square waves
The PSGs of the 1970s and 1980s usually relied on one or multiple
channels of the following types of soundwaves: sine, triangle, square/
pulse, and noise (see Figure 2.1).
Sine
A sine wave is the purest form of sound, it occurs when a sound wave
contains only a fundamental frequency with no other tones. Such a
sound does not occur in the natural world but can easily be replicated
with a synthesizer. According to the Fourier Theorem, all sound can
be broken down into individual sine waves. The sound of a sine wave
is very soft and quiet, and the lack of other tones makes it easy to
integrate in a mix without causing masking problems, making it ideal
for low frequency sounds such as bass or kick drums.
Triangle
A triangle is a soft sounding wave, but it is a little harsher and punch-
ier than a sine as it has a series of odd number harmonics (ex: 1, 3, 5,
etc.) on top of the fundamental. It is commonly used for bass, chords,
as well as soft sounding melodic instruments (ex: synth flute).
Pulse/square
A square wave has the same harmonic structure as the triangle,
but the amplitude of each harmonic is much louder, resulting in a
harsher, richer sound. This is great for lead melodies as the sound is
very dominant. In many examples of game music of the earlier PSG
era, composers chose to double the melody using two square waves.
This made the sound especially thick and generated a chorus type of
effect, caused by the inaccurate synchronization of the frequencies of
each oscillator.
48 Ballblazer
Noise
Noise generators consist primarily of many inharmonic overtones
which are incredibly complex for our brain to distinguish their har-
monic relationship and therefore we hear them as a clatter of sound.
This is useful for designing SFX and percussive sounds (ex: snare).
There can be different type of noise waves such as white noise that
consists of every possible frequency audible to humans (from 20 Hz to
20K Hz). Noise is the only type of synth waveforms that can be easily
observed in nature. Next time you are on the beach, just pay attention
to the sound of the sea; there are thousands of different frequencies
generated every time you hear a splash!
Takeaway tasks
Interrupt:
Enemy appears
Cell probability
database
Violins 50%
Play the selected
Violas 40%
Delay cells immediately.
Double Basses 90%
rendom time 0 to If a cell is already
Gongs 30%
23.3” playing in a layer
Percussion 100%
then overlap the
new cell
Notes
1 “Our Story.”
2 Langston, “BALLBLAZER and Rescue on Fractalus!.”
3 Langston, “Six Techniques for Algorithmic Music Composition.”
4 Langston, “Six Techniques for Algorithmic Music Composition.”
Ballblazer 51
Bibliography
“FAQ Atari 400 800 XL XE: What Are SALLY, ANTIC, CTIA/GTIA/FGTIA,
POKEY, and FREDDIE?”. Atarimania.Com. Accessed 30 September 2022.
http://www.atarimania.com/faq-atari-400-800-xl-xe-what-are-sally-antic-ctia-
gtia-fgtia-pokey-and-freddie_14.html.
Langston, Peter. “(201) 644–2332 – Eedie & Eddie on the Wire, an Experiment
in Music Generation”. In Usenix Association Meeting. Bell Communications
Research, 1986.
Langston, Peter. “BALLBLAZER and Rescue on Fractalus!”. Langston.Com,
2005. http://www.langston.com/LFGames/.
Langston, Peter. “Six Techniques for Algorithmic Music Composition”. In 15th In-
ternational Computer Music Conference (ICMC), 1989. http://www.langston.
com/Papers/amc.pdf.
“Our Story”. Pixar Animation Studios. Accessed 30 September 2022. https://
www.pixar.com/our-story-pixar.
“POKEY”. Electronic Music Wiki. Accessed 30 September 2022. https://
electronicmusic.fandom.com/wiki/POKEY.
Chapter 3
Fun facts
Composer Koji Kondo wanted to use Ravel’s Bolero as the game’s main
theme as it matched perfectly with the opening screen. However, as he sud-
denly found out that the copyright of the music had not yet expired (it
expires 70 Years after the composer’s death) he came up with the legendary
Zelda theme in a single night!1 If you compare the two compositions side
to side you can find some similarities, notably the rhythm of the accompa-
niment and the tempo.
DOI: 10.4324/9781003146872- 4
The Legend of Zelda 53
which a motif is repeated sequentially but in a higher or lower pitch. If the sub-
sequent repetitions are exact transpositions of the original, a sequence is called
real, but if the notes are altered to match the scale, it is called tonal.
The use of melodic sequences can be an easy way of developing and uni-
fying your melody but be aware that overusing this technique can make
your musical development more predictable. To avoid this challenge, Koji
Kondo often introduces an element of surprise in his sequences by occa-
sionally varying small parts of different elements such as the harmony, the
number of repetitions, the melodic direction, and the sequence length.
Figure 3.1 An example of a one bar tonal sequence in the Zelda – Underworld
theme.
Figure 3.3 Transcriptions of some of the key Musical SFX in The Legend of Zelda.
The most famous SFX from the game that will immediately be recog-
nized by anyone who has played any Zelda game is the mysterious Secret
Found. The association of positive action/ascending motion and negative
action/descending motion is combined here with the melody first descend-
ing and then ascending, perhaps to convey a more mysterious message to
56 The Legend of Zelda
version was unable to replicate both the SFX and music and frequently
breaks down when there are both SFX and music simultaneously due to
having one less voice available.
Takeaway tasks
Task 3 can be combined with the other tasks or practised separately.
Notes
1 Kondo, “NES Special Interview – Volume 4: The Legend of Zelda.”
2 Kondo, “Koji Kondo – 2001 Composer Interview.”
3 Kondo, “The History of Nintendo Game Music (1983–2001).”
4 Kondo, “The History of Nintendo Game Music (1983–2001).”
Bibliography
Kondo, Koji. “Koji Kondo – 2001 Composer Interview”. Shmuplations.Com,
2001. https://shmuplations.com/kojikondo/.
Kondo, Koji. “NES Special Interview – Volume 4: The Legend of Zelda”. Nintendo
of Europe Gmbh, 2016. https://www.nintendo.co.uk/News/2016/November/
Nintendo-Classic-Mini-NES-special-interview-Volume-4-The-Legend-of-
Zelda-1160048.html.
Kondo, Koji. “The History of Nintendo Game Music (1983–2001)”. Shmuplations.
Com. Accessed 30 September 2022. https://shmuplations.com/nintendogamemusic/.
Chapter 4
Amegas (1987)
The birth of the tracker sequencer
Fun facts
The game has no musical accompaniment other than the Amegas main
theme that only plays over its main menu and high scores (video example 16).
It possibly marks the first game soundtrack to have been created by a new
type of music sequencing software called a tracker.
DOI: 10.4324/9781003146872-5
60 Amegas
Figure 4.1 A screenshot of the Amegas theme in MOD format within The Ulti-
mate Sound Tracker, the first commercial tracker sequencer.
Text commands
Looking at Figure 4.2 you can observe how the opening of the Amegas
theme is sequenced using text commands that trigger specific samples at a
specific timing. For example, if you look at the first line of Track 03, step
00, you will notice the following text: “C-206----”. The first part of the
text indicates the note and octave to be played (C-2), followed by a column
that indicates the number of the instrumental sample to be triggered (0),
and a final column that indicate any effects to be applied (“----” meaning
no effect). Similarly, Track 01-step 0 indicates that a C-2 should be played
using instrument 01 (which is happens to be a bass) with no effects applied.
When there is no text information in a cell (ex: Track 01, steps 01 and 03)
then no new sounds will be triggered during that time unit, thus creating
a rhythmic pattern of one note followed by a pause. The interesting part is
that the duration of the note is dependent on the length of the sample. For
example, in Track 03, step 00, the C-2 note is held as the sample has a long
duration but in Track 04, step 00. The sound is staccato as the high hat
sample is very short.
Amegas 61
Figure 4.2 A screenshot of the Amegas theme in MOD format within ReNoise, a
contemporary DAW based on the heritage of classic trackers.
Illusion of polyphony
An important accomplishment with early Trackers is that although you were
limited to four channels/voices that did not mean you were limited to only
four instruments in your arrangement as you had the ability to switch in-
struments multiple times by typing the corresponding sample identification
number next to the note name. Look at Figure 4.2 again, but focus on Track
02 (which plays the melody) from steps 00 to 06. You might notice that the
sample number changes, for example in step 00 the command is to play a
E-2 using instrument 05, but in step 02 it is to play a B – 2 using instrument
02 thus creating a countermelody of different instruments within the same
track. Switching instruments in the same track through the use of coun-
termelodies can create richer textures as well as an illusion of polyphony
without taking up any additional voices as the samples are not triggered
simultaneously. This approach was useful in surpassing the sound chip lim-
itation of four voices and was frequently used in this theme. You can watch
video example 17 that shows a rendition of the entire Amegas theme to ob-
serve this technique further, particularly in tracks 02 and 03 that are full of
call and response melodies that switch between multiple instruments.
The ability to use multiple instruments in the same channel is one of
the characteristic sounds of the Chiptune era that composers have often
explored creatively. For example, you can easily change the instrument
number next to every other note in a melody creating the illusion of having
62 Amegas
Programming FX
Although no effect commands were used in Amegas, subsequent generations
of more powerful trackers included many accessible options that could be
easily triggered by expanding the text commands with an additional three
digits. The exact list of effect commands might differ from tracker to tracker
but the general format is usually similar: the first letter digit identifies the ef-
fect, and the x/y numerical digits set the amount of the effect. Here are a few
examples from ReNoise a modern day tracker that can function as a DAW:
Takeaway tasks
(ex: Open MPT for Windows) and even the more polished and capable
versions like ReNoise offer a free demo. No matter which one you choose,
remember that they all function the same way but some individual text
commands might differ. The file contains all the original samples and pat-
terns which you can open and edit to create your own arrangement.
Notes
1 Borderie, “Soundtracker Origins, Part 1: Where in the World Is Karsten
Obarski?.”
2 “Effect Commands – Renoise User Manual.”
3 For more information on the complex history of the development of trackers
and the Amega demo scene you can read McAlpine, Chapter 5, pp. 125–152,
Bits and Pieces: A History of Chiptunes.
Bibliography
Borderie, Xavier. “Soundtracker Origins, Part 1: Where in the World Is
Karsten Obarski?”. Le Weblog De Xavier Borderie, 2021. https://xavier.
borderie.net/blog /2021/09/22/soundtracker-origins-part-1-where-in-the-
world-is-karsten-obarski/.
“Effect Commands – Renoise User Manual”. Renoise. Accessed 6 October 2022.
https://tutorials.renoise.com/wiki/Effect_Commands.
McAlpine, Kenneth B. Bits and Pieces: A History of Chiptunes. Oxford University
Press, 2018.
Chapter 5
Fun facts
The “real” secret of Monkey Island has never been revealed although it
actually exists. Series creator Ron Gilbert intended to reveal it in the finale
of the trilogy but left the company before its completion.1
Figure 5.1 A screenshot from The Secret of Monkey Island demonstrating the
iconic point and click UI that was used in most LucasArts adventure
games of the time.
DOI: 10.4324/9781003146872- 6
66 The Secret of Monkey Island
Use of syncopation
One of the most recognizable characteristics of reggae that is strongly evi-
dent in this theme is the use of off-beat rhythms and in particular syncopated
8th notes. The easiest way to think of this pattern is to count a regular 4/4
rhythm such as “1 – 2 – 3 – 4” but insert the accented word “and” between
each beat, such as “1 – and – 2 – and – 3 – and – 4 – and”. This rhythm
can be expanded further by adding two syncopated 16th notes “ta-ta” at
the same place of the “and”. Syncopated rhythms such as these are usually
played by the guitarist in almost every Reggae song you have ever heard. In
Monkey Island, you can clearly hear them in the Marimba and Organ.
For a syncopated groove to really stand out, it needs to be heard in rela-
tion to another point of reference that marks the on-beat. In reggae, this is
usually achieved by having the bassist play strongly on the beat while the
drummer emphasizes the off beats with high hats and snares. The exact
same principle is evident in this theme with the bass falling steadily on-
beat while the percussion plays in syncopation, mirrored by the xylophone?
What is especially interesting is the main melody in the flute which play-
fully shifts between both on and off beat accents.
Shifting metre
One simple but interesting trick that this song plays on the listener, is that
while the music feels familiar and is seemingly easy to follow, the metre has
its own secret. If you try to clap along the main theme (video example 19
The Secret of Monkey Island 67
from 0:21 onwards), you will quickly notice that it is very easy to follow the
main pulse, but things might get tricky if you try to count the timing of the me-
lodic phrases. Some bars feel like 3/4, others like 4/4, and some phrases might
even fit a 5/4 or a 2+3 count. As the original MIDI file from the game does not
contain any information on the metre and there is no official score, there can
be multiple interpretations of which division of quarter beats per bar makes
the most sense to use for this tune. If you listen to some of the hilarious covers
on YouTube (video example 20), you will notice that musicians probably count
this slightly differently based on their performances and arrangements. Unof-
ficial transcriptions that are available online also use a range of different time
signatures to group the music, with some of them being inaccurate.
In my opinion, the simplest way to interpret the metre without over-
complicating things too much with constant metre changes can be seen on
Table 5.1. Melody 1 on the flute can work well enough in 4/4 if you just add
two 3/4 bars before and after. Melody 2 is clearly in 3/4 and only the ending
of it that functions as a transition is in 4/4, while melody 3 is clearly in 4/4.
Lastly, when we return to melody 1 in the end, it still works in a 4/4 metre
even though some strong accents on the 4th beat give a 3/4 impression. The
use of a shifting metre in this piece establishes an easy to follow but hard to
pin down groove that keeps driving the piece forward.
Parallel major/minor
The mood of the piece is clearly happy and humorous but there is one mo-
ment in video example 19 (bar 26, 01:00”) where the harmony unexpect-
edly shifts to a darker tone, perhaps hinting the presence of the evil ghost
of the notorious pirate captain LeChuck! This is a tonic minor chord (Cm)
that is borrowed from the parallel minor that immediately follows the tonic
major chord C, thus creating an unsettling feeling as the harmony tem-
porarily switches from the tonic major to the tonic minor by reducing the
major third from E a semitone downward to Eb, until it is immediately
resolved in the next two bars. It is the same harmonic trick that Gustavo
Table 5.1 The shifting metre of the mysterious Monkey Island theme
Santaolalla does in the Last of Us theme (see Chapter 11) and can easily be
used with switching between the parallel major/minor harmonies.
