Sunday, 26 October 2008
music4games has an interview with Jason Graves the composer working on the new release, Dead Space.
In the interview he briefly discusses his background and how he got into scoring music for games.
In terms of the game he talks about the decision to use 4 different layers of intensity within the score to allow for an adaptive score. The audio engine of the game allowed all 4 of the layers to be played simultaneously, with the gameplay itself determining the volume of each of the 4 different levels. This means that the transition between levels of intensity can be done very easily.
He also talks about some the "experimental" techniques he used when scoring for traditional orchestral instruments in order to achieve the 'scary' feel for the score.
Labels: game audio