By IndieGames.com - The Weblog

GDC Video: Sound and Music as Narrative in Flower


On the final day of the Game Developers Conference, music composer Vincent Diamante and SCEA sound designer Steve Johnson presented an audio session on the sound and music of Thatgamecompany's Flower. We've uploaded our recording of the full presentation to Vimeo, which can be seen in eight parts.

Early on, the speakers transition from a conventional slide presentation to powering up a Playstation 3 console and demonstrating each level's interrelatedness of visuals, gameplay and audio in real time.

To capture the sound of wind passing through grass, Johson detailed numerous methods, from referencing sound libraries to inviting TGC co-founder Kellee Santiago to brush a microphone through potted wheatgrass.

Diamante conceived of the music score as a microcosm of artistic eras: moving from Classical to Romantic, then modern music to modern videogame music. Beethoven and Hitoshi Sakimoto were mentioned as informing the design of the interactive audio.

The composer (pictured left) while not photographing the Game Developers Conference for Gamasutra, spent some quality time with PixelJunk Eden's art and music designer Baiyon. As hinted here, greenery has played an important role in both game composers' Playstation Network download titles. Continue reading

By Simon Carless

Sound Current: ‘Identity Through Music – On the Soundtrack to Heavy Rain’

[Continuing his 'Sound Current' series of interviews with notable game music creators for GameSetWatch, Jeriaska catches up with Heavy Rain composer Normand Corbeil to discuss the creation of the soundtrack to the acclaimed Quantic Dream-developed PlayStation 3 exclusive.]

Composer Normand Corbeil previously joined game director David Cage and film composer Angelo Badalamenti on the production of Quantic Dream's paranormal thriller Indigo Prophecy, titled Fahrenheit in Europe.

The soundtrack to Cage's follow-up title, the interactive drama Heavy Rain, was recorded at Abbey Road Studios and has recently been made available on iTunes. In addition, a code to download the soundtrack album comes with the Collector's Edition of the game. In this interview, Corbeil discusses his approach to adding nuance to the personalities of the story's central characters through the use of the musical score.


The Heavy Rain Collector's Edition released in Europe

The storyline of Heavy Rain involves several central protagonists who each have their own distinct musical themes. How did you decide which facets of their character or backstory would best be complemented by aspects of the game score?

Normand Corbeil, Heavy Rain composer: David [Cage] briefed me very precisely. Each character has a different way of seeing life, and that was more important than what they do in the game.

For Ethan, we focused on the piano. The theme is something very human, fragile but strong at the same time. For Madison there is a chamber orchestra with a smaller setup, both strong and emotional. Jayden is an investigator and researcher in a sad and crazy world, so his theme is dark. There it’s the opposite, a symphony orchestra. Shelby’s theme is drawing on French film noire from the 60’s: cop stories, a bit jazzy, brass and flutes.

I don’t want to say too much about it because I think we love to discover the themes by ourselves—people don’t want too many hints. Also, you never know if what you say will spoil the plot.

David Cage is himself a musician. Did this help make communicating easier in the process of writing the score?

I think the most important part of his being a musician is that he understands the aspects of a musician’s work. He never involves himself directly in the notes, in the way I do the orchestration. He briefs me about the characters and prefers that to talking directly about the music.

Did this allow you greater freedom to make your own artistic choices?

I think that’s it exactly. David really knows when it’s time for him to stop talking. That adds to the great pleasure of working with him.

How would you describe the process behind your previous collaboration for Quantic Dream?

That I did with Angelo [Badalamenti], who I was working with on several projects at the time. The three of us met in New York for an afternoon, and then I worked on it for a month and a half. I think they appreciated what I did, because they called me back for Heavy Rain.

Of course many people know Badalamenti’s music from David Lynch films. Are there particular movie scores of his that have stood out in your memory?

It’s difficult to say. Muholland Drive is a very, very interesting score, and "really Angelo." I think he is among the greatest composers alive and it was a privilege to work with him and observe his process.

When you are working on game projects like Heavy Rain, do you think of it as “making game music?”

No, especially not at the beginning. I think that David came to Angelo and I because he does not want people thinking too narrowly about games, or musicians thinking too much about cues. He is concerned most with the emotion and the journey. Of course in the end because it is a game we are recording all the variations to the themes, but at the beginning at least it is the same as working in film.

