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"I
think it’s a combination of things that are either inorganic, or are
very organic but have been made inorganic through various levels of
degrading and processing to be made into basically noise. So it’s
various kinds of noise, on one end of the spectrum, and various kinds
of inorganic kind of dreamy special-sounding ambient sounds on the
other. "
Tom Hajdu
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Tom Hajdu, part of the seasoned scoring duo
Tomandandy, joins us to discuss their involvement in scoring
RESIDENT EVIL: AFTERLIFE. Tom explains how the writing process was
different from other projects, how the score stands apart from other
work that they've done and that others have done, and what his
speculations are for the future of film and its music. -
Interview by Marius Masalar |
MM: In a lot of cases
when scoring a film,
it seems like the
toughest part can be
just discovering and
establishing the sound
palette that you’re
going to use — can you
walk us through what
that process was like
for RESIDENT EVIL:
AFTERLIFE.
TOM HAJDU (TOMANDANDY): [laughs]
Yeah, that was the
toughest part
actually…so you’ve got
that right! Basically
Paul Anderson, the
director, showed us
the film, which was
absolutely striking.
It’s a very immersive,
beautiful 3D, lush
visual experience —
and then he said ‘ok,
now I don’t want you
to use orchestra. You
can do anything you
want, but no
orchestra.’ And so we
kind of started from a
negative space, which
was wasn’t what we
could do, but rather
we were very mindful
of what we could not
do, and it was from
that space that we
started to explore
creating a soundscape
or sound palette that
would work for
defining the new voice
of RESIDENT EVIL.
MM: Do you typically
find that having that
kind of vast freedom
is empowering or kind
of daunting?
TOM HAJDU (TOMANDANDY): No,
actually it’s
wonderful! It’s
wonderful for a
director who’s created
such a strong and impactful visual
palette to challenge
us to do something
that rises to that
level, and then say
‘don’t make it
something like what
I’ve heard before.’
That is actually very
gratifying. But it is
certainly a process
then to get to the
point where the actual
sound palette begins
to emerge and become
clear.
MM: Of course.
TOM HAJDU (TOMANDANDY): The first
track, the opening of
the movie, is actually
the first thing that
ended up really
working. So once we
got that right, it
became a little bit
easier because the
first several minutes
of the movie is just
images and music; no
speaking, no sound
design…it’s just a
very big musical and
image-based visceral
immersive experience.
So that was helpful to
get that as a
flag in the ground, so
to speak.
MM: I can imagine that
being convenient so
that you actually have
that opening stretch
to establish your
sound and then
everything else can
flow from that initial
palette.
TOM HAJDU (TOMANDANDY): Yeah, not
only sound, but
there’s some pitch
material there as well
as some sort of
percussive elements.
There are elements of
that entire acoustical
space, from a musical
perspective:
production quality,
aesthetics, pitch,
rhythms, harmonies,
timbres that all play
a role going forward
in the movie, to a
greater or lesser
degree.
MM: Now you’re also a
gamer yourself, and
were familiar with the
RESIDENT EVIL series
before you came onto
the film, is that
correct?
TOM HAJDU (TOMANDANDY): Yes.
MM: So I was
wondering, because
you’re in this unique
position where you’ve
been immersed in both
properties, how do you
feel about the
direction that the
film series has taken
the games themselves
in terms of departing
from the original
plots and moving in a
different direction?
TOM HAJDU (TOMANDANDY): I really
think that they’re
apples and oranges. Or
maybe they’re more
like wheelbarrows and
oranges or something —
they don’t really have
much necessarily to do
with each other,
although in this
particular RESIDENT
EVIL movie, there are
in fact direct
quotations from the
game visually in 3D
which are just
stunning to look at
and experience. But I
kind of think that
they are, at the end
of the day, different
franchises in a sense.
MM: That’s true and
it’s not really a fair
question, but the
reason I ask it is to
follow up and see if
you have any thoughts
about why the RESIDENT
EVIL series as a film
adaptation has
actually been
extremely successful
whereas many other
attempts at
translating a game
franchise into film
just haven’t worked.
TOM HAJDU (TOMANDANDY): Well I
think the RESIDENT
EVIL gamers are very
loyal to the brand, or
to the franchise, and
they bring a lot of
enthusiasm to the
movies. But yeah, it
is a phenomenon, and I
think that Paul
Anderson’s vision for
the first film, which
he directed, and I
know he oversaw the
second two — and then
to come back and
essentially really
re-brand the franchise
has really played a
role because I really
think that this new
film is a rebranding
not unlike the way
Terminator one was
rebranded into the
completely different
Terminator two years
ago. So it’s a pretty
significant leap
forward in terms of an
immersive experience.
