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I was really lucky actually with the way things turned out. Personally I’m not a big games player so after studying for a Music Technology MSc at the University of York , composing music for games was not an obvious progression. Millennium Interactive based in Cambridge advertised a position in their audio department, but I didn’t actually see the advert – a course colleague did and applied himself. Shortly after that he decided to buy a house in Surrey and so when he was asked to go for interview, he declined and asked me if I wanted to go instead. I did, I got it and that was how I got into it!
I was really lucky actually with the way things turned out. Personally I’m not a big games player so after studying for a Music Technology MSc at the University of York , composing music for games was not an obvious progression. Millennium Interactive based in Cambridge advertised a position in their audio department, but I didn’t actually see the advert – a course colleague did and applied himself. Shortly after that he decided to buy a house in Surrey and so when he was asked to go for interview, he declined and asked me if I wanted to go instead. I did, I got it and that was how I got into it!


'''You and [[Andrew Barnabas]] form a composing team. How does composing in a team work? What are the advantages/disadvantages when working in a team?'''
'''You and [[Andrew Barnabas]] form a composing team. How does composing in a team work? What are the advantages/disadvantages when working in a team?'''
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On the plus side, if one of us is suffering a creative block, the other can often add to the composition and provide a much needed spark to kick start the creative process again. With there being two of us, when we get very busy and the workload is enormous, we can multi task and work independently. As all of our music is performed live, it doesn’t matter if the mix of our mock-ups sounds inconsistent; the final recording process irons out that particular problem.
On the plus side, if one of us is suffering a creative block, the other can often add to the composition and provide a much needed spark to kick start the creative process again. With there being two of us, when we get very busy and the workload is enormous, we can multi task and work independently. As all of our music is performed live, it doesn’t matter if the mix of our mock-ups sounds inconsistent; the final recording process irons out that particular problem.


'''You are most famous for your score for ''[[Primal]]''. How did you get involved in that project?'''
'''You are most famous for your score for ''[[Primal]]''. How did you get involved in that project?'''


As they say, it’s who you know in this industry!! Barn and I used to run the audio department at Sony Cambridge up until we set up Bob and Barn Ltd in June 2001. Thankfully, the relationship didn’t take too much of a dent when we left and they asked us to still score the game which we were delighted to do.
As they say, it’s who you know in this industry!! Barn and I used to run the audio department at Sony Cambridge up until we set up Bob and Barn Ltd in June 2001. Thankfully, the relationship didn’t take too much of a dent when we left and they asked us to still score the game which we were delighted to do.


'''How would you describe the score and what aspect of it are you most proud of?'''
'''How would you describe the score and what aspect of it are you most proud of?'''


The score is split into 4 distinct sounds to identify the 4 main areas of ''Primal''. Solum being a primitive area we decided to give it a signature sound of Col Legno which is where the string section play the instrument with the back of the bow giving a pitched / percussive sound. It sounds very primitive! Aquis had big, lush, flowing melodies and rich harmonic textures. Aetha was a level all about oppression and class distinction so we decided that we would opt for a melancholy sound featuring the solo violin in much the same way that ''Schindler’s List'' does. Finally Volca had a volcanic feel so we decided to distinguish it with a slightly middle Eastern sound and feel. The thing I’m most proud of is Jen Meets Arella (track 5 on the CD) as it was the first theme that we wrote (in fact it was originally scored not for orchestra but for rock band with a solo cello!) It was strong melodically and harmonically and stayed with us throughout the 2 year development of the game score.
The score is split into 4 distinct sounds to identify the 4 main areas of ''Primal''. Solum being a primitive area we decided to give it a signature sound of Col Legno which is where the string section play the instrument with the back of the bow giving a pitched / percussive sound. It sounds very primitive! Aquis had big, lush, flowing melodies and rich harmonic textures. Aetha was a level all about oppression and class distinction so we decided that we would opt for a melancholy sound featuring the solo violin in much the same way that ''Schindler’s List'' does. Finally Volca had a volcanic feel so we decided to distinguish it with a slightly middle Eastern sound and feel. The thing I’m most proud of is Jen Meets Arella (track 5 on the CD) as it was the first theme that we wrote (in fact it was originally scored not for orchestra but for rock band with a solo cello!) It was strong melodically and harmonically and stayed with us throughout the 2 year development of the game score.