Around how many cues ended up being recorded?

We recorded the cues, varying the mood and duration on the fly with the orchestra, for instance saying to the clarinet player to play the part of the harp. We did all these variations because we could not afford to come back later with the orchestra. At the end I delivered around 250 cues.

Even after that, when I returned to Montreal, I recorded a solo piece on piano. Each time you hear a solo piano in the game, it’s me playing. Now, the number might be closer to 300 cues. That gave Quantic Dream a lot of music to play with, and they said to me they used them all in the game.

How were these many cues labeled?

They changed all the titles for the soundtrack release. For me it was like “Ethan, Piano 1,” “Ethan, Piano 2”… We had only a short time, a couple months starting the fifth of June 2009 and ending at Abbey Road, for everything.

Have you had a number of experiences recording at Abbey Road Studios before?

I’ve done many things there. I’m used to working with the musicians, the sound engineer Jonathan Allen, and the assistants. I love when I’m at Abbey Road because I know that I don’t have to concern myself with anything other than music. Everything else is taken care of. They’re taking notes on all of your suggestions and if you need to hear the 62nd take, they can play it back to you in two seconds. It’s like Jonathan is co-producing with me, the way he knows the music.

This title has been years in the making, and yet the score had a tight production schedule. Did you ever feel pressured for time on Heavy Rain?

Of course. The reason why they waited until the end was because they were not sure exactly how they wanted the music. More music was required than for a movie, because there are so many beginnings, so many middles and ends. You have to take care that each piece of the puzzle fits together.

It was a bit crazy, especially because it was for a symphony orchestra and I am doing the composing and orchestration alone, but I’m used to working that way on films and miniseries and it was amazing to do. I did ask that if I am involved in a next game that I be given a bit more time.

There are any number of activities open to the player that are very uncommon to what we are used to seeing in games. Guiding Ethan through a day of playing with his son at the park is one example. In your observation do you feel this format of an interactive drama allows for the player to be engaged in the story and the identities of the characters on an experiential level?

I don't want to speak for David, but yes. People want more than to watch TV passively. They want to be involved, and games if designed correctly can offer tools to be involved. Some people are resistant to Heavy Rain because they are used to having a jump button and a run button, but for a lot of people I think it was interesting. Being involved in all these choices, maybe some people will feel closer to the characters.

Are you currently looking into to the possibility of writing for interactive dramas in the future?

Of course. It would be a shame not to use the technology to go further as an art form. Compared with other games, this is closer to the suspense thrillers I'm used to doing, more about human beings. For me the interactivity is inspiring—to know that somebody can decide to go one way or another. I think it holds a lot of possibilities for storytelling and for a composer. Heavy Rain is just the start.

[This article is available in French on Squaremusic. To learn more about Normand Corbeil, visit the composer's official website. Images courtesy of Quantic Dream. Heavy Rain (Original Soundtrack from the Video Game) can be downloaded on iTunes.]

By Simon Carless

Sidhe Sends Shatter To Steam

New Zealand-based studio Sidhe announced plans to release Shatter, its previously PSN-exclusive modern re-imagining of Arkanoid, to PC through digital distribution platform Steam later this month.

Along with offering support for Steam achievements and leaderboards (available across Story Mode, Boss Rush, and Bonus Mode), the new edition of Shatter will offer PC-exclusive game modes like Endless Mode, Endless Co-op Multiplayer, Time Attack, and Time Attack Co-op Multiplayer.

Released last July for PlayStation 3, Shatter has you clearing bricks in vertical, horizontal, and even circular arenas. While you can bounce balls off your paddle to break those bricks, you can also push and pull the balls to guide their trajectory using the controller's shoulder buttons.

The game also offers shoot'em up elements like big boss fights, power-ups, special attacks, time slowdown, and the ability to just send a volley of shots across the stage to blast away the bricks. Sidhe designed the title so that you're rarely ever waiting for the ball to return to your paddle; you can even summon multiple balls to make stages more challenging.

Shatter's excellent "electro rock and retro beats" soundtrack, composed by Jeramiah "Module" Ross, has also picked up much attention; the game's currently a finalist for the 2010 Independent Games Festival's "Excellence in Audio" award and "Main Competition Audience" Award. You can stream the soundtrack for free or purchase it at Bandcamp.

