Earlier this year I had a lengthy e-mail exchange with Austin Wintory - the lead musical director on 'Journey', a unique game experience from independent developer thatgamecompany.
Austin was kind enough to take time out of his busy recording schedule to reflect on his time writing and recording the music for journey.
Austin was kind enough to take time out of his busy recording schedule to reflect on his time writing and recording the music for journey.
Read the interview below -
It's been a while since the release of the game, how do you feel about it now? Is there anything you'd do differently, and what are you particularly proud of?
It's been a while since the release of the game, how do you feel about it now? Is there anything you'd do differently, and what are you particularly proud of?
I suppose the
surrealness of the whole thing has only increased with time. At the
time of release I was mainly just incredibly excited about sharing it
with the world, after three years of laboring over it. Then the response
was so vastly beyond anything I ever expected, that it quickly started
to not feel real. And now, with a couple of months having passed, and
I've moved on to working on new (and exciting!) things, it kind of seems
like a hazy dream.
And yes, there are
definitely things I'd do differently but ultimately it is what it is. I
hope I never look at a finished work and think "Yes, that's perfect. I
wouldn't change a thing," because ultimately that can only mean you
didn't grow from it. And that's a terrifying thought.
I read somewhere that Journey was one of your favourite things you've had the pleasure of working on? Why is that so?
Well for one the game is so unique amongst other games. The chance to
work on something telling a story in this way is a dream for me. But,
perhaps most important, are the musicians with whom I got to work and
also the collaborators at both Sony and thatgamecompany. They were a
dream team. Tina Guo, my cellist on Journey, is a composer's ultimate
weapon. She plays with such fire and yet also such delicacy. My other
soloists were the same: Amy Tatum, Sara Andon, Rodney Wirtz, Charissa
Barger and Noah Gladstone. And the orchestra in Macedonia (conducted by
Oleg Kontradenko) played so beautifully.
And I
really couldn't properly articulate my admiration of thatgamecompany
and all those who worked on Journey. Jenova Chen, Kellee Santiago, Robin
Hunicke ... truly great collaborators with such amazing ideas.
What did you try and do differently with the sound design and composition on Journey, to make it stand out from the crowd?
I don't think I tried to make it stand out. I think Journey itself was
destined to stand out because of the collective brilliance of
thatgamecompany, so my goal was to be the guy who didn't ruin it! I
could tell from day one how special the game was, so I truly just wanted
to make sure that the music was remotely on par with their game. But I
didn't try to be reactionary or different somehow. I just tried to be
honest to the experience they were making and that led to whatever it is
in the game now.
The music in journey was one of the unexpected stars of the game - how
do you go about ensuring the highest quality, do you have any different
recording techniques to achieve the high standard? From a tech point of
view, were you hit with any challenges you had to overcome? And also
from a production or writing point of view, was there anything that you
struggled with?
I produced the music (in tandem with
the music team at Sony, led by Keith Leary, Monty Mudd and Ted Kocher)
the same way I produce pretty much all of my music: we recorded the
ensemble at the end (in this case, Macedonia, in November of 2011) and
the soloists in a series of individual sessions at my studio so I could
work with them one-on-one. All the electronic sounds were programmed by
me as part of the composing process.
The only
struggles, which I hesitate to call them since they were still so
enjoyable, was really nailing the music at the end (known on the album
as "Apotheosis"). I wrote many different versions before arriving at
that. The tone and pacing of that area was changing a lot and it took
seemingly forever to really know what the best sound would be. And in
the end, I'm happy with what resulted though I'm sure there are things I
could differently or better with it.
Is there anything different about music composition in games, as opposed to films or television, or for theatrical use? What are those differences?
The biggest fundamental difference is
the fact that all those others are linear and games are not. I really
love that about games. Non-linear composing, forcing yourself to think
outside the comforts of linear time, is really stimulating because it's a
huge challenge.
As a medium, do you think video games will continue to grow? Why is
sound design and composition an important part of the video game
creation process?
I sincerely hope they will
continue to grow!! I feel like we're just barely scratching the surface
of their potential! And I don't think sound/music are any more important
to games as they are to any other form of storytelling. They're tools
that allow an audience access to ideas and emotions that are unique to
sound/music. But as with film or TV or theater they can be over-used or
mis-used. By and large I think games have had a tendency to overly
depend on music, though that certainly has created some great music so
it's hard to complain about it!
Where do you see yourself moving forward, after the success of Journey, you probably have offers flooding in? Are there any experimental projects you'd like to work with?
I
always have my own experimental projects that I'm cooking up. Some that
I'll probably be revealing soon. But in the meantime I've just signed on
for a new game called The Banner Saga, funded via kickstarter, that I'm
really thrilled with. And also a few other things I can't really talk
about yet. Plus new, exciting films and concert works! It's actually
been an insanely busy summer!
I'm interested in the procedure of recording, and then post-production,
what is the general procedure of sound recording for video games?
I can only really speak to music, but in that regard it's not really
much different than any other form of production. You write it, then
record it in the manner most suited to the musical ideas you have (such
as, in the case of Journey, recording the soloists independently from
the orchestra, allowing us to mix them independently). The big area
where games then depart from other media is that you have to prepare the
audio for implementation into a music engine (such Fmod or WWise, or in
the case of Journey, Sony's proprietary program called Scream). This
usually involves writing a lot of script to tell the game how/when to
use the music, and can get very detailed. We pushed the limits of what
Scream could do on Journey, and I could never have done any of it
without the enormous contributions of Sony's team in San Diego (Keith
Leary, Monty Mudd and Ted Kocher in particular).
How did you get involved in the industry? What in particular did you like about being involved with games, as opposed to other mediums?
I always wanted to compose music since discovering the film scores of
Jerry Goldsmith when I was 10. I started composing for my school
orchestra as a teenager, then went on to a classical education at NYU
and USC. To me, music is the most important common denominator. By that I
mean, I don't have an agenda to write lots of game scores, or film
scores, or symphonies or operas or whatever else ... I just love
composing, and in fact my real love is finding new places in which to
compose. Theater work. Installation pieces. The new and exciting world
of mobile/iOS apps. It's all very very exciting! That said, both games
and films are very near and dear to my heart so I hope to always be
doing both, no matter what other shenanigans I'm up to.
What tips would you offer for computer game design or music graduates, or people wishing to get involved with music recording for video games? How can people get involved in this industry if they wish?
I think just using the tools you have is the best advice I could offer.
If you're in a school studying music, find student game designers and
work with them on their games. Or vice versa: if you're a designer, seek
out a composer in the music school. Twitter and facebook are also
amazing resources for making the community a small, intimate place.
Ultimately, people will find their place and pursue their passions if
they make the choice to genuinely commit. Often people say "I want to
score games!" then do very little to pursue it. The games won't come to
you. You must go to them, and if you're infectiously passionate and
excited, it will resonate with designers.
How did you make sure that the music in Journey delivered the
emotional experience you had in mind? What were some of your
inspirations?
I certainly have those composers whose
music I cherish: Jerry Goldsmith, Ligeti, Britten, Corigliano. But I
didn't make an effort to bring those inspirations to Journey. What
inspired me most was thatgamecompany and the game itself. Because I
worked on it for so long, I could just soak in it and what they made
was so stimulating that I couldn't help but have my imagination lit up
by it. It was a blessing like none of I've ever experienced.
Austin has recorded music for over 30 feature films - see his full portfolio at www.austinwintory.com or follow him on twitter @awintory
You can find Austin's music on iTunes, Amazon, etc. He recently launched a BandCamp
page, 25% of the sales of which will automatically go to non-profit
Education Through Music (www.etmla.org):
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