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TOMB RAIDER LEGEND

TOMB RAIDER LEGEND. SCORING A NEXT-GENERATION SOUNDTRACK. - BY TROELS B. FOLMANN – CRYSTAL DYNAMICS. AGENDA. INTRODUCTION TO LECTURE SPEAKER BIO PERSPECTIVE ON SCORING DIGITAL ORCHESTRATION CHAOS, CONVOLUTION, SEQUENCING, BALANCE MICRO SCORING HOW TO SCORE, WHY MICROSCORE, EXAMPLES

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TOMB RAIDER LEGEND

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  1. TOMB RAIDER LEGEND SCORING A NEXT-GENERATION SOUNDTRACK - BY TROELS B. FOLMANN – CRYSTAL DYNAMICS

  2. AGENDA • INTRODUCTION TO LECTURE • SPEAKER BIO • PERSPECTIVE ON SCORING • DIGITAL ORCHESTRATION • CHAOS, CONVOLUTION, SEQUENCING, BALANCE • MICRO SCORING • HOW TO SCORE, WHY MICROSCORE, EXAMPLES • QUESTIONS

  3. SPEAKER BIO • NAME: TROELS B. FOLMANN • TITLE: ASSOCIATE PRODUCER / COMPOSER • COMPANY: EIDOS / CRYSTAL DYNAMICS • EMAIL: tfolmann@crystald.com • BLOG: www.deffmute.com/blog/

  4. TOMB RAIDER LEGEND MAIN THEME MUSIC STATS • +180 MIN OF MICRO-SCORED SOUNDTRACK • DIGITAL ORCHESTATION (NATURAL/EPIC) • ELECTRONIC / CONTEMPORARY • SEVEN CULTURAL INFLUENCES • BOLIVIA, PERU, GHANA, TOKYO • RUSSIA, HIMALAYA, UK • MAIN THEMES FOR: • GAME / CINEMATICS • MAIN CHARACTERS AND DESTINATIONS

  5. DIGITAL ORCHESTRATION OVERVIEW • GOOD CHAOS • CONVOLUTION REVERBS • SEQUENCING TECHNIQUES • BALANCING THE MIX • SAMPLE LIBRARIES • TOO CLEAN PHILOSOPHY • CUSTOM RECORDINGS

  6. DIGITAL ORCHESTRATION CHAOSEX GOOD CHAOS • Chaotic elements • Conductors baton • Page turns • Chair creaks • Hall noise • Human breaths / Coughs • Instrument noises (none-tune based) • Bow noises (strings) • Breath noises (brass/woods) • Skin- and metal noises (percussion)

  7. DIGITAL ORCHESTRATION CONVOEX CONVOLUTION REVERBS • Reverbs • Convolution Techonology • Multiple convolutions • Simulate natural hall acoustics • Real hall rooms radiate multiple reflections • Chaos is life • Proper placement of virtual mics • All main instrument groups got own reverbs

  8. DIGITAL ORCHESTRATION FEELFORCE SEQUENCING TECHNIQUES • Sequencing • Think- and play like the instrument • Think- and play like an orchestra • Compose like a conductor • Mistakes are evident and important • Asynchronous behaviour • Playing without quantization • Applying quantization with randomness • Quantization kills • Extensive use of volume and faders

  9. DIGITAL ORCHESTRATION NATURAL BALANCING THE MIX EPIC • Balance • Balance the orchestral sections • Retain original ensemble sizes for natural orchestra • Expand original ensemble sizes for epic orchestra (MV sound) • Place orchestral sections in respective spots • Place virtual mics and proper use of reverb • 50% samples / 50% balance • Fix-in-the-mix

  10. DIGITAL ORCHESTRATION QLSC SAMPLE LIBRARIES • Orchestral (commercial) sample libraries • EWQLSO/XP (All orchestral groups) • EWQLSC (Choirs) • VSL (All orchestral groups) • Storm Drums (Percussion) • Project Sam (Percussion, Brass)

  11. DIGITAL ORCHESTRATION QLSOXP TOO CLEAN • Problems in commercial orchestral libraries • Pitch/Tune corrected • Noise reduced • Avoid of “chaos” in samples • Avoid natural “noises” (breaths, instrument noise etc) • Lack of advanced legato features • Lack of orchestral FX (Ex. Stargate MP soundtrack)

  12. DIGITAL ORCHESTRATION CUSTOM CUSTOM RECORDINGS • Custom instrument recordings • Authenticity / Original sound • Legato / Phrases • FX • Personality / Unique sound • Dirty is cool

  13. MICRO SCORING OVERVIEW • PERSPECTIVE ON SCORING • HISTORY OF GAME MUSIC COMPLEXITY • INCREASING DEMANDS • WHAT IS MICRO SCORING? • SOUNDSCAPE BIBLES • MICRO SCORES • DIGITAL ORCHESTRATION

  14. PERSPECTIVE ON SCORING COMPONENTS INFLUENCING THE SCORE

  15. MICRO SCORING PASTVSNOW HISTORY OF GAME MUSIC COMPLEXITY • Pr. Game (70-80´s) • Pr. Level (80-90´s) • Pr. Unit (80-00´s) • Pr. Sub-unit (90-00´s) • Pr. Event (00´s-XX) • Pr. Action (00´s-XX) • Pr. Player reference (00´s-XX) • Pr. Player emotion (00´s-XX)

  16. MICRO SCORING MSEX HISTORY OF GAME MUSIC COMPLEXITY • Pr. Game (70-80´s) • Pr. Level (80-90´s) • Pr. Unit (80-00´s) • Pr. Sub-unit (90-00´s) • Pr. Event (00´s-XX) • Pr. Action (00´s-XX) • Pr. Player reference (00´s-XX) • Pr. Player emotion (00´s-XX) MICRO-SCORING FUTURE MICRO-SCORING

  17. MICRO SCORING MSLAYEREX 5 LAYER SCORE

  18. MICRO SCORING INCREASING DEMANDS • Increasing demand for true adaptive music • Increasing demand for music customization • Increasing demand for better quality in game music • Increasing complexity in large game productions • Increasing complexity in music interactivity • Technological potential for providing adaptive music

  19. MICRO SCORING WHAT IS MICRO-SCORING? • A compositional methodology • Breaking music into smallest components • Pr. Unit based composition • Pr. Sub-unit based composition • Pr. Event-triggered composition • Acknowledgement of complexity • Empowerment of player emotion • Emotional approach- and feedback • Trigger by player experience, action and interaction

  20. MICRO SCORING EXAMPLES FURTHER EXAMPLES FROM TOMB RAIDER • MICRO-SCORING CROFT MANSION • MICRO-SCORING GRAVE • MICRO-SCORING HIMALAYA • MICRO-SCORING VEHICLES

  21. THANK YOU FOR MORE INFORMATION, PLEASE CONTACT: • NAME: TROELS B. FOLMANN • TITLE: ASSOCIATE PRODUCER / COMPOSER • COMPANY: EIDOS / CRYSTAL DYNAMICS • EMAIL: tfolmann@crystald.com • BLOG: www.deffmute.com/blog

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