Free counterpoint
Lastly, another interesting feature of Pirate Reggae is its use of counterpoint
between different instrumental lines. Counterpoint is a complex area of mu-
sic theory with a long history dating back to at least the 14th century. There
are numerous contrapuntal systems in existence with their own strict rules
of contrapuntal motion.2 The music in the Monkey island theme is using free
counterpoint which does not follow any specific rules. The key takeaway
from this technique is to encourage you to think of your music not only in
terms of a homogenous vertical movement but also as a combination of in-
dividual horizontal voice movements that have a certain degree of rhythmic
and melodic independence from each other, yet are still harmonically co-de-
pendent.3 As we saw earlier, the theme is filled with musical lines that follow
independent rhythms over the same harmony between the bass, percussion,
chords, and melody. Moreover, there are also occasional short melodic em-
bellishments that run in between the main melody in different instruments.
For example, listen to video example 19 from 0:32” to 0:36” while looking
at Figure 5.2, and notice how there are three different melodic lines between
the flute, organ, and bass, each following the same overall chord progression
but with independent rhythm and voicing.
Takeaway tasks
that were published in 1725 by Joseph Fux and have been used by and
directly influenced many renowned classical composers such J.S Bach,
Mozart and Beethoven!4
Notes
1 “25 Fun Facts to Celebrate Monkey Island’s 25th Birthday.”
2 Sachs and Dahlhaus, “Counterpoint.”
3 Laitz, Steven G. (2008). The Complete Musician (2nd ed.). New York: Oxford
University Press, Inc. p. 96. ISBN 978-0-19-530108-3.
4 Fox and Mann, The Study of Counterpoint.
Bibliography
“25 Fun Facts to Celebrate Monkey Island’s 25th Birthday”. Grabitmagazine.Com,
2015. https://www.grabitmagazine.com/blog/post/celebrating-25-years-of-monkey-
island-25-fun-facts-you-may-not-know/.
Fox, Johann Joseph, and Alfred Mann. The Study of Counterpoint. New York:
Norton, 1971.
Sachs, Klaus-Jürgen, and Carl Dahlhaus. “Counterpoint”. Grove Music Online,
2001. https://doi.org/10.1093/gmo/9781561592630.article.06690.
Chapter 6
Fun facts
In the late 1980s and early 1990s the top game composers at Capcom, one
of Japan’s biggest game development studios, were all women.
Have you ever wondered why the I, IV, and V chords are so frequently
used in chord sequences? The combination of just these three chords
contains all the notes of a major scale, and therefore, can be used
to fully harmonize any melody that makes use of diatonic notes.
However, composers might choose to use nonharmonic notes in the
DOI: 10.4324/9781003146872-7
72 Street Fighter II
melody that do not match with the underlying chords. Some of the
most common uses are:
passing notes – nonharmonic notes that move between two chord
notes in a single direction.
auxiliary (or neighbouring notes) – nonharmonic notes that move
above or below a chord note but then return to the original chord
note.
suspended notes – nonharmonic notes that are held from the previous
chord and will resolve by step usually downwards into a har-
monic note of the new chord.
Intro
The song is in the key of Cm (C, D, Eb, F, G, Ab, Bb, C) but the melody
does not use the note C not even once during this intro. Instead, it floats
around multiple repetitions of Eb and D, until F and Bb are also introduced
in bar 3. The note Eb belongs to all three underlying chords (Cm, Abmaj7,
Fm) but the note D does not belong to any – it is instead used as an auxiliary
note that implies it will resolve to C (the tonic) but keeps returning to Eb.
The final two notes (D, Bb) of this phrase are finally matching the chord
notes of Gm but the clearly implied resolution of the tension to C does not
arrive until the Verse, as the phrase repeats again to prolong the melodic
tension for another three bars.
Street Fighter II 73
Figure 6.1 A melodic analysis of Guile’s Theme. Notice the extended use of
non-chord notes in the melody that function as passing, auxiliary,
and s uspended notes and create melodic tension.
Verse
The melodic tension is finally resolved to C (tonic) in the first note of the
verse which clearly establishes the Cm tonality with the use of passing notes
between all the chord notes and dismisses any hints towards a move to the
Eb relative major. What is noteworthy here is that the verse alternates be-
tween a playful game of tension and release from one bar to the next: one
74 Street Fighter II
Chorus
The chorus begins with the same melodic phrase of a Cm scale moving
upwards as the verse, but it is unexpectedly repeated twice with two new
reharmonizations of major chords, which imply that the music might have
modulated. However, the key of Cm is quickly re-established as it is re-
peated for two bars before jumping even higher in pitch to the climax of the
top Ab and then finally moving towards a familiar harmonic motion that
resolves downwards into C using entirely chord and passing notes.
The melodic tension and dissonance created by having two different keys
playing simultaneously over each part (rhythm/melody) is exactly what
makes Blanka’s theme so fitting to his unusual character (he is a beast mu-
tant living in the Brazilian jungles), and it is never really resolved in the
song (video example 24). According to Yoko:
Blanka’s theme has some really unusual parts. So, when it’s arranged,
people often end up correcting those parts. The rhythm for Blanka’s
theme itself is in a major key, but the melody is in a minor key. Basically,
you hear an A natural and an A flat at the same time. It’s really something
that should be fixed, but if I fixed it, it’d become a different song entirely.
That strange, broken feeling is what made the song for me. People said
the music was wrong at the time, but if so many people tell me they love
it now, then I don’t think it’s wrong. I’m finally able to believe that now.1
The idea of using multiple keys at the same time is known as polytonality
while the use of two keys at the same time as bitonality. There are some
compositions that briefly used these techniques in the classical music era,
but they were really popularized with Stravinsky’s pivotal and highly con-
troversial work in The Rite of String (video example 25).
Back when I was composing the SF2 music, I had to make it on a ma-
chine with a circuit sound system. We were using a type of FM sound
chip, which I think was called YM2151. With that chip we could play
the music and adjust it with a program, kind of like an app nowadays.
Maybe app isn’t quite right, but we had a PC that could run that soft-
ware basically. At that point we had about a system each for composing
songs, so I was composing on my own PC. So, while thinking about
76 Street Fighter II
what it’d sound like with the FM sound, I brought in the data, the ac-
tual MIDI data, and played it with the FM sound, and then adjusted
accordingly. When it didn’t play the kind of sound I expected, I’d fix it
right there, and since it was an FM sound chip, I could create sounds.
Altogether I could save up to 128 or maybe 255 sounds, so I could keep
saving them and editing them, then make new ones and edit them again.
Ethnic sounds, unique sounds, or something like a guitar is really dif-
ficult with FM sound, so I kind of approximated them. And we used
a system called ADPCM for the drums only, so we sampled them and
played them back, and finally played everything back together.3
FM synthesis 101
Takeaway tasks
Figure 6.2 A screenshot from the Player Select menu in the original Street
Fighter II displaying all the available fighter options and their country
of origin.
Notes
1 Shimomura and Dwyer, “Interview: Street Fighter II’S Yoko Shimomura.”
2 “Frequency Modulation (FM) Synthesis.”
3 Shimomura and Dwyer, “Interview: Street Fighter II’S Yoko Shimomura.”
4 “Frequency Modulation (FM) Synthesis.”
5 “Street Fighter II Characters.”
Bibliography
“Frequency Modulation (FM) Synthesis”. Apple Support. Accessed 30 September
2022. https://support.apple.com/en-gb/guide/logicpro/lgsife418213/mac#:~:-
text=FM%20synthesis%20uses%20a%20modulator,range%2C%20thus%20
producing%20new%20harmonics.
Shimomura, Yoko, and Nick Dwyer. “Interview: Street Fighter II’S Yoko
Shimomura”. Https://Daily.Redbullmusicacademy.Com/, 2014. https://daily.
redbullmusicacademy.com/2014/09/yoko-shimomura-interview.
“Street Fighter II Characters”. Street Fighter Wiki. Accessed 7 October 2022.
https://streetfighter.fandom.com/wiki/Category:Street_Fighter_II_Characters.
Chapter 7
Fun facts
The design was initially inspired by the fighting films of Jean-Claude
Van Damme who is imitated in-game by the character of Johnny Cage
(Figure 7.1).1
Figure 7.1 A screenshot from Mortal Kombat showing the character Johnny
Cage that was unofficially modelled after Van Damme.
DOI: 10.4324/9781003146872- 8
80 Mortal Kombat
Repetitive lyrics
The lyrics also follow the looping structure of many dance music hits of the
time with continuous repetition of a few catchy words and key phrases that
become memorable. For example: “Test your might, Test your might, Test
your might, Test your might, (scream) MORTAL KOMBAT!”
Table 7.1 T
he formula for constructing all seven parallel modes
starting from a major key and altering specific notes of the
scale as needed
Ionian 1 2 3 4 5 6 7
(major mode)
Dorian 1 2 b3 4 5 6 b7
(minor mode)
Phrygian 1 b2 b3 4 5 b6 b7
(minor mode)
Lydian 1 2 3 #4 5 6 7
(major mode)
Mixolydian 1 2 3 4 5 6 b7
(major mode)
Aeolian 1 2 b3 4 5 b6 b7
(minor mode)
Locrian 1 b2 b3 4 b5 b6 b7
(diminished mode)
Notice that the Dorian, Phrygian, and Aeolian are all minor modes,
while the Ionian, Lydian, and Mixolydian are all major modes. The
Locrian is a special mode as it resembles the diminished scale and is
quite eccentric to use. It is also easier to move from a minor mode
to another minor mode (and vice versa for major modes) as the key
signatures are more closely related. For example, as we saw in the
Mortal Kombat theme, moving from D Aeolian to D Dorian only
needs one note to be altered, but moving from D Aeolian to D Lydian
will need four hence making it a more abrupt change.
Takeaway tasks
These three tasks can be combined or attempted separately.
Notes
1 Kantor and Iannone, “The Untold Truth of Jean-Claude Van Damme.”
2 Grebey, Adams and Engelen, “The Team Behind the Mortal Kombat Theme
Song Had No Idea They’d Created a Knockout.”
3 Grebey, Adams and Engelen, “The Team Behind the Mortal Kombat Theme
Song Had No Idea They’d Created a Knockout.”
4 Needs, “Dirty Dozen – Micro Music – Jun/Jul 1989.”
Bibliography
Grebey, James, Olivier Adams, and Maurice Engelen. “The Team Behind the
Mortal Kombat Theme Song Had No Idea They’d Created a Knockout”. Vulture.
Com, 2021. https://www.vulture.com/2021/04/the-mortal-kombat-theme-song-
creators-on-their-knockout-hit.html
Kantor, Jonathan H., and Jason Iannone. “The Untold Truth of Jean-Claude Van
Damme”. Looper.Com, 2021. https://www.looper.com/35987/untold-truth-
jean-claude-van-damme/
Needs, Paul. “Dirty Dozen – Micro Music – Jun/Jul 1989”. Muzines.Co.Uk.
Accessed 1 October 2022. http://www.muzines.co.uk/articles/dirty-dozen/5214
Chapter 8
Diablo (1996)
Chromatic chords and non-functional
harmony in Tristram Village
Fun trivia
Diablo is one of these rare games that were so influential that it man-
aged to create an entire gaming sub-genre referred to as Diablo Clones.
The franchise has such a passionate and overdemanding fan base,
that after the studio announced that the long-awaited sequel – Diablo
Immortal – will be released as a simpler mobile phone game rather than
as a fully fledged PC/console title, the developers were booed off stage
in their own game conference, the company’s stock went tumbling, and
the promo trailer became one of the most disliked videos in the history
of YouTube.
DOI: 10.4324/9781003146872-9
86 Diablo
section. In fact, except for the final chord that resolves in Em there is no use
of any basic minor or major triads anywhere. In their place, we find an ex-
tended use of numerous chromatic chords that are echoed in groups of two.
Figure 8.1 A harmonic analysis of the opening section of the Tristram Village
theme.
88 Diablo
The qualities of these chromatic chords are based around three different
types of alterations to the diatonic triads:
1) The sus2 chord (1, 2, 5) which simply omits the third (the note that de-
fines the major/minor quality of the chord) and replaces it with a major
second.
2) The 5(#4) chord (1 #4 5) which omits the third and replaces it with an
augmented fourth. This is an especially dissonant chord as the aug-
mented fourth produces a tritone with the tonic as well as a minor
second with the perfect fifth (ex: A, D#, E). It can also be respelled as
a 5(#11) and although no such formal use of this type exists, it can be
argued that it can be classified as a sus#4 chord.
3) The b5 chord (1 3 b5) is a major chord that has its perfect fifth flattened
and thus produces a tritone with the tonic (ex: Bb, D#, E).
The ASR-10 shipped with 2MB of internal memory which was expandable
to 16MB and came with a number of floppy disks containing stock samples.
Diablo 91
Takeaway tasks
These two tasks can be combined.
structures that are appealing to you and avoid making a sequence that in-
corporates too many new chord types at the same time unless you want the
piece to feel completely atonal. There are plenty of harmonic possibilities to
explore here: aug, b5, sus2, sus4, borrowed major/minor/dim chords from
other keys. You can also go beyond triads and explore chromatic extended
chords where the possibilities are much greater but so is the harmonic com-
plexity (ex: add 9ths, 11ths, 13ths).
Figure 8.3 A screenshot of the free Bitcrusher distortion plug-in in Logic Pro X.
The Resolution and Downsampling parameters can help with
r educing the audio fidelity of your sounds.
Diablo 93
significant distortion as they raise the noise level of the recording. Reduc-
tions in sampling rate behave quite differently depending on the harmonics
of your recorded material and you can get some interesting coloration in
your higher frequencies that can be used creatively.
Notes
1 “Matt Uelmen - The Music Of Diablo 1996 - 2011: Diablo 15 Year Anniversary.”
2 Breckon and Uelmen, “From Tristram To Torchlight: An Interview With Com-
poser Matt Uelmen.”
3 Uelmen, “Interview With Matt Uelmen.”
4 “Ensoniq ASR-10 |.”
Bibliography
Breckon, Nick, and Matt Uelmen. “From Tristram to Torchlight: An Interview
with Composer Matt Uelmen”. Shacknews, 2009. https://www.shacknews.com/
article/60997/from-tristram-to-torchlight-an.
“Ensoniq ASR-10 |”. Vintage Synth Explorer. Accessed 1 October 2022. https://
www.vintagesynth.com/ensoniq/asr10.php.
“Matt Uelmen – The Music of Diablo 1996 – 2011: Diablo 15 Year Anniver-
sary”. Discogs. Accessed 1 October 2022. https://www.discogs.com/Matt-
Uelmen-The-Music- Of-Diablo-1996-2011-Diablo-15-Year-Anniversary/
release/3243711.
Uelmen, Matt. “Interview with Matt Uelmen”. Games Today, 2019. https://
gamestoday.info/pc/diablo/interview-with-matt-uelmen/.
