Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialSound Game SpecialSound Game Game SpecialSound Game SoundSpecSOne Plus OneMost creative media projects are collaborations – everyone has a job, and everyonecontributes to the pot. But what happens when you give two people the same job? Trouble?Not with Prototype… Paul Mac explains.Prototype is an ‘open world’ game (freeroaming)centred around Alex Mercer. Alexwakes up in New York with no memory, butgradually realises he has some very specialabilities, such as shape shifting, and an appetitefor ‘consuming’ other creatures and taking on theirabilities. As the plot unfolds, he realises that he’s agenetic mutation – a result of his past as a scientist.New York gradually disintegrates as Alex battlesmilitary factions, infected civilians, and otherassorted creatures.Scott Morgan (<strong>Audio</strong> Director) and a smallteam at Radical Entertainment spent almosta year working on the basic IP for this game,honing the ideas and setting the tone for thecreative input. Once the core ideals were in place,Morgan could go about gathering the content,which included starting the commissioning processfor Prototype’s music.Cris Velasco (L) and Sascha Dikiciyan (R).After working through a lot of demos, hefinally came to Cris Velasco (Monarch <strong>Audio</strong>)and Sascha Dikiciyan (Sonic Mayhem). The twoof them have worked together on many titles,each taking on complementary roles – one of themain reasons Morgan settled on their services.“They do this electronic meets orchestra thing ina really unique way,” explains Morgan. “It actuallyfeels like each side is really legitimate and hasa place in the music. We really wanted somethinglike that for the score, something that feltgrounded in the orchestra and very heroic,but at the same time had this kind of otherworldlyscience fiction element to it.”Morgan already had ideas for the feel of thescore, with ideas of both avant garde and thematicorchestral elements from Velasco, and intentionsto take advantage of what he describesas Dikiciyan’s ‘unique’ electronic sound. Afterplanning in as much of both the global music (forfree-roaming) and the mission-specific music, itwas time to get Velasco and Dikiciyan properlyinvolved. Velasco notes that the whole projecthad simple beginnings: “Sascha and I sat downat a piano for a couple of days and came up withwhat was to become the main theme.” The pianowork went to Morgan, who was keen that thecontent would not be just about ‘big themes’, butwould stand on its own in a minimal arrangement.Velasco: “You put any sequence of notestogether with a big enough orchestra and a choir,and it’s going to sound pretty good… But if wefall in love with it on the piano, then we know it’sgoing to sound awesome when we record withan orchestra.”The pair has been working together, mostlyon games, for quite some time. Credits includeUbisoft’s Haze and Beowulf games, John WooPresents Strangehold (Midway Games), Hellgate:London (Namco), Tom Clancy’s Splinter Cell DoubleAgent, and quite a few more. Their workingmethod, while not fixed, does follow a pattern:“I will come up with a rhythmic idea or something,”explains Dikiciyan – referring to the Prototypeproject. “I will give that to Cris and see whathe thinks, and then we say ‘okay, this fits thescenario’… I will do a rough arrangement of mystuff and then give it to Cris, and he will use hisorchestral samples to compose over that andthen shoot it back to me.” After this, Dikiciyanfine-tunes the result and sends it for approval orchanges. At that point the pair can go into thestudio and record the orchestral parts for real– Dikiciyan’s parts will go to the session in theform of stems – as a completed contribution.The final version would then go to Morgan atRadical Entertainment for mixing and integration.This process is a far cry from any traditionalsense of composition. As is so often the casethese days, it’s hard to separate compositionfrom recording, from production, from sounddesign. For a lot of the percussive content, forexample, Dikiciyan went from a workstation andsome varied rhythmic ideas, to a live percussionistwith a few ideas of his own – and some veryunusual things to hit. Then it was back to theworkstation with the samples to start buildingagain. So sound design is alive and well in musiccomposition? Dikiciyan: “Absolutely… This isdefinitely a big part of what Cris and I do in thishybrid scoring of orchestra meets electronic.We call it musical sound design.“I’m using a Kyma audio workstation, whichI’ve had for a few years; and I also use thingslike Metasynth. I have many pedals, everythingfrom a Metasonics masher to a WMD GeigerCounter – weird stomp boxes… I’ll put soundsthrough those and this stuff will somehow endup in Kyma, and I’ll maybe do a bunch ofsynthesis passes…”Even on the orchestral side, the first bigsession was for effect… Velasco: I had a full daywith a 60-piece string ensemble where I recordedjust a bunch of crazy effects and aleatoricstring pad type things… We didn’t wantthe score to sound like anything else, so wedid our own custom libraries for this one.”That first session was recorded with an orchestrain Prague, via the orchestra.net service andSession software. The second and main sessionwere at Skywalker Sound.And thus the experimentation and creationcontinues, and in turn plays a key part in thecomposition process. The pair has a long historyof successful collaboration (Cris estimates over20 game projects so far), which is a rare assetin any creative medium. The pair put this downto a variety of things. One important aspect is adistinct lack of ego. Dikiciyan recalls his concernwhen he first critiqued a Velasco contribution:“I was really sweating it,” he says. But the worrywas unnecessary. Another part of the equation isequal opportunity when it comes to the arrangements.Velasco: “We definitely have a good senseof what the other is going to do, so we’re prettygood at leaving space for the other one, withoutcompeting.” This kind of partnership is theconstructive kind – essential when deadlinesare looming. Long may it continue. ∫............................INFORMATIONMonarch <strong>Audio</strong> www.monarchaudio.comSonic Mayhem www.sonicmayhem.comRadical Entertainment www.radical.caFor further insight into the music creation forPrototype, download the Games Special PDF fromwww.audiomedia.com.30 AUDIO MEDIA JULY 2009