MM: So you’d say this
film is taking the
series to yet another
level?
TOM HAJDU (TOMANDANDY): Oh
absolutely. I think
it’s taken the
experience of going to
a movie to a different
level! It’s really the
first film that’s been
done since Avatar
using the PACE camera,
and it’s the first
live action movie
using the PACE 3D
camera systems, so
it’s definitely a very
rich experience.
MM: You mentioned that
in terms of the
visuals there were
actually some
references to scenes
from the original
game. Did you have any
similar references
from the game’s music?
TOM HAJDU (TOMANDANDY): No, no we
wanted to create
something completely
new. So no, we
purposely did not nod
to that.
MM: So you were
actually not seeking
any sort of sense of
familiarity when it
comes to fans going in
and thinking ‘oh, I
recognize that theme’
or whatever?
TOM HAJDU (TOMANDANDY): No, because
what we were trying to
do was create a voice
for the movie — well,
actually go further:
create not only a
voice for the movie,
but actually an
approach to scoring
that was a little bit
different from what
was expected in film
scoring. Basically,
the music — I don’t
know if you’ve heard
the soundtrack CD —
MM: I have!
TOM HAJDU (TOMANDANDY): Oh you
have, good. So it’s
produced like a
serious record
project. The
production quality and
mixing is not quite
the same as a regular
score CD, and that’s
because the entire
score which is 82
minutes long is
produced as if it were
a record. And as a
result of that, the
techniques and the
methodology and the
process that goes into
making that type of
music, or that type of
end product, is quite
different than what’s
involved in
traditionally making a
score. So as a result,
in effect what you
have is a
hybridization of
scoring and
contemporary music
production which
creates something that
is new, but actually
oddly familiar because
we’re familiar with
record production.
What we’re not
familiar with is the
melding of record
production and
scoring. And that in
itself...touch(es) on a new
entertainment
experience.
MM: I agree with you,
and like I said I’ve
actually had the
pleasure of listening
to the score and it is
certainly an
experience. It is
unlike any other score
I’ve heard in recent
memory. It is very
much its own musical
entity. The reason I
was asking if you had
any specific kind of
influences is because
I’m curious to know
how you would describe
it stylistically to
someone who hasn’t
heard the score
before. How would you
introduce them to it?
TOM HAJDU (TOMANDANDY): Well I
think it’s a
combination of things
that are either
inorganic, or are very
organic but have been
made inorganic through
various levels of
degrading and
processing to be made
into basically noise.
So it’s various kinds
of noise, on one end
of the spectrum, and
various kinds of
inorganic kind of
dreamy
special-sounding
ambient sounds on the
other.
MM: Can you talk a bit
about what tools and
techniques you used to
produce some of the
more characteristic
sounds? Did you make
use of any completely
new techniques?
TOM HAJDU (TOMANDANDY): The sounds
and sonic sequences
are produced in
several ways. Often an
organic sound is
processed with so many
effects that the
original signal is no
longer recognizable.
This is true using
inorganic sounds as
the original sound
source as well. Layers
of these sounds create
a sonic fabric where
different elements
poke out or are
stripped away to
reveal yet another
layer of sonic fabric.
The material is
fragile so making
things sound big and
solid is a production
challenge.
MM: As specialists in
music across many
genres and many forms
of media, how do you
find the film scoring
process as compared to
some of the other
working environments
you've encountered?
TOM HAJDU (TOMANDANDY): The film
scoring process is
exhilarating. The
projects are generally
large and hopefully
our contribution helps
to enhance the final
product.
MM: If you had to
guess, what direction
do you think that the
film industry is
headed in — on its own
and then in terms of
its relationship with
music?
TOM HAJDU (TOMANDANDY): It seems
that 3D is getting a
lot attention as well
as independent
projects. In terms of
music, it seems as
though some film
makers are interested
in trying new
approaches to enhance
their work.
MM: As composers, of
course it's very
rewarding to be given
the freedom to be
truly courageous and
creative with the
scoring process, so it
must have been amazing
to earn that kind of
collaboration with
RESIDENT EVIL:
AFTERLIFE.
TOM HAJDU (TOMANDANDY): Yes we
loved it!
MM: Since you two are
known for fostering
that manner of working
relationship with
directors and
producers, is there
any advice that you
can offer to aspiring
directors and even
composers that might
help them achieve
similarly rich
collaborations?
TOM HAJDU (TOMANDANDY): Learn to
listen and to be
responsive to your
collaborators. Each
person has something
valuable to contribute
to the process. Good
luck!
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