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"I'd say the quality of game music has come to a point of being on
par with many film scores. We are able to use higher fidelity music
instead of compressing it down so much. In terms of implementation,
the adaptive nature of game music still remains different from film. .
. It's something that is improving but not necessarily "getting
closer" to film."
Jamie Christopherson
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LOST PLANET: EXTREME CONDITION has
been one of the most highly anticipated releases for the XBOX 360
since the game console's release. Game producer, Capcom, brought
back composer JAMIE CHRISTOPHERSON, to provide the score for the
first-person-shooter. Tracksounds was able to catch up with Jamie to
talk about LOST PLANET, some of his other projects and the growing industry of game music. |
CC:
Let's jump right into
one of your latest
projects:
LOST PLANET:
EXTREME CONDITION.
How did you get
involved with this
game?
JAMIE CHRISTOPHERSON:
I became involved
because I had worked
with Capcom before on
their project
ONIMUSHA:
DAWN OF DREAMS a year
before. They were
really happy with how
that project came out,
so they wanted SOUNDELUX to come back
and do the whole
soundtrack including:
sound effects, voice
over, and music.
CC: With your
background as a sound
designer as well, did
you have any
involvement in that
end of the game
production?
JAMIE CHRISTOPHERSON: I didn't;
however, we are all
in the same building,
so it was easy to
bounce ideas off of
each other.
CC: Did
it help you a lot to
be able to
collaborate with the
sound designers as
both the score and the
sound design were developing?
JAMIE CHRISTOPHERSON: Sure and vice
versa as well. That's
one of
the benefits of having
a post-sound house
that does everything
for a certain project.
For instance, they
would be designing
some of the sounds for
the game's big-bosses,
"the Akrid," which are
an alien race.
Depending upon what
they might design,
like a loud screeching
sound for this huge,
praying-mantis-like
alien, then I would
write music that would
be in the same key as
those screams and that
would fit in that same
sonic space.
CC: I'm sure you've
worked on game scores
where that wasn't the
situation. What sort
of problems does that
present to you - where
they are doing the
sound design at the
same time that you are
writing the score and
you don't have the
ability to collaborate
so closely? Does one
or the other have to
be complete first?
JAMIE CHRISTOPHERSON: Well, neither of
them have to be
completed first. What
can happen is that the
music might have to be
mixed lower if it
isn't written around
the sound effect. It's
just a bit of a bonus
if they can be
developed together,
where the composer
knows what type of
sound design is going
to happen or where the
sound designer knows
what kind of music is
going to happen. That
way no one is
duplicating certain
frequencies and there
isn't anything that
needs to be addressed
in the end-game mix.
CC: So do you ever
have to change your
music or
instrumentation as a
result of a clash with
the sound design?
JAMIE CHRISTOPHERSON: Sometimes I've
been asked for some
changes like that,
but, having a
background as a sound
designer, I can
usually anticipate
what is going to
happen.
CC: Now when you came
onto the project did
you have a "blank
canvas" from which to
work musically?
JAMIE CHRISTOPHERSON: There was nothing
super-clearly defined.
I was given a sort of
hodge-podge of cues
from various sci-fi
films and even some
esoteric jazz scores
that they liked. I had
to decipher what it
was they liked about
certain pieces of
music and then trying
to create a language
that was specific to
LOST PLANET. It was
quite a challenge and
took a while to get
that and the sounds
for the first batch of
cues to be correct.
CC: Was finding that
right musical blend
part of the reason
that you've previously
remarked that LOST
PLANET was one of the
longest game-projects
you've worked on?
JAMIE CHRISTOPHERSON: Not necessarily.
It was just because
the project, as a
whole, was a long one.
They did one phase
early on which would
revolve around the
plot, where I'd do 20
to 30 minutes of
music. Then that music
would go away from me
for 2 or 3 months.
There'd only be small
tweaks here and there,
but nothing major.
Then months later
they'd come back to me
and we'd enter another
phase as they would
have more cinematics
or more levels
completed.
CC: Was the process a
lot different than
when you worked on
ONISHUMA: DAWN OF
DREAMS with them? Of
course for that you
had Mamoru Samuragoch
original work as a
starting point.
JAMIE CHRISTOPHERSON: Now, that one I did
in one set. For that
game, I mainly did the cinematics. I did it
all at one time with
no breaks in between.
They wanted me to use
the main theme from
the original game, but
there were some new
themes composed for
the new game as well.
CC: Did meeting the
Japanese music
aesthetic present a
challenge to you?
JAMIE CHRISTOPHERSON: Well, thank
goodness, the Japanese
team at Capcom wants
the big, hollywood-sound
right now. They are
trying to get away
from the "techno,"
j-pop, stuff that has
been going on in video
games for quite a
while. So that's why I
was brought in. For ONISHUMA: DAWN OF
DREAMS they wanted
to have the Hollywood,
cinematic flare and
they were happy with
it. Since LOST PLANET
isn't really geared
for the Japanese
market, it isn't
really like any of
their samurai games.