Cut SceneGame Sound SpecialSpeciald Game Sound Sound SpecialSpecialGame Sound SpecialSound Game Game SpecialGame Sound Sound Game SpecialGame SpecialSound Game SoundSpecSTHE SONNOX TOOLSETHigh end plug-ins that can add sparkle,impact, and energy to your sound.Tom Clancy’s H.A.W.X. – music by Tom Salta.Music To Fly-ByHigh energy games music specialist Tom Salta talksabout his work, and his tools.KKnown for his epic, high-energy music for thelikes of Tom Clancy’s H.A.W.X. and GhostRecon: Advanced Warfighter, Ubisoft’s Red Steel,Sony’s MLB 2006, and EA’s Need for SpeedUnderground 2, Composer/Producer Tom Salta hascreated a strong niche for himself in a highlycompetitiveindustry. With a music background thatincludes work with artists such as Peter Gabriel andWhitney Houston, Tom Salta’s combination of melodiccreativity and technical skills consistently produce afirst-class product.What led you to the world of video games?One day I was playing Halo on the Xbox, and thelight bulb went off. I was listening to the musicon-screen and starting paying attention to it…At that point I figured it would be smart to usemy strongest assets to create music that would beuseful for certain kinds of video games – particularlydriving and/or high action extreme sports. I decidedto create an album of licensable high-energyelectronica music… It was called Two Days or Dieunder the artist name Atlas Plug.Overall, the idea actually worked very well;before I was done with it, Microsoft came along andlicensed three or four songs for a game called RallySport Challenge 2. Right at the same time, Volvo wasdoing a new ad campaign for a car that was featuredin the game. They heard the music the game wasusing and said they wanted it for their commercial.It was a grand slam in terms of licensing andexposure, and it gave the album a terrific launch.Tom SaltaWhat is your main production platform?I work with Logic <strong>Audio</strong> mostly, but also with ProTools. While I combine both hardware and software,it’s become an atrophying studio (of hardware).I still keep my rack Mini Moog, and Roland 1080s, andthe rest of my old keyboards hanging on my wall forsentimental value. Now, it’s pretty much all softwareand my favourite instruments are from companieslike Spectrasonics and Native Instruments.Are most of your deliveries in stereo?Yes. I have done some 5.1 and quad deliveries, butthe trend in games is more for me to deliver stereo.For some of the larger companies, I end up givingthem stems and they can mix the surround,although it depends on the company and theproject size.So when did you start using the Oxfordplug-ins?A friend of mine turned me on to them, and whenI had a chance to listen, they jumped out at me.I really liked the Inflator, Dynamics, and EQ. The EQhas a very sweet sound to it. It’s a subtle quality thatmy ears, after so many years, just know.How about the Oxford Dynamics?I was really impressed with that one. I find that goodsoftware compressors are generally hard to come by,especially if you want to do something comparableto the ‘days of old,’ when I would plug into an LA-2Aor the Fairchild and it simply worked or didn’t.That’s the way the Dynamics feels to me andI’m blown away by its flexibility. It has a lot ofcomponents in there, which help me out whenI need them. I also like the way you can turn thedifferent modules on and off.So how do you use the Inflator?Generally, I like using it on the stereo mix. It addsa lot of energy without compressing the sound.I don’t use it in a subtle way and prefer ‘slamming’ it.Most often, it adds just the right amount of powerand loudness without losing the sense of dynamics.It’s an energy enhancer. ∫Two tools that are proving extremely popularfor the games market, mostly because of theenergy and impact they can inject into audio– without kicking the stuffing out of it withcompression – are the Oxford Inflator and theTransient Modulator.The Inflator provides an increase in apparentloudness, without obvious loss of quality or audiblereduction of dynamic range. It can also add power,presence, and warmth, and even provide headroomoverload margin abovedigital maximum witha subtlety and musicalcharacter reminiscent oftube systems.The Transient Modulator allows dramaticmanipulation of signal transients. It cancompletely exaggerate or dampen the attacks,with continuous variation between all settings.So, if you’re after more ‘snap’ in your gunfireor more ‘crack’ in your explosions, this is youranswer. Conversely, it can bring up the ambiencesurrounding a specificsound by softeningthe attack. TransientModulator gives life todull sounding recordings,without the unwantedchanges in overall timbreassociated with compression.Other Sonnox plug-ins include the famousOxford EQ and Oxford Dynamics – both based onalgorithms from the acclaimed Sony OXF-R3 digitalmixing console.The Sonnox Reverb plug-in has a pool ofstunning presets as well as full control overmany parameters, including a comprehensiveearly reflections section, and integrated fivebandEQ. The Oxford Limiter provides programloudness control and limiting functions.Its Enhance function provides sample valuelimiting, and allows unprecedented volume andpunch to be applied to program.The Oxford SuprEsser is fully-featured proDe-Esser and a Dynamic EQ. An intuitive FFT displayand three listen modes enable the user to easily seeand hear exactly where the problem frequenciesare, and since the SuprEsser can operate at allfrequencies, ‘plosives’ and other annoyances canalso be removed effortlessly.............................SonnoxINFORMATIONwww.sonnoxplugins.comAUDIO MEDIA JULY 2009 – PROMOTIONAL FEATURE31