Chapter 9
Assassin’s Creed
Music as a time travelling device
in four historical games of
the franchise
Fun facts
Many Assassin’s Creed games, feature Discovery Tours “that let visitors
freely roam Ancient Greece, Ancient Egypt and the Viking Age to learn
more about their history and daily life. Students, teachers, non-gamers,
and players can discover these eras at their own pace, or embark on guided
tours and stories curated by historians and experts.”1
DOI: 10.4324/9781003146872-10
Assassin’s Creed 95
Instrumentation
In terms of instrumentation Sarah relied on traditional middle eastern in-
struments such as the oud, lutes, lyres, bells, winds, and hand drums that
were heavily processed and juxtaposed against a synth foundation. As the
Assassin’s Creed 97
game also included sci-fi elements in its story, the combination of modern
and traditional instruments was a logical conceptual approach.
In many films and games the harmonic scale is one of the core elements
that is used to evoke an ancient Egyptian setting, as it has a strong con-
notation to the Middle East (ex: the main theme from the Hollywood
film The Mummy). Similarly, both the harmonic and the double harmonic
scales are dominating many of the melodies you will hear in the Origins
soundtrack (usually in D minor) such as in video examples 32 (from 0:44)
and 33. These scales are easy to identify as they both have a very dis-
tinguishable sound that cannot be mistaken with any other scale. Their
characteristic sound is produced using a three-semitone jump that is both
preceded and followed by a semitone movement. The harmonic minor is
the simplest variant of this scale, which contains this jump only once,
instead of the double harmonic minor that has two of them in succession.
The formulas to construct these two scales are as follows:
For the harmonic minor take any natural minor scale and simply raise
the 7th by one semitone. For example, A minor that contains only the white
notes on a piano (A, B, C, D, E, F, G, A) will become A minor harmonic
by only raising the G by one semitone: A, B, C, D, E, F, G#, A. Likewise,
D minor (D, E, F, G, A, Bb, C, D) will become D harmonic minor by raising
its 7th: D, E, F, G, A, Bb, C#, D.
For the double harmonic minor take any minor scale, flatten the 2nd, and
raise the 3rd and 7th notes by one semitone. For example, A minor double
harmonic: A Bb C# D E F G# A, and D minor double harmonic: D Eb F#
G A Bb C# D.
Production
Sarah relied heavily on the use of reverberation, an aesthetic that is com-
monly found on many soundtracks that seek to reflect ancient themes,
perhaps because it can add an ethereal and mystical quality to the music.
She resampled many of the instruments through a simple app on her iPad
and run them through the Strymon Big Sky reverb pedal. The recurring
eerie drone that is found across the soundtrack was also created by mod-
ulating high amounts of reverb feedback through her Eurorack modular
synth.4
Instrumentation
To transport players into the brutal and heroic world of the Vikings, com-
posers Jesper Kyd, Sarah Schachner, and Einar Selvik explored a collection
of ancient instrument replicas, some of them directly related to the Viking
culture and others chosen primarily for their timbre. The restraints of the
ancient instrumentation posed some creative limitations requiring the com-
posers to keep inventing new ways to compose. “Primitive styles of regional
folk music that aren’t necessarily harmonically complex can seem deceiv-
ingly easy to write and produce,” says Sarah Schachner. “But that was far
from the case. The rustic instruments are fairly limited and were not easy to
play. I was continuously trying to find new ways to write for them to keep
the score from feeling repetitive.”
Here is a selection of some of the most interesting historical instruments
used in the soundtrack:
phrases around C natural minor: (1) C-F-Eb-Eb-D x4, and (2) a melisma of
C-F-Eb-F-G-Ab-G-C. Melisma is a simple but ancient vocal technique that
can be traced all the way to the Greek Eleusinian Mysteries, in which the
same syllable is held over multiple note runs. It is interesting to note that
the 7th tone of the minor scale is never used in the song perhaps suggesting
a peculiar pentatonic (five notes) or hexatonic (six tones) tunning partly
based in C natural minor.
Production
Evoking a historical atmosphere can also be explored through the use
of different recording techniques. Sarah Schachner recorded all the
stringed instruments with a very close-miked setup to emphasize their
raw and imperfect characteristics. She used a large diaphragm con-
denser Neumann TLM 103 running through a Manley Force 4 track
tube preamp. Many of the sounds were run through external processing
such as the Elektron Analog heat distortion/saturation effects unit, and
the Strymon Big Sky reverb.”13 On the contrary, Jesper Kyd chose to
record using a long-distance miking setup: “I would record things and
the mics would be quite far from the instrument; I would have this air in
the recording to simulate being outside amongst the mountains, fjords
and forests”.
Assassin’s Creed II
Period: Italian Renaissance (end of 15th century)
The Italian Renaissance is a historical setting in which we have a very
clear idea of how music sounded like, contrary to the earlier examples of
ancient Egyptian and Viking music. However, Ubisoft did not want Jesper
Kyd to compose very realistic renaissance music as they thought it might
feel too boring for a modern gaming audience.14 Instead, Jesper chose to
highlight the emotional aspects of the dramatic story focusing on the main
character Ezio, and his family.
Ezio’s Family (video example 37) is arguably the most famous piece from
the Assassin’s Creed universe but also one of the simplest. This track be-
came so iconic that it was eventually used in many sequel games that fol-
lowed even though they had nothing to do with that character. Jesper said
the following about it:
Assassin. There is always a sacrifice and struggle for all the characters
in the series when they join this secret brotherhood and to me, that’s
what Ezio’s Family has come to represent. It’s absolutely wonderful to
hear all the different versions of Ezio’s Family not only in the games but
also the many fan versions on YouTube. This theme has evolved so far
beyond anything I could have imagined.15
Even though the music that Jesper wrote is clearly not sounding any-
thing like authentic renaissance music, there are musical elements that
still contain hints of the rich musical culture of the era such as the use
of lute-type instruments, the operatic use of voice, the dramatic char-
acter of the music, and most prominently the central use of ostinato: a
repeating short phrase that forms the basis for the entire composition.
Ostinato is the Italian word for “stubborn” and it was frequently used
by renaissance composers as a basis for variation, such as in the operas
and sacred works of Claudio Monteverdi. The Ezio’s Family theme is
based entirely on a minimalistic ostinato of only two bars long consist-
ing of eight continuous quarter notes in a question-and-answer format
between each bar. This short melody is memorable and easy to sing, but
it is orchestrated beautifully by moving the ostinato voice across dif-
ferent instruments in the arrangement which creates a natural sense of
development despite the melody and chord progression of Dm-C-Bb-Dm
remaining unchanged. Listen to the piece (video example 37) while ob-
serving how the ostinato moves between approximately 20 different in-
strumentation variations.
Table 9.1 Harmonic analysis of three diegetic songs from A .C. syndicate
Bar: 1 2 3 4 5 6 7 8
I I vi sus4 vi IV IV V V
Bar: 9 10 11 12 13 14 15 16
V V vi I IV V I I
Bar: 1 2 3 4
I IV I Vsus4|V
I IV|vi ii|V I
Bar: 1 2 3 4
i|V i vi I
III|vi vi|V i I
Assassin’s Creed 103
Takeaway tasks
Notes
1 “Discovery Tour by Ubisoft: Teacher Learning Resources.”
2 Selvik, Einar Selvik on Assassin’s Creed Valhalla.
3 Parisi and Schachner, “Sarah Schachner Sojourns to Ancient Egypt for ‘Assas-
sin’s Creed Origins’ Score.”
4 Reseigh-Lincoln and Schachner, “Composer Sarah Schachner on Bringing
A ncient Egypt to Life in Her Assassin’s Creed Origins Soundtrack.”
5 “Mongolia – Morin Khuur (Horse Head Fiddle).”
6 Mesecher and Kyd, “Q&A with Assassin’s Creed Valhalla Composer: Jesper
Kyd.”
7 Mesecher and Schachner, “Q&A with Assassin’s Creed Valhalla Composer:
Sarah Schachner.”
8 Pope and Selvik, “Interview: Einar Selvik Talks Assassin’s Creed Valhalla.”
9 “Historic Pastimes & Musical Instruments.”
10 VeduvianArt, Selfmade Tagelharpa – Jouhikko ANNAÐ (Forest Clearing).
11 Friis, “Vikings and Music.”
12 Pope and Selvik, “Interview: Einar Selvik Talks Assassin’s Creed Valhalla.”
13 Sundstrom and Schachner, “History in the Making: Scoring Assassins’ Creed
Valhalla.”
14 Price and Kyd, “Jesper Kyd Interview – Revelations.”
15 Blackett and Kyd, “Jesper Kyd Interview.”
16 Ebbinghaus and Wintory, “Composer Austin Wintory about Scoring Assassin’s
Creed Syndicate.”
104 Assassin’s Creed
Bibliography
Blackett, Colum, and Jesper Kyd. “Jesper Kyd Interview”. The Ones Who Came
Before, 2019. https://www.theoneswhocamebefore.com/jesper-kyd-interview.
“Discovery Tour By Ubisoft: Teacher Learning Resources”. Ubisoft. Accessed 2
October 2022. https://www.ubisoft.com/en-gb/game/assassins-creed/discovery-
tour.
Ebbinghaus, Peter F., and Austin Wintory. “Composer Austin Wintory about
Scoring Assassin’s Creed Syndicate”. Behind the Audio, 2015. https://
behindtheaudio.com /2015/12 /composer-austin-wintory-about-scoring-
assassins-creed-syndicate/.
Friis, Mogens. “Vikings and Music”. Viking.No, 2004. https://www.viking.no/s/
life/music/d-musikk-mogens.html.
“Historic Pastimes & Musical Instruments”. York Archaeology, 2019. https://
www.yorkarchaeology.co.uk/resilience-year-2/2019/6/17/historic-pastimes-
amp-musical-instruments.
Mesecher, Andy, and Jesper Kyd. “Q&A with Assassin’s Creed Valhalla Composer:
Jesper Kyd”. Music Connection Magazine, 2020. https://www.musicconnection.
com/qa-with-assassins-creed-valhalla-composer-jesper-kyd/.
Mesecher, Andy, and Sarah Schachner. “Q&A with Assassin’s Creed Valhalla
Composer: Sarah Schachner”. Music Connection Magazine, 2020. https://www.
musicconnection.com/qa-with-assassins-creed-composer-sarah-schachner/.
“Mongolia – Morin Khuur (Horse Head Fiddle)”. Royal Collection Trust. Accessed
2 October 2022. https://www.rct.uk/collection/95705/morin-khuur-horse-head-
fiddle.
Parisi, Paula, and Sarah Schachner. “Sarah Schachner Sojourns to Ancient
Egypt for ‘Assassin’S Creed Origins’ Score”. Billboard.Com, 2017. https://
w w w.billboard.com /music /music-news/sarah-schachner-ancient-egypt-
assassins-creed-origins-8005935/.
Pope, Erica, and Einar Selvik. “Interview: Einar Selvik Talks Assassin’S Creed
Valhalla”. Soundtracks, Scores And More!, 2020. https://soundtracksscoresand-
more.com/2020/11/13/interveiw-einar-selvik-talks-assassins-creed-valhalla/.
Price, Andy, and Jesper Kyd. “Jesper Kyd Interview – Revelations”. Music Tech,
2018. https://musictech.com/features/jesper-kyd-interview-revelations/.
Reseigh-Lincoln, Dom, and Sarah Schachner. “Composer Sarah Schachner on
Bringing Ancient Egypt to Life in Her Assassin’S Creed Origins Soundtrack”. Mu-
sic Radar, 2018. https://www.musicradar.com/news/composer-sarah-schachner-
on-bringing-ancient-egypt-to-life-in-her-assassins-creed-origins-soundtrack.
Selvik, Einar. Einar Selvik on Assassin’s Creed Valhalla. Video, 2021. https://www.
youtube.com/watch?v=69JKD5Ic85Q&ab_channel=FaceCulture.
Sundstrom, Matthias, and Sarah Schachner. “History in the Making: Scoring
Assassins’ Creed Valhalla”. Music Tech, 2020. https://musictech.com/features/
scoring-assassins-creed-valhalla-history-in-the-making/.
VeduvianArt. Selfmade Tagelharpa – Jouhikko ANNAÐ (Forest Clearing). Video, 2021.
https://www.youtube.com/watch?v=8GehySR5nMw&ab_channel=VedunianArt.
Chapter 10
Journey (2012)
A masterclass in monothematic
scoring
Fun facts
The music takes the auditory and narrative lead throughout the game as
there is minimal sound design and no dialogue. It made history by being the
first video game to receive a GRAMMY nomination for its soundtrack.1
DOI: 10.4324/9781003146872-11
106 Journey
Nascence
Austin wrote this theme (video example 41) the day he was hired months
before any game development even begun. Surprisingly it does not appear
in this version anywhere in the game, but it forms the basis of every single
note he wrote for the rest of the soundtrack. The theme is introduced as
an 8-bar melody played on a solo cello (performed by Tina Guo), with
no underlying harmony, an approach that leaves space for different har-
monic interpretations. It is then repeated an octave above on the bass flute
accompanied by a pizzicato double bass line and harp chords. The theme
feels emotionally ambiguous, neither happy nor sad. Although the melody
is strongly centred around the notes of the Bm chord, Austin evades a firm
establishment of the theme in the Bm minor tonality by avoiding the use of
the F# dominant chord and hinting towards the parallel major of D, as he
uses the I, IV, V chords (D, G, A). The theme is then played a third time,
but the size of the ensemble grows considerably with the C flute doubling
the cello in a high register while a descending counter melody is played by
a large string orchestra, perhaps to foreshadow that this is going to be an
epic and emotional journey.
There are traces of musical influences that can point towards different
cultures, but the overall musical language is difficult to place within a spe-
cific context. This approach was something that Austin carefully planned.
He recalls:
I didn’t want the music to feel ethnic or cultural in any way. The civi-
lization around you in the game has influences in various societies but
we really wanted the music to feel timeless and universal. So I didn’t
make an effort to draw from anywhere, and in fact a few times the
music accidentally sounded like it was from various cultures and so I
would change to get rid of it. Like an early bit of music had some per-
cussion which almost made it sound Arabic so we took that out. Or at
one point it felt a little Irish so I change that too, etc. 5
Threshold
This track (video example 42) encompasses most of the music you encoun-
ter in the open desert after first stumbling on to the desert creatures.6 At
this point in the journey, the arrangement is still based on a small ensemble
and has not yet built into a full orchestra. An interesting point is that the
harp and viola are only playing when another player joins your journey and
their level in the mix depends on the distance between you (Figure 10.2).