"Bringing Shatter to new audiences has always been our goal," says Sidhe's managing director Mario Wynands. "Following the warm reception we received for the PlayStation 3 version, taking Shatter to PC on the Steam platform was a natural next step."

By Simon Carless

Sound Current: ‘Kenji Kawai – Game and Anime Intersections’

[Continuing his 'Sound Current' video game interview series for GameSetWatch, Jeriaska talks to acclaimed Japanese film and game composer Kenji Kawai about his work on soundtracks spanning Folklore for PS3 in the game space, through Ghost in the Shell: Innocence and The Sky Crawlers in the film domain.]

Among anime film composers working today that also write music for videogames, Kenji Kawai is among the most internationally recognized. For instance, Ghost in the Shell: Innocence, for which he wrote the score, was the first animated film to be a finalist for the Palme D'Or award.

The film is one in a series of collaborations with director Mamoru Oshii, which includes the anime motion picture The Sky Crawlers. A game adaptation for the Wii, titled Innocent Aces, has recently been localized by Xseed, featuring a game score by sound studio MoNaca.

Kawai's contributions to videogame soundtracks include 2007's Folklore for Playstation 3, a collaboration with Hiroto Saitoh and SuperSweep musicians Shinji Hosoe and Ayako Saso. His most recent film Assault Girls, which opened in Tokyo last month, takes place within a virtual reality game environment.

In this interview following the reception of Sky Crawlers: Innocent Aces in North America, Kawai offers his perspectives on the intersection between music for Japanese animated films and videogames, based on his own experiences writing scores for both media.

Kawai-san, thank you for joining us for this discussion. When compared with your experience as a film composer, what challenges would you say are unique to writing music for games?

Composer Kenji Kawai: Technically it's not that different from making music for films, but I'd say the hardest part is finding where to situate the loop. You generally have to write much more music for a game than you do for a movie.

Previously it's been rare to see a recognized film composer enter the game industry, although that appears to be changing. Some critics have said that movies are a form of art and games inherently are not, but what is your opinion?

It can be difficult to determine what's art and what's not, but I do think that medium aside, art is something that brings enjoyment to the audience. I treat any production the same. For Folklore, the director went out of his way to request my participation, so that's why I joined.

Over the years you have had a very productive working relationship with the film director Mamoru Oshii, leading to The Sky Crawlers film. How did you two first come to collaborate together?

I met Oshii for the first time on The Red Spectacles. I was an unknown back then, but he asked me to work on the film. I think he was intrigued by the little recording system I had installed in my house and thought it might save the production some money. They had a very small budget for the film. Luckily he was happy with the results and I've been working on his films ever since.

The Sky Crawlers film animated by the studio Production I.G. is based on a series of novels by Hiroshi Mori about a group of immortal fighter pilots. It is said that the writer only gave his consent to the adaptation upon learning that Mamoru Oshii was involved. As a composer what interested you most about the story of The Sky Crawlers and the director's approach to the adaptation?

The feedback that I received from director Oshii was that he was interested in hearing a harp performed on the soundtrack. However, the challenge of just how to implement that idea was left up to me, and it was a puzzle to solve. As soon as I saw the images of the sky and clouds prepared for the film, it inspired me to write the score.

Your most recent film with Mamoru Oshii is Assault Girls, set in a futuristic virtual reality game. Did having events unfold within a game environment in any way influence your choices as a composer on this film score?

It was difficult to find the right sound for the film because of its minimal use of dialog and numerous abstract images. One particular scene features a close-up of a snail that lasts over 40 seconds. I told the director the shot was too long. “But it's acting!” was his response. Well, respectfully, it looks to me like it's just taking a long time to move.


Concept art from Folklore for Playstation 3

One thing that is often mentioned about your academic background is that at one point you were studying nuclear engineering at Tokai University. How did this experience lead to a career composing music?

I did go to college hoping to get a degree in nuclear engineering. It turned out to be harder than I expected. My home was far from the university and I began cutting classes more and more frequently. Sure enough, my grades turned out poorly. I remember one of my professors took me aside one day and said, "I'm sorry to have to put it to you this way, but this isn't for you." So I dropped out of college after just a year and a half.

