1 / 22

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

gaerwn
Download Presentation

TOMB RAIDER LEGEND

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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

More Related