A lot of the thematic material is clearly recognizable from the original
theme (Figure 10.1), but some parts have started to transform. The meter
has shifted from 4/4 to 3/4 and we have a slightly faster tempo of 130 bpm
that gives the melody a lighter and more playful feel. In this piece we can
108 Journey
Figure 10.2 A gameplay screenshot from Journey showing two players playing
the game as a co-op. These connections happen randomly, and
players can choose to travel together or continue alone at any
moment. The usernames of everyone you met across the way are
displayed at the end of the game.
observe some simple but useful thematic development techniques that Win-
tory implements to develop the thematic material. He often keeps the first
half of the melody close to its original form to maintain thematic consist-
ency but then develops the second half to new unexplored directions. We
hear these variations multiple times in the piece, which suggests that they
are intentional theme transformations, rather than free flowing material.
• Motif v2 (video example 42, 0:41) is similar to the original motif but
the melody is now centered around F# minor in the flute and in the sec-
ond half it temporarily travels to F# Dorian minor that has a distinctive
quality. This is achieved by raising the 6th tone from D to D# (for more
info on modes see Chapter 7 – Mortal Kombat).
• Motif v3 (video example 42, 1:17) follows the same rhythm as the orig-
inal theme; however, the melodic line, now in C# minor in the viola,
is inverted leaving us with a descending motion downwards. By this
point, the rhythm has become familiar enough for the inversion to re-
semble the theme even though the melodic direction is different.
• Motif v4 (video example 42, 1: 32) is almost identical to the first bar of
the original aside from the placement in C# minor tonality in the viola,
but in this instance rather than continuing the development of melody
with the familiar melodic jump after the first bar, we get an exact rep-
etition of the same motif but starting a note higher, a technique known
as a tonal sequence (for more info on sequences see Chapter 3 – Zelda).
Journey 109
Apotheosis
This version of the theme (video example 43) plays during the final push
to the summit of the mountain. The melody is very similar to the origi-
nal theme with some small yet powerful differences. The arrangement has
grown to include a full string section which increasingly moves higher in
register as the players continues their ascends above the clouds and towards
their apotheosis (an ancient Greek word meaning an elevation to a divine
level). Wintory brings the theme back to its roots in Motif v5 (video exam-
ple 43, 2:54, Figure 10.1) by applying the following powerful techniques:
Takeaway tasks
Notes
1 “First-Time Grammy Nominee: Austin Wintory.”
2 Sua and Wintory, “Interview with Journey’s Composer Austin Wintory.”
3 Workman and Wintory, “Interview: Talking Journey’s Majestic Music with
Grammy Nominated Austin Wintory – Gamezone.”
4 Hester and Wintory, “Why Austin Wintory Re-Recorded Journey’s Soundtrack
10 Years Later.”
5 Borkowski and Wintory, “Austin Wintory – Journey.”
6 Napolitano and Wintory, “Exclusive: A Journey Through Journey’s
Soundtrack.”
7 Oteiza and Guo, “Tina Guo – Interview.”
Journey 111
Bibliography
Borkowski, Mariusz, and Austin Wintory. “Austin Wintory – Journey”. Gamemu-
sic | Listen to Games, 2013. https://gamemusic.net/austin-wintory-journey/.
“First-Time Grammy Nominee: Austin Wintory”. Grammy Awards, 2014. https://
www.grammy.com/grammys/news/first-time-grammy-nominee-austin-wintory.
Hester, Blake, and Austin Wintory. “Why Austin Wintory Re-Recorded
Journey’s Soundtrack 10 Years Later”. Game Informer, 2022. https://www.
gameinformer.com/2022/03/14/why-austin-wintory-re-recorded-journeys-
soundtrack-10-years-later.
Napolitano, Jayson, and Austin Wintory. “Exclusive: A Journey through
Journey’s Soundtrack”. Destructoid, 2012. https://www.destructoid.com/
exclusive-a-journey-through-journeys-soundtrack/.
Oteiza, Gorka, and Tina Guo. “Tina Guo – Interview”. Soundtrackfest, 2019.
https://soundtrackfest.com/en/articles/tina-guo-interview/.
Sua, Michael, and Austin Wintory. “Interview with Journey’s Composer A ustin
Wintory”. That Videogame Blog. Accessed 1 October 2022. https://www.
thatvideogameblog.com/interview-with-journeys-composer-austin-wintory/.
Workman, Robert, and Austin Wintory. “Interview: Talking Journey’s Majestic
Music with Grammy Nominated Austin Wintory – Gamezone”. Gamezone, 2012.
https://www.gamezone.com/originals/interview-talking-journey-s-m ajestic-
music-with-grammy-nominated-austin-wintory/.
Chapter 11
Fun trivia
Argentinian composer Gustavo Santaolalla follows a quite unconventional
scoring process as he prefers to compose all the music based purely on the
story and on conversations with the director, instead of relying much on the
visuals. He has scored multiple films before they have even started shooting
and the creative director of The Last of Us gave him total freedom to follow
a similar approach with this game, which resulted in the music inspiring the
designers to add things to the story that were not originally there.
The way that I work is from the story, and having conversation with the
director, not really from images. Even in the films I make most score
before they even screen one frame. I don’t consider myself as a film
composer. 90% of composers work at the end, I find that very uncrea-
tive, I do my own take before the film or the game.1
DOI: 10.4324/9781003146872-12
The Last of Us 113
Exploration
First, the use of silence allows the player to experience the sonic nuances of
the desolate landscapes during the long journey across the USA. Without
the use of music, it is easier to notice the emptiness of the environment
and focus on ambient details such as the rain falling on tin rooftops of
abandoned buildings, the wind rustling through grass and trees, the muddy
footsteps and horse gallops, and of course the occasional zombie growls!
Minimal exploration music cues are triggered as the characters journey
through key location points across the abandoned and desolate post-apoc-
alyptic environments which provide us with insights on their emotional
state. These cues are discrete and surprisingly short, often consisting of
a few notes on a single instrument or a subtle atmospheric texture (video
example 45, 30:20). The simplicity and scarcity of these cues is possibly
reflective of the emptiness of this new world and the loneliness that the
114 The Last of Us
Battle
A similar minimalistic approach is taken for the battle sequences which is
quite rare for an action-based game. The soundscape of many battles often
focuses on the use of diegetic sounds emerging from the battlefield such as
terrifying screams (both human and otherwise), loud gunshots, and charac-
ter Foley. This enhances the sense of realism and avoids the typical switch
between battle and exploration music that can quickly become tiresome in
other games. It also allows the player to focus on the directional sounds of
the combat and be mindful of any vital information on the positions of the
moving zombies (video example 45, 3:04:50). Sound plays a special role
in the mechanics of the game as some Zombies use echolocation to detect
the position of the player, meaning that if your movements are too noisy
(ex: by running over some broken glass) you have a higher chance of being
eaten alive! There is also a sense of awkwardness and tension that can come
from silence itself, especially when you are trying to sneak around a highly
threatening environment.
The use of music during battle sequences, when it does occur, is usu-
ally discrete. Many cues consist of drawn-out rhythms in a single percus-
sive instrument, or a few understated drones (video example 45, 3:06:10).
This minimal aesthetic here can also be interpreted as a reflection of Joel’s
withdrawn emotional state as he has become indifferent to the constant
violence and sees it as a part of daily life. In more intense moments, the
The Last of Us 115
variation A are identical except that one ends on the 3rd and the other one
at the 5th of an Em chord. Motif 1 is repeated and answered by variation
B which has an identical rhythm, but it temporarily replaces the Em with a
diminished 5th before moving downwards to resolve back to Em. It is hard
to imagine a simpler melodic structure than this as all the held notes are all
part of the E minor triad. You can listen to the second leitmotif, All Gone,
in video example 47. This is also based on just an E minor chord and is per-
haps even simpler than the main theme. The phrase is repeated three times
before it moves to a downwards arpeggio of Em.
00:00 All Gone When the main menu screen is loaded, we hear the motif for the first time as a single melody in a lower
octave. The music evokes a melancholic tone for the game before the story even begins.
02:30 The Last of As Joel puts his daughter to sleep, we hear the motif for the first time as a single melody on a higher
Us octave. This establishes a connection between the music and his relationship with his daughter.
16:00 All Gone As Joel’s daughter is shockingly and unexpectedly killed at very beginning of the story, we hear the
theme on the violin with just one guitar chord as an accompaniment. The use of this theme during this
remarkably sad moment creates a strong association between the music and the notion of loss. This
connection will be repeated multiple times in the game.
17:00 The Last of In a cinematic fashion the opening credits of the game come in surprisingly late, approximately 15 minutes
Us into the story. We hear the motif in its biggest and fullest iteration. This establishes this music as the
main theme and is one of the longest musical sequences in the game, the other one being the end titles.
57:00 No Music Joel meets Ellie for the first time but notice that surprisingly, there is no music of any kind to support
or foreshadow this fundamental narrative point. This makes dramatic sense, as Joel does not yet have
any connection to Ellie and this encounter is just part of another meaningless job. What is particularly
powerful here is that as the relationship and connection between them starts to grow from nothing, so
does the use of music.
01:02:38 The Last of When Ellie tells Joel that his watch is broken (it was gifted by his departed daughter), we hear the motif
Us reminding us of the father-daughter connection. This is especially impactful as we had little music
for almost over one hour of gameplay. It also serves as a time transition as Joel falls asleep, possibly
dreaming of his lost daughter.
03:11:00 All Gone As one of the people we encounter discovers the body of his partner, the motif comes back which is again
used to signify loss during this personal moment.
6:54:43 The Last of After a disagreement, Ellie goes missing and Joel rides to look for her while we hear this motif in a full
Us arrangement. Until that moment, both characters tried to appear rather indifferent towards each
keeping an image of toughness and grit. However, as Joel rushes into the forest to search for Ellie, the
same music that has so far represented his daughter is heard, but for the first time in reference to Ellie.
This is a powerful moment which discretely implies that Joel now sees Ellie as his own child, as this has
now become her theme too.
The Last of Us
9:48:28 All Gone We hear the motif to symbolize the possibility of loss As Joel is trying to save Ellie’s life, we hear the
motif associated with loss that subtly symbolizes the possibility of her not making it through.
9:53:00 – Home & During the ending of the game, we get neither of the two leitmotifs, but instead two new themes, perhaps
117
end The Path to suggest a more hopeful tone for the new chapter that begins in Joel and Ellie’s lives.
118 The Last of Us
Figure 11.2 A photo of a ten-string Charango guitar from the Andes. The photo
was provided by the film composer Americo Martin.
The Last of Us 119
Takeaway tasks
The two tasks can be combined or completed separately.
Notes
1 Reese and Santaolalla, “Gustavo Santaolalla and the Last of Us.”
2 Reese and Santaolalla, “Gustavo Santaolalla and the Last of Us.”
3 h t t p s : / / w w w. o x f o r d m u s i c o n l i n e . c o m / g r o v e m u s i c / v i e w / 10 .10 93 /
gmo/9781561592630.001.0001/omo-9781561592630-e-0000016360.
Bibliography
Reese, Emily, and Gustavo Santaolalla. “Gustavo Santaolalla and the Last of
Us”. Podcast. Top Score, 2019. https://itunes.apple.com/us/podcast/top-score/
id434473316.
Chapter 12
Fun facts
When the game is played on a console it can track your real-world noise
levels using the Microsoft Kinect and PlayStation camera hardware. Ac-
cording to the audio designing team: “if you scream on your sofa you’ll give
away your position in-game!”.1
DOI: 10.4324/9781003146872-13
122 Alien Isolation
The composers of Alien wrote the music with a vertical system in mind:
We worked very closely with the developer on the music system. This
was based on many factors – the environment, the state of play, the
proximity of the Alien, its ‘state’ – whether it knows you are there, is
facing you etc. They had an idea of what they wanted the music to do
in this game, and we had to find a way to make it happen. 3
After the music was composed and delivered to the audio team in a “kit”
format, the audio files were implemented in a sophisticated layer system
designed in Wwise using RTPC (Real Time Parameter Controls) to control
the volume of individual layers.
Alien Isolation 123
Let us examine some of the behaviours of the vertical layers in the game.
In video example 49, (4:09:30–4:10:41) you can observe a gameplay cap-
ture of the alien searching for you within a confined space. As the creature
moves around you the system reads numerous parameters from the game in
real time (obstructed distance from the Alien, player stealth, total threat)
and accordingly adds or removes instrumental layers from the mix to build
up or reduce the musical tension.4 Notice how the lower pitched layer re-
main consistent to provide continuity but as the alien comes closer you the
first time a chaotic string texture is added and then removed as he walks
away. The second time he approaches the chaotic strings return but are
enhanced by more strings in a higher register along with another layers of
distorted synths (Figure 12.1).
This technique is undoubtedly effective in synchronizing the audio-visual
changes of suspense but if the layers were always directly connected to the
same parameters (ex: the distance between the alien and the player) then
the musical build-up would quickly become predictable. Moreover, after
you will feel familiar enough with the music to become aware with this con-
vention, it would become detrimental to the playing experience as the music
would always give away the Alien’s position, thus ruining any elements of
surprise. To counteract this problem, the audio team designed a range of
different layer behaviours that the music engine can pick to avoid making
the musical mechanisms easy to perceive and to constantly keep you on
edge. Something I observed while playing the game is that the music is also
Figure 12.1 A chart illustrating an example of how the audio volumes of three
musical layers respond as the distance between the player and the
alien is altered.
124 Alien Isolation
being used to build a false sense of security that can be turned against you
right when you begin to trust it. In video example 49, 6:18:12, you can
notice that there is a lack of scary music, the arrangement is calm, and
everything feels temporarily safe, but as soon as you turn around you sud-
denly notice a familiar face staring at you!
The vertical layers do not only adapt to the actions of the alien; some
of the action music adapts to the AI state of hostile humans as well as the
amount of danger of various tasks that you are pursuing according to three
levels of intensity.5 In video example 49, you can observe how a layer of
very heavy percussion is added to the rest of the mix the moment the player
activates a particular objective (06:25:00), which is then subdued once that
objective is completed (06:25:41). Some of these jump scares are also syn-
chronized using gameplay triggers and a closely related interactive tech-
nique that is known as music stingers. The main difference is that stingers
are usually much shorter, and do not necessarily have to be synchronous to
the rest of the layers as they can be triggered at any point. (For more infor-
mation on stingers see Chapter 18: Tomb Raider).
One example was the ‘Alien Whale’ sound; we had been trying vari-
ous techniques to replicate this, from bowed drums to rubbing super-
balls on the underside of a piano. One of the original players told us
they thought it was a conch shell. We used all three of the techniques
throughout the game!7
You can listen to the Alien Whale technique in the main menu music in
video example 50. You might also notice that the strings sound rather dif-
ferent than your usual orchestral score. This sound was achieved by using
several different string techniques borrowed from 20th century orchestral
music that are usually referred to as “extended” to differentiate them from
traditional instrumental writing. Goldsmith’s score, that was allegedly not
used as he wanted in the film, was filled with interesting uses of extended
Alien Isolation 125
Takeaway tasks
The following two tasks can be optionally combined.