When later you joined a fusion rock band, did you feel that you were further along toward accomplishing a goal more within your reach?

Muse wasn't formed in an attempt to accomplish something in particular. Some of us were at a rehearsal studio one day and happened to see a poster advertising a contest where the first place winner received a car and a cash prize. Those of us there spontaneously decided to form a band. We were hoping to win, and as luck would have it, we ended up placing. To this day I still have a fondness for fusion.

After having struggled for some time to discover a calling, when did you first get the sense that you had broken through as a musician?

That would be when I was working on the video series Patlabor. Around that time I gradually began to articulate my own personal style.

There is a haunting female chorus that appears in the intro of both Ghost in the Shell films. Was there a particular motivation behind finding this sound that so many viewers associate with the films?

At first the director had requested primitive drum sounds. I felt it would be even more effective if there were a chorus on top of it, something in a Bulgarian style. There are folk singers with very distinctive voices in Japan, and that's who we found for the vocal roles.

It turned out to be quite different from my original concept of a Bulgarian style. This vocal section was extremely challenging to get right because Japanese folk songs traditionally do not have a chorus. They aren't set to these particular rhythms, either.

Directly after the movie was released I noticed no one mentioned the music. That made me a little worried. Now that I think about it, I guess no one could critique it because it was such an unusual kind of music that no one had ever heard before. Innocence was basically a direct continuation of Ghost in the Shell, so I retained almost the exact same style.

Innocence has a dreamlike sequence which takes place in a mansion fashioned after a music box. This is one example of many from your films in which music is bound together with the storyline and visuals.

Oshii asked me to create the sound of an "enormous music box," but obviously such a thing doesn't exist. We actually had to go about creating a disc-shape music box and record the sound of it. We then added the sounds of cylindrical bells and a Thai gong. Rather than relying on electronic reverb for the vibration and echoing effects, we went to a huge stone quarry and played the sound of the music box from the speakers, then recorded it. It was a lot of work and the weather was bitter cold, making it quite an ordeal.

[This interview is available in Japanese on Game Design Current and in French. Translation by Kaoru Bertrand. Facilitated by Emi Okubo. Images courtesy of KenjiKawai.com]

By Simon Carless

Postmortem Highlights: Behind The Scenes of Borderlands

The latest issue of GameSetWatch sister publication Game Developer magazine, available for subscribers and for digital purchase now, includes a postmortem of Gearbox's Borderlands, written by the studio's product development VP Aaron Thibault.

Borderlands, a first-person shooter heavily based around Diablo-like loot and level mechanics, is the latest new property from the Plano, Texas-based developer. It was published by 2K Games for PC, Xbox 360, and PlayStation 3 last October.

These excerpts from the February 2010 issue of Game Developer magazine reveal various "What Went Right" and "What Went Wrong" highlights from throughout the creation of the game, revealing how the company employed a new art style and overcome scheduling issues and "analysis paralysis."

Analysis Paralysis and the Truth

Early design management decisions left the Gearbox team with less than a firm handle on the state of design at any given moment, and the impact of particular design implementations on the final game. It wasn't until a more objective system was implemented that the whole thing came together:

"The initial core team started the project with very high-level goals and understandably blue sky thinking. The team decided at that point the most efficient tool for documentation and communication would be a wiki. That didn’t work out as the team began to scale. Designs evolved faster than the wiki pages that described them, and discipline was inconsistent throughout the team in terms of keeping things updated.

"Down the road, this led to difficulty recalling why certain decisions had been made, and what was on the table for discussion or change versus what the team didn’t want to revisit until they were implemented at a state where they could be tested and analyzed.

"There were times early in development when a team member would implement things that weren’t documented at all, which led to confusion about the actual state of some features and content. The desired end state for some things was not fully articulated, and when that combined with disagreements or lack of recollection about how they attained their present state, there would be meetings where many things were discussed but no decisions were made.

"There would also be disagreements about what the customer would think about the item at hand and what the team should do next. The project’s director had been seeking a solution that would involve focus testing to bring the customer’s perspective into play when decisions about iteration were being made. He saw a lot of promise in this idea after 2K set up a customer play test with an offsite third party testing service that provided some eye opening results. At the time we made The Change, we decided to commit to focus testing specific features with representative customers.

