In a game like in a movie, music is a part of the atmosphere. For TURN we asked David Soltany to put his skills at work, since he is the composer we’ve been working with on other games at Creative Patterns and we were very pleased of this cooperation.
Today we will speak about TURN’s music with David who kindly answered our questions.
- How long have you been working on music for video games?
- I started officially in 2007 with Creative Patterns when I worked on the sound design of Fashion Designer and Gourmet Chef. So 2010 is my 3rd year as a composer / sound designer in the video game industry.
- In general, do the game designers order you something very specific or do they trust your experience and let you make real creations?
- In the beginning, I had to prove myself, that’s quite normal. So I followed the recommendations to the letter with more or less success. Since then, I often had free hands to compose and create musics and sounds, according to the confidence the studio put in me.
- What were your inspirations to create TURN’s musical universe?
- The inspirations are largely visual. Indeed, each world represents a specific musical universe, and thus an appropriate choice of instruments. For example in an ice world the instruments must evoke the crystal, ice and water. I had to use percussive sounds like the glockenspiel, the celesta, vibraphone, and atmospheric sounds to stick better to the setting.
Another example is the New York Harbor, I had to combine metal sounds to match with the background. Pipelines, processed organic sounds (anvils, waves, bells) may be reminiscent of a maritime atmosphere. An sort of theme is played continuously to create a very urban atmosphere.
- What are the main constraints that you met on TURN?
- The only real constraint was to avoid having a real redundancy when the atmosphere buckles. This is rather difficult because the theme can’t really exceed a minute, yet the player is led sometimes to stay several minutes on a level. If you have a too powerful theme you risk to tire the ears while remaining “fuzzy” allows a repetition that does not shock. The best example is the atmosphere of New York Harbor.
- Are you a gamer?
- I’m actually a video games player, though obviously less than I was before. But I’ve always been very picky about the content. I have been working 4 years in a video game store as a salesman and that allowed me to test a large number of games. It gave me the opportunity to judge the talent of art direction in a game, and especially music. Some big productions (Metal Gear, Lineage 2 for example) use composers who usually work for Hollywood, and the result is very impressive.
But I happened to be very disappointed in other games, musically speaking, (City of Heroes, Zelda Twilight Princess, among others) or because the sound quality is not really there (Zelda) or because the Music is very poor (City of Heroes)
Thanks to David for his explanations and here is one of his videos for an overview of his breadth of talent.
David Soltany – Invasion
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