Notes
1 Bullock et al., “Listen or Die.”
2 Larson, “Gaming Music: ALIEN: ISOLATION Interview with the Flight
(Joe Henson & Alexis Smith).”
3 Larson, “Gaming Music: ALIEN: ISOLATION Interview with the Flight
(Joe Henson & Alexis Smith).”
4 Bullock et al., “Listen or Die.”
5 Bullock et al., “Listen or Die.”
6 Usher, “Alien Isolation Interview: How Composers Evolved a Legacy.”
7 Larson, “Gaming Music: ALIEN: ISOLATION Interview with the Flight
(Joe Henson & Alexis Smith).”
8 “Alien – The Complete Original Score.”
Bibliography
“Alien – The Complete Original Score”. Jerrygoldsmithonline.Com, 2022. http://
www.jerrygoldsmithonline.com/alien_review.htm.
Alien Isolation 127
Bullock, Byron, John Broomhall, James Magee, and Haydn Payne. “Listen or Die”.
Audiotechnology, 2015. https://www.audiotechnology.audiotechnology.com/
features/listen-or-die.
Henson, Joe, and Alexis Smith. “The Music of Alien: Isolation – Interview with the
Flight”. MCV/DEVELOP, 2015. https://www.mcvuk.com/development-news/
the-music-of-alien-isolation/.
Larson, Randall. “Gaming Music: ALIEN: ISOLATION Interview with the
Flight (Joe Henson & Alexis Smith)”. Buysoundtrax.Com, 2014. http://www.
buysoundtrax.com/larsons_soundtrax_12_2_14.html.
Usher, Will. “Alien Isolation Interview: How Composers Evolved a Legacy”.
C INEMABLEND, 2014. https://www.cinemablend.com/games/Alien-Isolation-
Interview-How-Composers-Evolved-Legacy-68091.html.
Chapter 13
Fun facts
Mario Kart 8 is the best-selling Wii U game of all times with more than 8
million copies sold, and the best-selling Switch game of all times with more
than 47 million copies sold.1 Even though it is available exclusively for these
two Nintendo consoles, it is still the best-selling racing game of all times in
any platform, and the no.7 best-selling game overall (with Minecraft being
number 1).
DOI: 10.4324/9781003146872-14
Mario Kart 8 129
Racetrack location
Mario Kart 8 is the first game in the series to have each of the 32 racetracks
feature its own exclusive level theme, making it clear to the player where
the race is taking place. Some of these themes have been developed from
previous games in the franchise and others are unique.
Race stages
The music clearly emphasizes each stage of the race: there is a cue for pre-
viewing the racetrack, another short motif for preparing players that the
countdown is about to begin, the main level theme for the actual race, and
a cue for the outcome of the race. Depending on the position you finished
in the race you get one of three different musical themes, one for 1st place
finish, one for 2nd–6th, and one for 7th–12th place. 2
Final lap
When you reach the final lap of the race the level music becomes more fran-
tic by speeding up the tempo by 30% and pitch shifting upwards by one
semitone (video example 52 from 2:02).
Gameplay events
With a few exceptions such as the car sounds and the voices, most SFX
in the game have an innately musical quality to their design (ex: Star Item
received is a quick Dmaj7 – Cmaj7 chord pattern). These musical SFX are
usually added on top of the level music and can communicate various pieces
of information to the player in an entertaining way that aids the synergy
Mario Kart 8 131
between SFX and music and avoids overwhelming the player with addi-
tional text in busy races. The practise of musical SFX design is typical of
Nintendo (also see Chapter 3 on Zelda).
Gameplay states
There are some gameplay events that are reflected with the addition of pro-
duction effects in the music. For example, when a player deploys a lightning
strike, the audio echoes this by applying a fast-moving flanger effect to the
top melody lines of the music, as well as the engine notes and character
noises. The further you are in front, the longer these audio changes seem
to last, indicating to other players that the leader is still slow, and therefore
easier to catch up.
You can use the Circle of Fifths (Figure 13.1) as a tool to find the sig-
nature of different keys and to understand the relationships between
them when planning your modulations. Generally, the closer two
keys are in the circle, the more notes they will have in common. If you
take any key and look at its neighbouring keys on the left and right,
you will notice that their key signatures only have one note difference
(one sharp moving clockwise and one flat moving anti-clockwise).
You can also see the minor keys that share an identical key signature
with their relative majors.
132 Mario Kart 8
Secondary dominant
Although common chords are used frequently in Mario Kart 8, this tech-
nique is thrown out of the window in the main theme! Listen to the first
ten seconds of the theme in video example 55. The theme starts in G major
(a key signature of one sharp) and only five seconds later it has already
modulated to Ab major, a completely unrelated key with a key signature of
four flats that has no common chords. Yet, this big change stills manages to
sound smooth as these unrelated keys are connected by a dominant chord
that comes in 00:05” in the brass right after the bass solo. This connecting
dominant chord (Eb7) clearly does not belong to the first key, but it func-
tions as a dominant seventh chord in the context of the new key of Ab and
prepares its arrival. This modulation technique is known as a secondary
dominant.
Phrase modulation
Another modulation technique that is used constantly in this soundtrack
is phrase modulation. Repeating a phrase directly in a new key can be a
great way of bridging big tonal jumps as the linear harmonic relationship
between the notes of the phrase is already familiar to the listener, and the
new key can provide a fresh context. This idea is frequently utilized in
in pop music, when you have a repetition of an already familiar chorus
modulating higher towards the end of a song. Listen to section B of video
example 55 from 0:33 to 1:04. The music moves between multiple modu-
lations by using repetitions of the same phrase but each time in a new key.
The same technique can be found in Dolphin Shoals where the music uses
a tonal sequence to modulate upwards by one semitone from Fm7 Bb7sus4
to F#m7 B7sus 4 (video example 56, 0:15–0:25), and also in the Mount
Wario theme (video example 57, 0:30–01:00) where the music constantly
transposes upwards through phrase modulations.
Parallel modes
Finally, another technique used is parallel modes (for more info on how
to build modes see Mortal Kombat C hapter 7). Although this might not
technically be a modulation, as the tonal centre remains the same, the use
of parallel modes is frequently used in jazz solos to quickly move between
different scales that are compatible with the underlying chord notes and
thus adding further harmonic interest. For example, if you have a C7 chord
(CEGB) your melodic solo can be in C major scale, but it can also move to
C Lydian as the F# does not clash with the harmony. A good example in
Mario Kart are the guitar solo in the first 30 seconds of the main theme
which temporarily moves to Ab Myxolidian by flattening the 7th note of
the major scale.
134 Mario Kart 8
Takeaway tasks
Notes
1 “Sales Data – Top Selling Title Sales Units.”
2 “List Of Mario Kart 8 Media.”
3 Schilling and Nagata, “The Music of Mario Kart 8.”
4 “The Ultimate Guide to the Circle of Fifths.”
5 “Liner Notes – Mario Kart 8 Original Soundtrack.”
Bibliography
“Liner Notes – Mario Kart 8 Original Soundtrack”. Super Mario Wiki. Accessed 1
October 2022. https://www.mariowiki.com/Mario_Kart_8_Original_Soundtrack.
“List of Mario Kart 8 Media”. Super Mario Wiki. Accessed 1 October 2022.
https://www.mariowiki.com/List_of_Mario_Kart_8_media.
“Sales Data – Top Selling Title Sales Units”. Nintendo Co., Ltd., 2022. https://
www.nintendo.co.jp/ir/en/finance/software/index.html.
Schilling, Chris, and Kenta Nagata. “The Music of Mario Kart 8”. Kotaku Australia,
2014. https://www.kotaku.com.au/2014/06/the-music-of-mario-kart-8/.
“The Ultimate Guide to the Circle of Fifths”. https://www.musical-u.com/.
Accessed 17 October 2022. http://musl.ink/c5ths.
Chapter 14
Apotheon (2016)
Recombinant cells – A generative
technique for producing musical
variation
Figure 14.1 The art style of the game is based on the black-figure pottery paint-
ings from ancient Greece.
DOI: 10.4324/9781003146872-15
Apotheon 137
Fun trivia
This soundtrack was composed by me! It was an incredible honour to have
extracts of the music performed to accompany the Olympic Flame Initia-
tion Ceremony in Athens for the 2019 Special Olympics (video example 59).
many sublocations that players could visit and complete quests in almost
any order. A walkthrough demonstrating the entire level is provided in
video example 60. The recombinant music system consists of a collection of
37 different musical phrases (the cells) that were composed to correspond to
all the possible gameplay developments for this area. Each cell has its own
default occurrence probability, trigger conditions, and layer group accord-
ing to their function in the arrangement (ex: melody). For example, as you
can see in Table 14.1. The qanun, a type of traditional string instrument
found in Greece, is part of one layer that contains five phrases with an equal
10% change of being triggered, and there is a 50% chance that no qanun
phrase will be played thus reducing the number of instruments being played
in the arrangement. Similarly, the battle string layer contains five phrases
with an equal 20% chance of being triggered but only if there is a battle
occurring in the game. The length of most cells was usually proportional to
each other to ensure they will remain in sync, unless some level of rhythmic
anarchy was desired, an idea that was used extensively in another level (The
underground caves in the Forest). The harmonic language of the cells was
heavily based around different parallel modes to make it easier to match
overlapping cells together as they would share the same tonal centre (for
more info on parallel modes see Chapter 7 Mortal Kombat).
What gives this system more value than a curated random music gen-
erator is that all the cell probabilities are not permanently fixed but are
dynamically altered according to what is happening in the game (see Figure
14.2). As the player completes various objectives and moves through the
map, different cell probabilities are modified over time resulting in a much
more adaptive soundtrack that transitions smoothly between gameplay
changes. For example, if the player moves to a new location in the map,
a set of melodic cells will replace the previous melody, but the rest of the
layers might overlap between the two sets creating a hybrid arrangement.
Likewise, if the final boss (The Tyrant) quest for the area is triggered, all the
selection probabilities of the cells will be altered to favour cells that evoke
an epic mood, and any cells that are not relevant will be removed from
the selection pool by having their probability set to 0%. In this way, the
music generation is closely driven by the gameplay action, but it (almost)
never repeats an identical arrangement. After eight years of having created
this generative/interactive theme, although its execution is far from perfect,
I still get occasionally surprised by interesting new re-combinations that
have morphed the original material in a familiar, yet ever-changing shape
that prolongs the life of the music and the re-playability of the game. If you
are interested in learning more about this technique you can read my PhD
thesis that is available for free in The British Library Thesis database. 2
Start
APOTHEON recombinant cells algorithm for
“The Village” level. Version 4.01
What is the
player’s
location?
Load the
corresponding
cell layers and Location
occurrence Database
probabilities from
the location
database
Select a cell in
each of the
ambient and battle
layers according
to the occurrence
probability
database
Has the
player
Yes entered a No
new
location?
Figure 14.2 A Flow Chart of the recombinant cells system for The Village of
Dion area.
Apotheon 141
Figure 14.3 Parts of the ancient Greek text sung by the virtual choir in King of
the Gods, written in separate syllables using East West’s WordBuilder
software.
Titans, who were the previous rulers of the world before being overthrown
by Zeus. The composition is structured around two themes; the main theme
in 7/4 and a secondary theme that follows in 7/8.
Takeaway tasks
that would work in most combinations (ex: most cells could be following
the same chord progression, but some rare cell combos could be more disso-
nant or break away from this pattern). There will probably be a lot of trial
and error needed before you are satisfied with the musical output, but the
beauty of this idea is that once it works well it will generate a nearly endless
number of variations. You can read the next chapter on No Man’s Sky to
get more ideas in this area!
Notes
1 Banas, “Soundtrack of the Decade: Honorable Mentions That Mustn’t Be
Ignored.”
2 Aristopoulos, “A Portfolio of Recombinant Compositions for the Videogame
Apotheon”. https://openaccess.city.ac.uk/id/eprint/19298/.
Bibliography
Aristopoulos, Marios. “A Portfolio of Recombinant Compositions for the Videog-
ame Apotheon”. 2017. https://openaccess.city.ac.uk/id/eprint/19298/.
Banas, Graham. “Soundtrack of the Decade: Honorable Mentions That Mustn’t
Be Ignored”. Push Square, 2020. https://www.pushsquare.com/news/2020/01/
soundtrack_of_the_decade_honorable_mentions_that_mustnt_be_ignored.
Chapter 15
Figure 15.1 A gameplay screenshot from No Man’s Sky. The flora and fauna ecosystem
of each planet is procedurally generated and there are over 18 quintillion
possible planets to explore.
DOI: 10.4324/9781003146872-16
144 No Man’s Sky
MA: Could you summarize how does the PULSE System work in No Man’s
Sky?
PW: It is very simple in many ways. It sits on top of Wwise and it absorbs
music content that we feed in to it, usually simple phrases or a couple
of bars of a drum loop, or things like that, and we can then create what
we call instruments out of that. For example, drones are very easy, here
are 20 files, I am going to create a drone [video example 63]. You can
attach behaviours to that: how often does this sound play, what scale
can I play in, it might need to be re-pitched, or play it every X number
of bars. If it is a drum loop, it is utterly important that every bar plays
sequentially, and a lot of work was put into making sure that time keep-
ing is very reliable. Then you can take collections of these instruments
and move between different behaviours in a type of canvas. These be-
haviours would be connected to different sections of the game. For
example, during space flights, gameplay parameters such as am I mov-
ing, am I facing a planet, am I heading towards a planet, and things
like that would affect the music generation [video example 64]. As you
move around the behaviour changes, very gradually and smoothly by
morphing very nicely between different steps.
To a certain extent, I am not that bothered about what the behav-
iours are, it was really to solve a problem in that a lot of generative mu-
sic, yes, it is kind of randomized, it does kind of adjust over time, but
it never actually changes, as it is using the same rules. If you slice any
point over time, it sounds the same. That is the limitation we also had
with this commercial retail music. You want these gameplay drivers to
keep changing the music, to keep forcing different behaviours.
MA: Does the PULSE system develop the music only when there is a game-
play parameter change?
PW: The system can do both, generate variations but also play this very
specific music for a situation. There are multiple types of programming
logic: it can do this AND that, this OR that, or if it is doing that then
NOT do that. It is not a fantastically sophisticated system as we were
a small team, 15 people, we spent a lot of money on creating proce-
dural SFX, which are properly procedural, and we already had a lot of
experience building this kind of music systems, and because we were
working with 65 Days. It was a nice middle space, where we could do
something which we knew it will help the game, where 65 Days felt
comfortable with, but also that suited the game and suited our techni-
cal approach.