"Gearbox’s technical director got involved and the Truth Team was born. He intended this group to speak for the customer and to speak through data, not opinions or conjecture. Truth turned out to be one of our very best decisions, and we are now utilizing the strength of that team across all our projects."

The New Art Style

Along with numerous other aspects of development, at a certain point Gearbox completely reevaluated the game's art direction. This is how the team did it, using the initial town "Fyrestone" as a proof of concept:

"Not long after the Fyrestone test was completed, Randy Pitchford took this example to 2K to pitch The Change. This was a risky prospect, and we had no idea how 2K would respond. Internally, we knew what kind of risk this posed to production.

"There were a lot of influential people, Randy at the top of that list, who thought it was probably a very bad idea to open the door to that level of change so late in the project. But everyone who saw it recognized its potential, and almost everyone had a strongly positive reaction to it, especially when they saw it working in game and could navigate a space with the style implemented.

"Fyrestone served exactly that purpose. When Randy made the trip to 2K in San Francisco to pitch it, they decided to make the bet on it with us and embrace the new style. That helped cement our productive relationship with them, and was a great catalyst to get us to focus together on how to mobilize to ship later that year.

"With the new art style, everything started to fit together. We had art that matched the evolving attitude of the game. It was now fine for players to jump high up in the air, for enemies to take varying amounts of damage based on level, for missions objectives to be zany, for psycho midgets to run at you, for brains to pop out of heads intact and fall on the ground, and for a wisecracking unicyclebot to show up in the game as your guide.

"The Visual Design Team described it as "ill-mannered whimsy" and the project’s director, Matt Armstrong, promoted the notion that our attitude should take inspiration from Paul Verhoeven, director of Starship Troopers and RoboCop—movies where over the top violence takes on its own brand of dark humor. It was now okay for things in the world to be humorous, whereas with the previous realistic style, the team was shooting for designs that played as "serious business."

"The new feel was something that the entire content team could get behind. Productivity shot through the roof. We got into a magical cycle of art inspiring design inspiring art.

"The new style brought with it an added, very practical benefit -- the process for creating assets could be clearly specified and a state of completion could be articulated and evaluated by the art leads. When we were going for a more realistic style, very often it was unclear if assets were done.

"With the new style, there was no doubt. There was also room for iterating efficiency and quality within the new style. We had one particular member of the art team with a background in comic book art who set the benchmark for quality that the rest of the team constantly shot for; and just as they were hitting it, he leveled up the quality of his work with new techniques.

"For example, in experimenting with being more efficient and increasing texture quality, he showed that "color up" is better than "ink down" for our style—a very different way of approaching art than game artists are used to. In your typical next-gen art workflow, artists bake normals and AO, then use those maps as a guide to color in the texture.

"In our new style, most assets don’t need a normal map because we ink in the details—similar to graphic novel illustration. Fortunately, we had expertise on the team to help us understand the best way to execute and scale into full production. A constant process of improvement began, and it included all of our artists, our very small number of trusted outsourcing partners, and our art directors. This was a great art team motivator."

The Quest for Missions

Unlike with most first-person shooters, which tend to be more guided in their linearity and repetitive in mechanics, the mission system in Borderlands required more consideration, as this extract from the length, useful postmortem explains:

"After The Change, the level design department was given the task of designing and implementing all the missions for the game. This was no small feat. From The Change through to the ship date, the level designers understood what would be required; with leadership from the level design lead they stood together, prepared to put forth amazing effort and in the end delivered a completely rebuilt game.

"They had a high level mission framework for the game that was finalized at the very start of 2009. This framework built confidence that they would be able to implement objectives without fear that the story—and therefore missions—would change, as had been a previous concern—and this served to un-stick layout of the full game. They put on their mission designer hats and began building and testing small mission submaps that they would then propagate throughout the game.

"The missions system itself evolved from a specification that the game design team wrote early in the project. Throughout preproduction, we were searching for how the game should be constructed and were looking for examples of fun missions with interesting variety.

"From 2006 through the end of 2008, the team was driven by short term deadlines for demos, so from a mission design perspective we were always constrained by what would be appropriate for short, focused play experiences that could be developed by a small core team in about a six month cycle. As we later discovered, Borderlands is a game that needs a longer outlook to be truly appreciated.