It has a much broader
approach - a very
Hollywood, sci-fi,
like style to it.
CC: Now have you
played through LOST
PLANET yet?
JAMIE CHRISTOPHERSON:
I'm at about the
fourth level right
now. When I get time
to play it, I'm trying hard to
make my way through
it.
CC: Do you get
distracted by your own
music as you play or
do you just remain
fully immersed in the
total game experience?
JAMIE CHRISTOPHERSON: Well, we didn't do
a lot of the
implementation here.
They did it at Capcom
in Japan. We had a
little say but not
that much in regards
to where the music was
utilized. It is
interesting to play
through the game and
see where some of my
music was spliced up
and put into different
areas. For instance,
there was a "snow
pirate" theme that
played in the
beginning of the game
where you fight a huge
worm-like creature. So
it was cool to see
that music utilized at
that spot and I think
it worked really well.
There are parts of the
game that I didn't get to see until
the game came
out...just like
everyone else!
CC: Now do you play
online as well?
JAMIE CHRISTOPHERSON: Sure...I love the
online version! My
friends and I play.
CC: Care to share your
Xbox Gamertag?
JAMIE CHRISTOPHERSON: (Laughs) Ummm...not
yet. I have little
enough time and too
many friends on there
already.
CC: Talk about what
advantages the
advances in gaming
technology give you as
a composer. Do these
advances bring the
scoring process for
games more in parallel
with the processes for
scoring a film?
JAMIE CHRISTOPHERSON: Well, I'd say the
quality of game music
has come to a point of
being on par with many
film scores. We are
able to use higher
fidelity music instead
of compressing it down
so much. In terms of
implementation, the
adaptive nature of
game music still
remains different from
film. There are a few
new tools that are
coming out that I'm
studying right now
that utilize some
different techniques
to implement music.
It's something that is
improving but not
necessarily "getting
closer" to film.
CC: We are starting to
see more and more
"a-list" film
composers come into
medium of game
scoring,
is that greatly affecting the
level of competition
for game score
projects?
JAMIE CHRISTOPHERSON: I'd be lying if I
said no. It's
definitely more
competitive now, but
in a good sense. I
love competition and
learning from people.
That said, I've personally lost
out on a couple of
projects because of
a-list composers
jumping in.
CC: I wouldn't think
an a-list, composer-name is going to
actually sell many
more video games, but
do you
attribute these other
composers garnering
game projects, at
least in part,
because they are a
"big name?"
JAMIE CHRISTOPHERSON: Yes. I think "the
name" can be a bit
like the "star
factor." Just like
they might bring in a
Nine Inch Nails and
licensing their music,
they are bringing in
some of the bigger,
Hollywood, composers
to do the score. I'm
not sure how much the
composers are actually
doing in terms of the
quantity of music for
the given score versus
how much their
assistants are doing.
Another big thing is
for such a composer to
come in and do a "main
theme," like Danny Elfman did, and then
have someone else
score the game. That
is something I hope to
do as well -
collaborate with some
of these composers.
CC:
So what remains the draw
for you to
the video game genre -
to want to compose
music for it?
JAMIE CHRISTOPHERSON:
Well it is still a
budding profession. I
grew up playing video
game and I love
playing them. The more
quality music we can
put in there the
better. There is just
so much room for
expansion,
especially in regards
to originality aspect.
The field is
constantly changing.
Film music has been
well defined for such
a long time. Obviously
things change, but the
technology of film
music is essentially
the same.
CC:
As we finish up, talk about some of
your upcoming
projects. What is
GHOST IMAGE all about?
JAMIE CHRISTOPHERSON: I'm just
about to start on
that. GHOST IMAGE is
with the same producer
that was on
THE CROW:
WICKED PRAYER. I
haven't even seen the
picture on that one
yet, so hard to
comment too much on
it. It's an indy film
so the release date is
all up in the air.
Also I have another
game coming out, BLADE
STORM, which is almost
done. That is going to
be a fun game, which I
just heard they are
going to be porting
over to Xbox 360 as well.
Originally it was only
going to be a PS3
game. With that game,
they are trying to
push some boundaries,
as all of the music is
done in 5.1 surround
sound and its going to
be loopable. This will
be my first full-score
that I've done in
surround sound. I'm
doing a few other
things, but I can't
talk about them much
now: some stuff for
Midway, one of them is
called STRANGLEHOLD.
CC: Will there be a
soundtrack release of
BLADE STORM?
JAMIE CHRISTOPHERSON: Yes we're trying
to get a CD release
outside of the game.
I'm not sure when the
game will be released
but I'm thinking
sometime this summer.
CC:
Sounds great. Thank you for
taking time out of
your schedule to talk
today. All the best in
your upcoming
projects!
JAMIE CHRISTOPHERSON: Thank you very
much.
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