MA: How did you ensure that there will be a sense of musical coherence
and meaning with the system?
PW: That is partly done by 65 Days in their music. We did the sensical
theme, first of all letting them compose in a very traditional way, letting
146 No Man’s Sky
them basically write an album [video example 65]. But because they are
very technical as a band, alongside that, I wrote a set of rules and ex-
plained how I was going to use it. Not all composers feel comfortable
writing this way, some think of the implementation process too much
rather than what it is they are trying to compose. We are quite careful
about that, do not worry about technology, I know what I need from
you, because I have done it before. Write what you think is effective
music. That is where the cohesion and meaning came from.
MA: How much were the composers, 65 Days of Static, involved with the
technical side of the generative system?
PW: 65 Days didn’t use PULSE, they just had this set of rules and then they
would write me a text list of what should go where in the game, and
I would interpret that into the system. There are two things to avoid.
You give a composer a set of rules and they compose to the rules and
they kind of lose their sense of composition. You do not want that. The
other thing you do not want to do, and I have seen both in my career, is
to try and repurpose existing music in a kind of generative way. Proba-
bly it is not going to work unless you do stem mixing which for me has
nothing to do with generative music [see Chapter 12 Vertical Layers].
The middle ground is nudging people carry on doing what they are
great at doing but guide them to give you the technical elements you
need. For example, I really like those 4 bars can you give me more var-
iations on these? Do not worry about time, we ‘ll fix all of that. Setting
some light rules and then separate the music that you need to feed the
system to make it work. The rules can be very simple (ex: key, tempo,
number of bars), and the outcome can be very complex. If you flip it
the other way, if your rules are overly complex, you are just creating
barriers all the time. No Man’s Sky is in many ways a very complicated
score, but each individual element is really simple.
MA: When I created my generative score for the game Apotheon, I strug-
gled with creating a real sense of development for longer section. After
a while, I felt the music gets “predictably unpredictable”. What was
your experience with this?
PW: This is the exact feedback we got on NMS early on, exactly that, “it
is great, but it always sounds the same”, that is why a lot of the work I
have done is on how to drive change in the system, and again that can
be really simple, but inevitably you need inputs from the game. What-
ever it is just choose some inputs, you can do it in Wwise with some
RTCPs or even just don’t have generative music going for too long. We
did a game called The Last Campfire, that is mostly linear music but
there is some generative music in the larger areas which none picks out,
it has never been commented on! That is because it is super simple,
every piece, could have random elements of music in there with time,
beats, key, which generates a nice evolution over time by just adding
variations to the linear elements.
No Man’s Sky 147
MA: Where do you see the future of generative game music for the next
decade?
PW: Obviously, people are already using Machine Learning for music gen-
eration. That is a whole other conversation, a separate conversation
to have. The pure machine learning driven compositions I have heard,
are perfectly functional but not very interesting to me. It has clearly
evolved but it is not where I sit, that is not my job, it is someone else’s
job doing all that. I think where Machine Learning could be really
interesting is expanding music that you create, feeding it into a system,
understanding what you are doing, and generating more music that is
building on that.
Another area that I am interested is how do you develop your mu-
sic based on player input in a way that feels musically satisfying and
effective for the player in a more intelligent way. That could be going
towards more, using a lot more metadata to describe what each musical
element is, and to describe what behaviours could be attached to it.
Almost to create chunks of logic. For example, this bit of logic is great
at making chords that make you feel awesome, attaching that as a be-
haviour and having a cloud of behaviours. This has nothing to do with
ML, it is all scripted in a way. Rather than having a bunch of phrases
and randomize these, you are pulling behaviours on top of elements of
music and combining them.
MA: Which software would you recommend for someone who wants to
start getting involved with generative music?
PW: Wwise could be really good for that. You can use random containers,
you immediately have enough technology there to start experimenting
and playing with ideas. Also, it is not hard to mock up these things
yourself using any sequencer like Reaper or PreSonus Studio 1 that
I use. You can create a bunch of phrases, throw them into Reaper,
and tell Reaper to randomize their placement, see how it feels, that
is an easy way to start. I don’t use Ableton Live, but I know it can
be useful in this area. Reaktor is also great but it is a little bit more
complicated.
Sometimes in generative systems there is this tendency to be a bit
gentle a bit ambient or harmonically very simple, so everything fits
together. You should aim to be harsh on yourself, in a positive way. If
your system only works if you make the music exactly in a certain way,
then push it and evolve it. Throw stuff all over the place and test to see
if your system is still working. Think about what you can do to make it
more challenging, I always try to do that in my career.
148 No Man’s Sky
MA: I remember in your GDC lecture, you mentioned that a good genera-
tive system does not need to be incredibly technical.
PW: No, it really doesn’t. I always come up to you are a composer compose,
how can you best service the interests of the game. A lot of coders will
make sometimes overly complex systems to prove how cool their code
is. I have been fortunate to work with many amazing coders, such as
Sandy White, who built procedural audio systems and helped build
PULSE, what he said about programming, for him, he has been going
up for 50 years, programming is not what you type into a computer,
programming is what you are writing pen and paper and designing
a system, that is all. The creative aspect of it, that is programming.
Everything else is figuring out the technical details.
connecting and then being able to back that up with your work. Other
than that, it is the usual: do your game jam, get to know people in the
same level, that is a very effective way, absolutely. I see almost everyone
go through that pathway now. The problem with sending music to au-
dio directors or composers, if for example someone sends music to me,
is that I will listen to it but I do not know what to do with it because I
am a composer so I am not going to give my work to a student. Some
composers have more of a factory approach, but I don’t work that way.
So, I am not the right person to give it to, you are asking work from me
but that is my work so why would I give it to you!
Having said that, that is how I got a job in the industry. I was very
lucky, I was not looking for a job. I was going to a completely different
job interview but met the audio director and he said well we are ex-
panding at the moment so he listened to my music, and he literally was
like “yes your music sounds good, we have loads of games, I will give
you a job”. You can have that lucky break. But, it is a human connec-
tion. There is a composer I spoke to a while ago, she was an excellent
piano player, I direct her to go to the right places, go to the conferences,
go to the meet-ups, do the game jams, she is getting work in the indus-
try now. I think that is where other composers can help, you might not
have my work, but I can point you at the right direction for who you
should be talking to and support you.
MA: Fantastic, thank you Paul!
Takeaway tasks
Doom (2016)
The Doom Instrument – Using FX
chains creatively
Fun trivia
Doom games have a history of containing numerous easter eggs left for
players to find and five of them have been discovered so far within this
game’s soundtrack. Running specific parts of the audio through a spec-
trogram or tempering with the tempo and pitch will reveal hidden voice
messages and diabolical images meant as a joke by the composer. 2
DOI: 10.4324/9781003146872-17
Doom 151
Figure 16.1 A gameplay screenshot from Doom showing the flow of Argent En-
ergy that inspired Mike Gordon’s concept for the creation of his
Doom Instrument.
starts with loops of low frequency sine waves (the purest form of sound)
that run through multiple arrays of analogue high-end audio processing
units.5 This instrument produces harmonically complex textures that are
constantly evolving and it became one of the core features throughout
the Doom soundtrack along the massive metal guitars and drums (video
example 66).
Pedal 1 - Distortion Box Pedal 1 - Bitcrusher Pedal 1 - Tape Echo Mini Amp
Retro Mechanical Labs 432K WMD Geiger count WEM Watkins Copicat Fender Mini Tonemaster
Pedal 2 - Tube Distortion Pedal 2 - Tube Feedback Pedal 2 - Valve Distortion Microphone
Metasonix KV-100 Metasonix TX-3 Trogotronic p77 Trogotronic p77
Mixer
Hard Compressor
Figure 16.2 A chart showing the signal flow in the Doom Instrument along
all the specific pedals that Gordon used based on his 2015 GDC
lecture. 6
would build upon the sound of the previous one in the chain. Just imagine
having eight distortion pedals along two tape echos, reverb, and constant
feedback on the same signal! However, by splitting the sine waves into
four independent paths and by adding further splitters along the way at
key points (ex: at the end of the first path and in the middle of the fourth
path) the composer wields a much tighter control of the sonic output. For
example, he can add reverb to the pure sine waves but not add it to the
distorted ones, or he can create feedback loops only between specific FX
units.
iconic track Heroes that was inspirational to Gordon, David Bowie used
three different reverbs placed in parallel, each with their own gate that
would block the signal at ascending threshold levels. This allowed Bowie to
dynamically control the amount of reverb in real time only with the power
of his voice, as calmer moments would sound closer while louder dynamics
would open more of the reverb gates (video example 67).8
In the Doom Instrument, the presence of multiple gates with different
attack, release, and hold times (how long the gate remains open), introduces
unpredictability into the system as sine waves of different amplitudes might
open and close different gates at different times. Therefore, the composer
can sit down and play this system as an instrument by manipulating a pa-
rameter on one FX unit and observing the impact on the rest of the system.
According to Gordon at some point: “the machines start doing things on
their own rather than you sitting down and using the machine”.
At the final stage of the signal flow the signal of each path is mixed to-
gether, and a hard compressor (with a very high ratio such as 20:1) puts the
cherry on the cake by altering the sound in two distinguishable ways that
are evident across the soundtrack: First, by having a longer attack time, the
hard compressor allows the aggressive and loud staccato riffs to go through,
and completely crushes everything that comes after. This on/off punchy ap-
proach was a conscious choice by the composer to ensure that at least some
of the music would be able to cut through the very hectic SFX mix from the
battles. It is interesting to note that this is another creative solution to the
same game audio problem of music clashing with action SFX mentioned
in Chapter 1: Space Invaders. Second, by having a very quick, almost in-
stantaneous attack time and a very long release time the hard compressor
completely crashes the loud sounds but gradually allows all the intricate de-
tails of the electronics of the Doom Instrument to swell in and produce the
beautiful screeching type of effects that give this soundtrack another one of
its signature sounds (ex: video example 66, 24:20–25:50).
1) He started by drop tunning a 7th string electric guitar but as the result
did not feel low enough, he used a 9th string electric guitar instead!9
Doom 155
Shepard Tone
The demon slaying cinematics that trigger in the game (known as glory
kills) have a varying length, so Gordon created a number of risers using a
Shepard Tone. A Shepard tone is a fascinating aural illusion in which a se-
ries of tones can appear to rise (or fall) indefinitely, and it is produced by a
superposition of sine waves that are altered in volume and are separated by
octaves or major sevenths.12 It is named after the cognitive scientist Roger
Shepard who invented the technique and has been creatively utilized by
many media composers: in Super Mario 64 the music rises infinitely to mir-
ror climbing an endless staircase (video example 68), in the film Dunkirk it
was used extensively by Hans Zimmer to create a constant feeling of ten-
sion, while in another Christopher Nolan film, The Dark Knight, Shepard
patterns were used on real vehicle recordings to create the hypersonic sound
of the Batpod (video example 69).13
Takeaway tasks
Notes
1 “DOOM on Steam.”
2 Ruiz, “Doom Soundtrack’s Final Easter Egg Found Two Years after Release.”
3 Wojnar, “DOOM Eternal Devs Say They’ll No Longer Work with Composer
Mick Gordon.”
4 Gordon, DOOM: Behind the Music Part 2.
5 Gordon, DOOM: Behind the Music – GDC.
6 Gordon, DOOM: Behind the Music – GDC.
7 Gordon, DOOM: Behind the Music – GDC.
8 Gordon, DOOM: Behind the Music – GDC.
9 Gordon, DOOM: Behind the Music Part 1.
10 Gordon, DOOM: Behind the Music – GDC.
11 Gordon, Mick Gordon Interview – Warren Huart: Produce Like a Pro.
12 Shepard, “Circularity in Judgments of Relative Pitch.”
13 Malinverno, “The Shepard Tone: What It Is and How It Works.”
Doom 157
Bibliography
“DOOM on Steam”. Store.Steampowered.Com. Accessed 5 September 2022.
https://store.steampowered.com/app/379720/DOOM/.
Gordon, Mick. Doom Music Panel with Mick Gordon – PAX AUS 2016. Video, 2016.
https://www.youtube.com/watch?v=Pu4dB_Wy1-E&t=1571s&ab_channel=
GrandJasonGaming.
Gordon, Mick. DOOM: Behind the Music – GDC. Video, 2017. https://www.
youtube.com/watch?v=U4FNBMZsqrY&ab_channel=GDC.
Gordon, Mick. DOOM: Behind the Music Part 1. Video, 2016. https://www.
youtube.com/watch?v=ua-f0ypVbPA&ab_channel=MickGordon.
Gordon, Mick. DOOM: Behind the Music Part 2. Video, 2016. https://www.
youtube.com/watch?v=1g-7-dFXOUU&ab_channel=MickGordon.
Gordon, Mick. Mick Gordon Interview – Warren Huart: Produce Like A
Pro. Video, 2016. https://www.youtube.com/watch?v=-bsXuaIVMB4&ab_
channel=ProduceLikeAPro.
Malinverno, Matteo. “The Shepard Tone: What It Is and How It Works”. Splice.
Com, 2022. https://splice.com/blog/how-shepard-tone-works/.
Ruiz, Michael. “Doom Soundtrack’s Final Easter Egg Found Two Years after Re-
lease”. Dualshockers, 2019. https://www.dualshockers.com/doom-soundtrack-
easter-egg-final/.
Shepard, Roger N. “Circularity in Judgments of Relative Pitch”. The Journal
of the Acoustical Society of America 36, no. 12 (1964): 2346–2353. doi:10.
1121/1.1919362.
Wojnar, Zak. “DOOM Eternal Devs Say They’ll No Longer Work with Com-
poser Mick Gordon”. Screenrant, 2020. https://screenrant.com/doom-eternal-
devs-composer-mick-gordon-controversy/.
Chapter 17
DOI: 10.4324/9781003146872-18
Call of Duty: W WII 159
Figure 17.2 A gameplay screenshot from Call of Duty: W WII. Intense combat
scenes such as this are usually accompanied by loud battle SFX which
makes it challenging for the music to cut through.
WR , II: Several months before I was hired, the first conversation I had with
our audio director Dave Swenson was about this exact problem. On
a previous Call of Duty title, he had to mix a very dense, bombas-
tic score against dense, bombastic sound design – both occupying the
same frequency ranges with punchy and impressive high-tech sounds.
Unfortunately, this meant that the music had to suffer in the mix, as
gameplay-relevant SFX needed to take priority.