"Once we had a final narrative structure in place, the team was able to think about the big picture. That led to lots of new ideas about how missions could be fun, which in turn led to many support requests to extend the system. By that time, the system had gone through several revisions but had never been refactored to be easy to use for the kinds of missions that were taking shape as fun.

"In the end, there was one individual on the team who took it on himself to learn the intricacies of the system as it stood, and he became the main expert and go-to guy for implementing and debugging missions.

"The system was implemented to make use of our data driven interactive object system and took shape as a custom scripting solution outside of Kismet (Unreal Engine’s visual scripting interface), which was difficult to extend in all the ways our level designers requested, especially given how late in the project we finally understood what a Borderlands mission should be. As we took on ship mentality, new feature requests were made lower priority.

"On one hand, the constraints made designers focus on doing the best with what they had, and that was helpful for getting the team focused on implementing the kinds of missions that the system would allow. On the other hand, we had only one person who really understood the system inside and out so his workload scaled up metrically, and the system’s implementation made missions hard to debug."

Additional Info

The full postmortem of Borderlands explores more of "What Went Right" and "What Went Wrong" during the course of the game's development, and is now available in the February 2010 issue of Game Developer magazine.

The issue also includes a roundup of governmental game development incentives, Front Line Award finalists, a piece on the art of creating believably flawed characters, and our regular monthly columns on design, art, music, programming, and humor.

Worldwide paper-based subscriptions to Game Developer magazine are currently available at the official magazine website, and the Game Developer Digital version of the issue is also now available, with the site offering six months' and a year's subscriptions, alongside access to back issues and PDF downloads of all issues, all for a reduced price. There is now also an opportunity to buy the digital version of this edition as a single issue.

By Simon Carless

Noby Noby Boy For iPhone: For Kindergartners And “Worldwide Party People”

Oh, my! Apparently, dolls and toys have taken over Keita Takahashi's conference room! They're helping the Katamari Damacy creator plan Noby Noby Boy for iPhone and iPod Touch. And according to their whiteboards, they want to appeal to "kindergartners" and "the worldwide party people" alike.

Here you go! The toy is made:

In the last of the three videos Famitsu posted today, Takahashi demonstrates that photographs -- whether taken using the camera, or stored in the iPhone's library -- can be cropped and dropped directly into the application. "I'm sure the party people will love this!" a yarn amigurumi doll trills happily.

According to Famitsu, in automagic English translation, Takahashi hopes this iteration of Noby Noby Boy will be less "complex" and more "carefree" than its PlayStation 3 predecessor.

【第1回】iPhone版『のびのびBOY』の製品会議中の映像を入手! [Via Brandon Boyer]

By IndieGames.com - The Weblog

Round-Up: Gamasutra Network Jobs, Week Of Feb 5

In our latest employment-specific round-up, we highlight some of the notable jobs posted in big sister site Gamasutra's industry-leading game jobs section this week, including positions from Black Rock Studio, Blizzard and more.

Each position posted by employers will appear on the main Gamasutra job board, and appear in the site's daily and weekly newsletters, reaching our readers directly.

It will also be cross-posted for free across its network of submarket sites, which includes content sites focused on online worlds, cellphone games, 'serious games', independent games and more.

Some of the notable jobs posted this week include:

Black Rock Studio: Lead Vehicle Artist
"When a company the size of Disney steps into European development, it's pretty big news. Disney employs over 100,000 staff. It’s one of the biggest Entertainment companies in the world and it's getting serious about original games. We're a strong studio of just over a hundred people, based at the heart of beautiful and cosmopolitan Brighton, UK. Just a quick train ride away from London in an office where pretty much everyone gets a sea view. The atmosphere is relaxed and friendly but focussed and our role is to create original racing game franchises."

CCP China: Senior Programmer
"CCP, makers of the largest game universe in existence, is looking for a Senior Engineer to be a part of the creative team that brought the world the groundbreaking MMO title, EVE Online. Successful applicants will join a seasoned team based in Shanghai, China where they will work on original games for the Xbox 360 and PlayStation 3." Continue reading

An innovative casual puzzle game for the whole family.In this game you are an inventor who tries to please people’s needs by making inventions, buying invention parts in the market, and making sure you are not making people hate eachother.Try it for free.