My solution for Call of Duty: WWII was to remove elements of typ-
ical action-score orchestration that could potentially clash with the
game’s sound design: There are no trumpets, high woodwinds, or mal-
let instruments, nor are there any snare drums or other percussion with
very sharp transients. I also avoided writing particularly high parts for
the violin section, loud traileresque action drums, or overt synthesizer
parts. I then used solo strings and string quartet in most of the action
cues for extra rhythm [video example 72, from 27:00], as well as ex-
tensive musical sound design based on processed recordings of WWII
weaponry and vehicles to give a hazy “fog of war” vibe.
With all these restrictions and tweaks to the instrumentation, I ended
up with a sound that could easily blend with the in-game sound design
without the need for intense ducking. As a final check before delivering
cues, I would play my in-progress music against video clips from particu-
larly busy levels from previous WWII-era Call of Duty games – if any-
thing poked out of the mix, or was completely masked, I would remove it.
Call of Duty: W WII 161
Figure 17.3 A screenshot from Wilbert’s DAW session in Reaper containing all
4 hours and 20 minutes of the Call of Duty: W WII soundtrack in a
single session.
Call of Duty: W WII 163
Kombat 11 for instance, I used separate project files for everything since
its instrumentation changes so dramatically from cue to cue.
MA: The most common question from student composers is how to find
work and network effectively with game studios. Any tips here?
WR, II: The most important advice I can give is to simply make friends in all
aspects of the industry – other musicians, sound designers, programmers,
QA testers, artists, designers. They all have fascinating stories to tell about
their side of the craft, which can be greatly influential to your approach as
a composer. Working in games is a very unique passion that isn’t easily un-
derstood by people outside the industry, so it’s important to have a balance
of friends in and outside. As far as finding work, close friendships are what
leads to gigs – not loose convention acquaintances or shotgun-method
“networking”. Spend your time with talented people you jive with, regard-
less of their position or status, and you’ll grow a network of real friends
that can eventually lead to more personal and effective introductions to the
audio directors and game directors that might later hire you.
MA: Thank you so much for the interview!
Takeaway task
Fun facts
The design team consulted with historians and locals to ensure that cul-
tural depictions of the various indigenous civilizations portrayed in the
game were accurate and respectful.1
DOI: 10.4324/9781003146872-19
Shadow of the Tomb Raider 165
also led him to experiment with other methods of music making practises
that went beyond just implementing authentic instrumentation. He recalls:
The legendary film composer Vangelis was also a very strong advocate of
such an improvizatory and meditative approach to music making. Vangelis
wrote many of his iconic film scores by recording unedited performances in
real time while watching the film on a projector. Although Vangelis made
extended use of electronics, contrary to Brian’s purely acoustic approach,
the fundamental strategy that both composers shared is the immersion into
a deeper exploration of improvizatory ideas that are captured in an un-
interrupted process. It is important to clarify that, as it can be seen from
Vangelis’s interviews, some technical preparation and planning was a key
element that took place before the recording would begin to allow the flow
of ideas to remain uninterrupted. You can observe this preparatory process
in video example 74, where Vangelis sets numerous foot controllers to be
able to change his orchestration on the fly.
short musical motif that worked in the same way as a musical sound
effect. On the contrary, synchronous stingers are aligned with the
timing of the primary music and must be harmonically compatible.
Using audio implementation middleware software like Wwise can
provide sophisticated options on the design of synchronous stingers.
Wwise keeps track of the tempo and meter information of the music
being played, and once a stinger is triggered the system can wait for
a specific timing to play it so it will be perfectly synchronized with
the rest of the music. As you can see from Figure 18.1, you have dif-
ferent timing options on when to fire the stinger such as immediately,
at next beat, or at a specific cue timing that can be indicated by the
lines within the wave editor. Wwise can also select among multiple
stingers depending on the key, or even play pre-determined transition
segments before them to ensure musical compatibility.
Figure 18.1 A screenshot from the stinger system within Wwise audio
middleware software. The playback menu on the right and the
audio editor in the bottom which allow multiple synchroniza-
tion options.
music mix becomes a part of the tomb design itself rather than working as
a fixed stereo image. The game was mixed in Dolby Atmos in Pinewood
Studios in London but the spatialized effect also works with simple head-
phones. 5 You can observe it throughout all the tombs in video example 75
but it will feel more pronounced if you experience it interactively within
the game.
The instrument
Another truly unique and exceptional instrument that was also used in the
game, primarily as a source of sound effects, is a custom commission from
sculptor Matt McConnell shown in Figure 18.3. This instrument was made
in collaboration with the composer Jason Graves that used it in the music of
an earlier Tomb Raider game in 2013. There is an iOS app available where
you can play a digital interactive version of it.
170 Shadow of the Tomb Raider
Figure 18.3 A photo of “The Instrument” sculpture created especially for the
Tomb Raider games by Matt McConnell. 9
Takeaway tasks
Make sure you have all the instruments you would like to use easily acces-
sible and setup the recording so it can flow completely uninterrupted. If you
want to try the full Vangelis method, then all performing/mixing/produc-
ing must happen on the fly. This improvizational approach might not be
right for every occasion, but it can be liberating for composers who want
to get away from the constant stop/go type of writing and editing, clicking
through menus, and recording fragmented ideas in a DAW environment.
Afterall, there might be something magical to be discovered if we allow
ourselves to get immersed deeper into our creative process.
Notes
1 Weber, “5 Things We Learned about Shadow of the Tomb Raider from the
Official Lara Experts.”
2 Banas and D’Oliveira, “Interview: A Chat by the Campfire with Shadow of the
Tomb Raider Composer Brian D’Oliveira.”
3 Banas and D’Oliveira, “Interview: A Chat by The Campfire with Shadow of the
Tomb Raider Composer Brian D’Oliveira.”
4 “Spatialization Overview – UE5 Documentation.”
5 “Shadow of the Tomb Raider | Pinewood Studios.”
6 D’Oliveira, “Brian D’Oliveira Helming Music Composition for Shadow of the
Tomb Raider.”
7 Remington and D’Oliveira, “Brian D’oliveira Follows Lara into the Jungle in
‘Shadow of the Tomb Raider’.”
8 Bridgett and D’Oliveira, Shadow of the Tomb Raider – Sound and Music.
9 McConnell, “‘The Instrument’ – Mcconnell Studios.”
Bibliography
Banas, Graham, and Brian D’Oliveira. “Interview: A Chat by the Campfire
with Shadow of the Tomb Raider Composer Brian D’Oliveira”. Push Square,
2019. https://www.pushsquare.com/news/2019/01/interview_a_chat_by_the_
campfire_with_shadow_of_the_tomb_raider_composer_brian_droliveira.
Bridgett, Rob, and Brian D’Oliveira. Shadow of the Tomb Raider – Sound and
Music. Video, 2018. https://www.youtube.com/watch?v=Y6LRk7SXaE8&ab_
channel=TombRaider.
172 Shadow of the Tomb Raider
Control (2019)
A conversation with the composer
Petri Alanko
DOI: 10.4324/9781003146872-20
174 Control
MA: What was your recording and editing process like? Do you ever record
your sounds in sync to picture?
PA: Sometimes, but very, very rarely. I like to have a lot of material and then
build something out of it. It is my preferred way to create anything –
and usually, there’s not much picture to record to, when I’m doing the
first phase. With luck, some early placeholder cines at best, but usually
still concept pictures and a screenplay only. I just dive into the ocean
of imagination and try to deal with my brain. Some themes are rather
happy accidents, especially when dealing with feedback – or natural
overtones.
MA: Do you usually think about how an object will be processed and
transformed before recording it?
PA: I’d love to say some sound designers have an ability to “see” an effect
plugin/insert chain when they hear a certain right raw sound, a little like
seeing a Roland SH-101’s front panel and “hearing” the sound in your
head. A lot like that happens with my doings: I tend to categorize raw
sounds for granulators, for spectral smearing, extreme stretching etc.,
you get there if you have been doing editing and processing long enough,
that certain kind of a “brain pathway” from a raw sound to something
you need for a sound effect or a virtual instrument. I nowadays use a lot
of contact microphones to catch most of the vibration – I’ve noticed that
for some reason, contact mic sounds react best to extreme stretching.
All noise gets multipled in that, so it’s feasible to avoid it.
MA: Are you a fan of generative techniques such as using probabilities and
randomization to vary the musical outcome?
PA: OH YES I AM! I love chaos and finding some meaning in the chaos,
but usually I utilize randomization with other parameters than pitch –
except for special effects, and one piano sound that tunes its strings
a little off every time the key is pressed down, and of course in the
higher range two strings and then three… but nothing overly ran-
dom. With percussion, I tend to mimic a certain “hitting the skin in a
slightly different place every time with a slightly differing force” effect
every time, even with the electronic percussion, but the changes have
to be really careful. Otherwise it’ll sound like a badly programmed
toy organ.
But, yeah, at some point I was experimenting in Kontakt scripting
environment with root notes and altering the other intervals according
to bass note (4th, 5th or 7th up or down), but as I’m not much good
with LUA [a programming language], I gave up soon. However, I’d be
willing to continue that exploration at some point, as the results were
interesting.
Controlled Chaos, yes, that would be my imaginary theme park’s
name (Figure 19.2).
176 Control
Figure 19.2 A gameplay screenshot from Control. The player can wreak havoc on
her enemies by using telekinesis and other psychic abilities to turn
the destructible environment against them.
MA: What type of interactivity is there between the game and the music?
PA: Nowadays, with WWise and FMod and Unreal5’s audio engine… oh
man, what an open world there is! Of course the open endedness brings
its own trouble, but it also adds up to immersion, and that is something
one must embrace – to catch the gamer and carry them into another
world. The more we can support the gamer’s actions, the better. But
also: the more we can control the gamer’s actions, twice better. It could
work both ways, but subtlety is the key here, and it should be like
a pendulum: sometimes it’s the gamer that leads, sometimes it’s the
game. That way, the intensity is kept alive.
In Control, the sound designers and integrators did a huge amount
of work to create a template with maybe hundreds of rule sets – “if
this, then that, otherwise that and those” – and it resembles a liv-
ing creature, really. Or cthulhu, actually. But the main thing is, it
really reacts to the environment and the events and the action. The
downside is it can sound a little Schoenbergian or serialistic, or even
random, but with certain right type of a sound set it really is an
effective tool.
With AI and machine learning arriving, we’re soon facing some-
thing really interesting. At some point I was Slush’s (the yearly Finnish
startup/geek festival in the fall) Music Director, and had a chance to
Control 177
talk with quite a few machine learning devs about music and its role in
the future, and that’s something that’s going to change in the upcom-
ing years. Right now we’re in the standby position, really, but the AI is
there in the background, learning and running through its classes. Right
now there are some AI services offering something like “build your own
track with AI in a minute” and the results are garbage, but it’s like with
the first synths: first there were oscillators only, then arrived the filters,
then came the MiniMoog topology – and after two decades, a Syncla-
vier arrived. We’re now somewhere after the MiniMoog, but Synclavier
is already dawning in the horizon. I can hardly wait – I don’t belong to
the “fear for your profession” school, I’m more of an “I’ll embrace my
machine overlords” person. Maybe a composer’s role will change, but to
be honest, if an AI puts you out of business, there maybe was something
wrong with your choice of profession in the first place. I, for instance,
would gladly turn into a curator/condutor – that’s a profession we’re
going to need when the AI strikes. They’re effective, but they’re initially
emotionally stupid despite their endless intelligence, unless some degree
of curating is conducted. And, of course, they’ll learn that, too. Another
layer is inventing, another judging/valuating.
MA: Are there any FX applied in real time during gameplay or is all the au-
dio processing rendered before implementation? I believe that some of
the music appears to slow down when there are no enemies present but
I might be imagining that! [video example 79, especially from 09:30 to
10:15]
PA: There’s that, you’re right. It’s no imagination. With Quantum Break,
we already tested some filtering during a… teleport? Whichever is the
correct term, that “thing” caused some filtering to be active during a
rush or a sped-up attack. With Control, even more so. In Quantum
Break, a certain Finnish individual was used for creating a granular pl-
ugin straight into the sound engine that was used for some of the inven-
tions, but to my knowledge, that wasn’t taken into action in Control.
Whoever was the dude, I’m under the impression he was a little hard
to catch. Academic doctor level people tend to have their own pacing,
you see…
Usually it’s Impulse Responses or convolution reverbs that are
done in the playback engine, but other stuff is there, too. With
music –
especially during a cinematic or a pre-rendered section –
there’s no other processing except very occasional dynamic
processing.
MA: Do you have any favourite gear or production tools you used in the
game? I read that you used a special microphone for radiation!?
178 Control
PA: Yes! It was made by LOM and was called – I think – ElektroSluch 3+.
Basically it picks up anything from electronic devices (well, electro-
magnetic microradiation) and amplifies that. For instance, if you put
the device on your iPhone when the screen’s off and call your phone
from another, it’ll be a majestic mayhem! Similar sound sources could
be found everywhere in your home – and I actually used one for finding
an electric wire in a wall before drilling, so they’re very, very usable. I
strongly suggest one, and please – do some time stretching or spectral
smearing! [video example 80]
MA: Could you please share with us some of the sonic manipulation tech-
niques that you used? I assume some of it must be using granular
synthesis?
PA: Yes, granularity I love. I’ve got a few Reaktor based ensembles I created
long ago that I still like to use on a daily basis, and when Waldorf Quan-
tum arrived, I bought it immediately: it’s still one of the rare hardware
machines able to produce quality granular effects to be played back
musically. Some ready-built granular effects or instruments are some-
one’s fever dreams and beyond playability so badly they need to rethink
their philosophy right away. What is wrong with 12 tone keyboard con-
trol? Of course, it is necessary to offer people choices and freedom, but
let’s just say I’ve tried my fair share of “playing” some “granular game
changers” with a laptop touchpad and – no thanks. At some point I
found a Tasty Chips GR-1, which I used for some sounds, but it’s either
Reaktor or Quantum for me.
Another thing totally are the Kyma sounds that can literally trans-
form your stuff into something else. I used to use Kyma a lot, but after
Control, it’s been resting in my rack peacefully. I love it and the sounds
and the algorithms, and there still is that certain type of sound that
only it can bring – and then, of course, the harmonic vocoding thing,
plus Tau stuff. It’s, unfortunately, a tame black hole, really.
MA: The most common question from student composers is how to find
work when you do not have a pre-existing relationship with a game
studio. Any tips here?
PA: Be persistent. If you know you’re good in something, do a good demo
that leaves no discussion. There’s no room for “I made this two years
ago and tried to play a guitar but it was too late and then I tried
playing drums but I had no money and….” demos, make it work
with what you got. That turns heads and proves your point of your
Control 179
usability and flexibility and ingenuity. I once ran into a demo that was
done with only sounds coming out of the mouth of the candidate –
of course, some were processed really beyond recognition – and a
certain game company employed the guy right away. Don’t be in the
crowd, find your expertise and stand out. Just like any career, audio
and music careers depend on your self-confidence and ability to move
people.
I’m willing to say one demo, be that in YouTube or Vimeo or just a
lonely clip in someone’s Dropbox, can change their world, but it has
to be so good. The same happens with TikTok and other social media
services; pop stars can be made almost overnight, and the same applies
here. Just be good. It’s easy to say, but it’s true. Nobody lays their ears
on something they’ve already heard a dozen times, be that Williams or
Zimmer.
MA: Any creative advice for composers that are just starting to explore
found sound techniques in their work?
PA: Just record something and try turning it into a polyphonic in-
strument! That’s where it starts with me. I usually take the pad/
longer sounds under the loop at first and the shorter ones are sure
to appear!
Try making something tonal first, as noises are easy. When you
deal with natural overtone series, I’m certain that the “Eureka!”
moment arrives in an hour. If you’re unsure, avoid noise – but in
my opinion, noise can help create very, very interesting tones when
stretching it to the max; it no longer behaves like noise, it becomes
random tones, and with some plugins, it’s easy to turn that into some-
thing more controlled. Maybe that’s the key: try finding order in a
chaos.
MA: How important is it to have an agent as a game composer? Many
freelance composers assume that an agent will help them find work,
but my understanding is that they mainly handle contracts, press, and
negotiate fees?
PA: Well, it depends. There’s the upside and the downside, and according
to my experience, the companies relate better to individuals without
any negotiators. Or maybe I’ve sold my ass too cheaply, don’t know…
Anyway, the agent can take some 15–20% off your certain income
(usually the technical fee), but they can be of great help when it comes
to agreements and rights and so on. In my case, I’ve got a “gentleman’s
agreement”, where I deal with Finnish and Swedish spoken areas my-
self and other fields are being used through the agency – but, due to my
long-lasting gig with Remedy, they’ve been somewhat idling lately. I’d
love to see that change in the future.
180 Control
Takeaway tasks
Fun trivia
Johnny Silverhand, a world-famous fictional rock star that lives inside the
player’s mind as a cybernetic A.I. is played by Hollywood superstar Keanu
Reeves!
DOI: 10.4324/9781003146872-21
182 Cyberpunk 2077
This technique has been used frequently in film music (ex: the cantina
band scene from the original Star Wars) as well as in many of the games
discussed in this book: Joel and Ellie in the Last of Us occasionally play
an acoustic guitar, Link in Zelda plays an ocarina instrument to unlock
all sorts of mysteries, street musicians in Apotheon play the lyre as you
explore ancient Athens, and in-game characters in Assassin’s Creed Syn-
dicate sing murder ballads during important narrative moments. Such
uses of diegetic music can be beneficial for multiple reasons: (1) it can
enhance the sense of realism and immersion of a game world, (2) it can
be used interactively with the player, (3) it can aid the storytelling, and
(4) it can provide cultural information about the people who live in this
virtual world.
Perhaps more than any game to date, the large world of Cyberpunk
2077 that is set primarily in the futuristic setting of Night City, is filled
with diegetic music: every bar, night club, car radio, and live concert
venue features a plethora of original songs that is meant to be heard by
the game characters as well as the player, often fusing the distinction
between the two. The impressive depth of diegetic music in the game was
achieved by licencing more than 157 original and diverse tracks writ-
ten by several big commercial artists and bands such as A$AP Rocky,
Grimes, SOPHIE, Refused and many others.1 One of the primary ways
these are experienced is through a selection of 11 radio stations that are
available to play in vehicle radios while the player drives around Night
City (Table 20.1):
The open world design of the game with its extensive playtime duration
could have easily fallen victim to the common pitfalls of repetitive game
soundtracks. However, the use of this car radio mechanic effectively acts
like a curated exploration music playlist that can be set by players according
Table 20.1 T
he radio stations that the player can choose from while driving
in Night City 2
to their mood and musical taste which ensures a more variable and individ-
ualized experience. This use of diegetic music also avoids the need to add
complex interactive mechanics behind its playback as it does not need to
respond to changes in the action. It automatically gets switched off when
the player exits the vehicle or will be replaced by underscore if a particular
quest trigger requires so for dramatic reasons.
It is worth mentioning that this creative use of a diegetic car radio system
that is used as exploration music is not original, it originates from the well-
known Grand Theft Auto series that introduced the same idea. However,
in Cyberpunk this technique is expanded upon further. The same hits from
the radio stations are also played within clubs and venues, as well as by
various street musicians, creating a sense of multiple cultures within the
city. What is particularly interesting is that the production of the songs is
adapted to emulate the acoustics of each space that it is being reproduced
in. For example, when visiting the rock club Afterlife (video example 81)
the mix is very different from the radio version and uses more reverb and
different EQ to replicate the sound of large club speakers. It is also imple-
mented directionally within the 3D environment, so the sound is spatial-
ized accordingly as you walk around the club, a technique that further adds
to the realism of the diegetic experience.
Another dimension of diegetic music occurs when you get to expe-
rience performing as the Rockstar Johnny Silverhand that is modelled
and voiced by Keanu Reeves. After jamming on the guitar while relax-
ing at your sofa you go on to play in a big rock concert with Silver-
hand’s band Samurai. What is particularly impressive here is that the
game is trying to break the barrier between the player and Silverhand
(the cybernetic A.I. living inside your head) through the use of an in-
teractive performance. The chaotic live concert (video example 82) is
one of the most entertaining moments in the game as it successfully
encapsulates the energy of performing as a rock star on stage. This is
accomplished by:
1) Using an actual rock band called Refused that has written original
songs and lyrics from the viewpoint of this character. The band’s singer
even worked with a specialist vocal coach specialist to imitate the voice
delivery of Keanu.
2) Creating a new version of the song to match the noisy live setting with
each instrumental layer mixed from the live performer’s perspective.
Depending on where you look during the performance the mix is ad-
justed and panned dynamically (ex: if you look at the drums, they
sound louder than when you look at your other band mates).
3) Giving players some interactive control over the development of the
song as they can occasionally choose to either start singing, playing a
raging solo or just riff along.
184 Cyberpunk 2077
Riffs in Cyberpunk
Have a listen to V’s theme (the main protagonist) in video example 84 which
plays in the main menu among other moments in the game. As you can see
from Figure 20.1 most of the riffs are only one or two bars long. The piece
builds up over time by using the same riffs but adding more layers on top
of the arrangement. It begins with bass and drums, but it gradually builds
up with strings and arpeggios. However, to avoid a fully predictable linear
build-up there are also sudden drops and pulls back that add an element of
surprise and keep things interesting.
These riffs can also work on top of each other in a vertical arrangement
as they are all based around an A minor chord with different chromatic
Cyberpunk 2077 185
Figure 20.1 A transcription of the main riffs of V’s theme. Notice how they are
all heavily centred around the A minor chord.
The Rebel Path (video example 86) is one of the hits from the soundtrack
according to the number of Spotify plays (over 5 million) and undoubtedly
creates some of the most satisfying battle sequences in the game. The piece
is based predominantly only on a single riff that consists of a very simple
yet memorable rhythmic bass pattern of just three syncopated 16th notes
that continuously loop. Observe how the use of filtering of the riff changes
over time: the piece begins with most of the highs cut-off (almost resem-
bling diegetic electronic music being heard outside a club) and develops
with more aggressive harmonics and resonance being emphasized at cli-
mactic moments (ex: 0:55”). Similarly to V’s theme, there are complimen-
tary counter motifs that work on top of each other but stay in the same
harmony (ex: lead melody at 3:16”).
the genre are Bernard Herrmann’s use of Theremin and orchestra in The
Day the Earth Stood Still in 1951, and Vangelis’ use of detuned analogue
synth textures (ex: Yamaha CS-80) combined with ethereal vocal and sax-
ophone melodies in Blade Runner (1982).
In Cyberpunk 2077 this synth/acoustic hybrid is utilized by taking some
of the main principles of rock composition (ex: riff-based arrangements,
heavy distortion, pitch bending) that relate to Jonny Silverhand and blend-
ing them with elements of electronic, noise, orchestral, and world music to
reflect the threatening yet stylish world of Night City and the diverse cul-
tural backgrounds of its residents. The traditional instrumentation includes
rock instruments (real drums and guitars), orchestral instruments such as
the cello (which is electrified), and Japanese traditional instruments (to re-
flect the Japanese Asaka corporation heritage). The use of electronic instru-
mentation includes a large collection of unusual and eclectic synthesizers
that have quite unique sonic signatures. These range from 1980s vintage
gear such as the Soviet Formanta Polivoks Synthesizer, to new experimen-
tal modular synths such as the Folktek Mescaline (Figure 20.2). The use of
retro gear is a common trend in the contemporary sci-fi genre perhaps due
to those long-standing associations between synths and futurism as well as
Figure 20.3 A photo of the Plasma Rack high voltage distortion effect unit used
in the production of the Cyberpunk 2077 soundtrack. 6
Cyberpunk 2077 189
Figure 20.4 A spectrogram analysis of two bars from the track Мусорщики.
The image provides an overview of the spectral content of the
a udio, with the the horizontal axis showing time and the vertical
axis showing the audible frequency range (20 Hz–20 kHz).
There are three interesting points to notice here that demonstrate how the
use of heavy distortion is carefully balanced and controlled:
1) There is a hole carved in the low end (below 150 Hz) so the deep bass
can cut through the noise and hit strongly on beats 1 and 2.
2) Distortion is used rhythmically on the upper range with the noise stut-
ter elements coming in primarily on beats 2, 3, and 4.
3) The snare and other percussion elements sound quite small/thin com-
pared to the rest of the production. This was done intentionally by the
composers to provide enough space for the rest of the distorted instru-
ments to cut through the mix but also to avoid clashing with heavy
battle SFX such as machine gun fire.7
the cut-off and resonance adapting to changes in the gameplay tension. One
of the most impressive uses of this technique that works very effectively in
increasing the feeling of synchronization and immersion can be observed
in video example 87 (24:15–25:45). This video demonstrates a gameplay
capture of an early mission in which the player must locate and rescue
a particular character within a heavily guarded apartment. As the player
starts sneaking across the room, observe how the high end of the music is
filtered out when the threat of getting capture is low, but as the risk of get-
ting caught increases by moving close to an enemy, the filter dynamically
opens to a higher range, allowing the music to become more piercing and
aggressive just at the perfect moments in the action.
Takeaway tasks
All three tasks below can be done individually or combined.
Notes
1 Anderson, “Here Is Every Song in the Soundtrack for Cyberpunk 2077.”
2 “Cyberpunk 2077: In-Game Music Credits, All the Songs Listed!.”
3 “Music Technology & Synthesizers – Perfect Circuit.”
4 Ruppert et al., “Sitting Down with the Composers Behind Cyberpunk 2077’s
Soundtrack.”
5 “PLASMA Rack.”
6 “PLASMA Rack.”
7 Williams et al., “An Interview with the Composers for CYBERPUNK 2077.”
Bibliography
Anderson, Maia. “Here Is Every Song in the Soundtrack for Cyberpunk 2077”.
M xdwn Music, 2020. https://music.mxdwn.com/2020/12/11/news/here-is-every-
song-in-the-soundtrack-for-cyberpunk-2077-including-asap-rocky-health-metz-
and-more/.
“Cyberpunk 2077: In-Game Music Credits, All the Songs Listed!”. Soundtracks,
Scores and More, 2020. https://soundtracksscoresandmore.com/2020/12/09/
cyberpunk-2077-in-game-music-credits-all-the-songs-listed/.
“Music Technology & Synthesizers – Perfect Circuit”. Perfect Circuit. Accessed 15
October 2022. https://www.perfectcircuit.com/.
“PLASMA Rack”. Gamechanger Audio. Accessed 2 October 2022. https://
gamechangeraudio.com/plasma-rack/.
Ruppert, Liana, Marcin Przybyłowicz, P.T. Adamczyk, and Paul Leonard-Morgan.
“Sitting Down with the Composers Behind Cyberpunk 2077’s Soundtrack”. Game
Informer, 2020. https://www.gameinformer.com/2020/11/19/sitting-down-with-
the-composers-behind-cyberpunk-2077s-soundtrack.
Williams, Tommy, Marcin Przybylowicz, P.T. Adamczyk, and Paul Leonard-
Morgan. “An Interview with the Composers for CYBERPUNK 2077”. Geek
Tyrant, 2020. https://geektyrant.com/news/an-interview-with-the-composers-
for-cyberpunk-2077.
Index
Land, M. see The Secret of Monkey randomization 89, 149, 175; see also
Island generative music
Langston, P. see Ballblazer Reaper 147, 162–3
The Last of Us 112–20 recombinant cells see Apotheon
leitmotif 115–17; see also musical SFX reggae 66
reharmonization 109
Mario Kart 128–35 remote recording 109–10
meditation 164–5 ReNoise 61–4
melisma 100 rhythmic augmentation and diminution
melodic sequences 52–4, 57 109
melodic tension 72–7 riff 44–6, 152–4, 183–7, 190
metre 67–8, 109 Roget, W. II. 158–63
Mickey mousing see visual
mirroring sampling 54, 56, 61, 82–3, 90–3
MIDI 18, 63, 66–8, 77, 139, 161–3 Santaolalla, G. see The Last of Us
MIDI orchestration 18–19, Schachner, S. see Assassin’s
160–2, 165 Creed games
MOD file format 60–3 The Secret of Monkey Island 65–70
mods 14, 137 Selvik, E. see Assassin’s Creed games
modulation 131–4 Shadow of the Tomb Raider 164–72
monothematic scoring see Journey Shepard Tone 155–6
Mortal Kombat 79–84 Shimomura, Y. see Street Fighter II
murder ballads 101–2 signal flow 151–3
music as an information device sonic manipulation 174–5, 178; see also
129–31 found sound
music stingers 2, 89, 124, 159, sound chip see PSG
165–7, 170 sound spatialization see 3D mixing
musical SFX 54–6, 130, 170 sound tracker 59–64
musical style 3–4 Space Invaders 36–43, 154
Street Fighter II 71–8
networking 14–15, 29, 163 syncopation 66
Night City 181–2, 187, 190 synthesis 40–1, 47–8, 57, 75–7, 178
Nishikado, T. see Space Invaders
No Man’s Sky 143–9 Tagelharpa 98–9
noise 39–42, 47–8, 54–7, 92–3, 144, Techno Syndrome see Mortal Kombat
153, 175, 179, 188–9 tempo manipulation 37–9, 45, 107–10,
nonharmonic notes 71–4; see also 130, 150, 155, 177
chromatic triggers 11, 124, 130, 138–9, 159,
165–7
Obarski, K. see Amegas Tristram Village see Diablo
Index 195