'''Did you enjoy working with a real orchestra? How much does the overall composing process differ when using a live orchestra as opposed to a sampled score?'''
'''Did you enjoy working with a real orchestra? How much does the overall composing process differ when using a live orchestra as opposed to a sampled score?'''
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The main difference is through the division of labour. Prior to this our job was to compose it, orchestrate it, record it, master it and pretty much do everything to it! We are left to focus on 1 area now – the composition. That means that we have specialists involved in all the other areas, bringing in their talents in order to raise the quality bar much higher than was possible when we were handling all aspects of the musical production.
The main difference is through the division of labour. Prior to this our job was to compose it, orchestrate it, record it, master it and pretty much do everything to it! We are left to focus on 1 area now – the composition. That means that we have specialists involved in all the other areas, bringing in their talents in order to raise the quality bar much higher than was possible when we were handling all aspects of the musical production.


'''The Primal soundtrack has been released by Silva Screen Records. Are you planning to release your future scores as well?'''
'''The Primal soundtrack has been released by Silva Screen Records. Are you planning to release your future scores as well?'''
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And as you asked, we are about to release a soundtrack of our latest score, ''[[MediEvil: Resurrection]]''. You can find details on our website ( http://www.bobandbarn.com .)
And as you asked, we are about to release a soundtrack of our latest score, ''[[MediEvil: Resurrection]]''. You can find details on our website ( http://www.bobandbarn.com .)


'''You’ve also worked on the kung-fu game ''Kung-Fu Chaos''. I’ve read on your website that finding the right style for the soundtrack was one of the most difficult aspects of the score. How would you describe the final style in the game and what have you learned from that difficulty in terms of methodologies?'''
'''You’ve also worked on the kung-fu game ''Kung-Fu Chaos''. I’ve read on your website that finding the right style for the soundtrack was one of the most difficult aspects of the score. How would you describe the final style in the game and what have you learned from that difficulty in terms of methodologies?'''
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We’ve learned that the best approach is to play as much existing music as possible to developers so that you’re not writing test tracks which are time consuming. It’s actually possible to play the game along with this ‘source’ music to get a feel for tempo and rhythm. Does it give the right desired effect?
We’ve learned that the best approach is to play as much existing music as possible to developers so that you’re not writing test tracks which are time consuming. It’s actually possible to play the game along with this ‘source’ music to get a feel for tempo and rhythm. Does it give the right desired effect?


'''One of your first projects is ''Medievil 2''. What can you tell us about that score?'''
'''One of your first projects is ''Medievil 2''. What can you tell us about that score?'''
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I personally really enjoyed writing this style of orchestral music because I feel that a lot of the character lies within the chord progressions and harmonies used. We also had to experiment heavily with how we orchestrated the music because Elfman’s music tends to be very complex from an orchestration standpoint. You only have to listen to the theme from the Simpsons to realise that.
I personally really enjoyed writing this style of orchestral music because I feel that a lot of the character lies within the chord progressions and harmonies used. We also had to experiment heavily with how we orchestrated the music because Elfman’s music tends to be very complex from an orchestration standpoint. You only have to listen to the theme from the Simpsons to realise that.


'''You’ve also scored a great variety of movie and TV spots. How would you compare movie and game scoring?'''
'''You’ve also scored a great variety of movie and TV spots. How would you compare movie and game scoring?'''


Working in film and TV is satisfying for different reasons. The picture we work with is totally linear and so it gives us much more scope to synchronise our music very accurately with the action on screen and make sure that the music is much more tailored to each nuance. In terms of production schedules etc we have equally little time to get the scores written in all cases :) Of course, at the top of the tree in film, the production values are astronomical, but I’d say that your average game score competes quite admirably budget wise with a decent sized TV / film production and with the onset of next generation consoles just around the corner, that figure will undoubtedly rise further.
Working in film and TV is satisfying for different reasons. The picture we work with is totally linear and so it gives us much more scope to synchronise our music very accurately with the action on screen and make sure that the music is much more tailored to each nuance. In terms of production schedules etc we have equally little time to get the scores written in all cases :) Of course, at the top of the tree in film, the production values are astronomical, but I’d say that your average game score competes quite admirably budget wise with a decent sized TV / film production and with the onset of next generation consoles just around the corner, that figure will undoubtedly rise further.


'''Are you pleased that your scores are being discussed / compared with film scores? For many years the direction for "crossing over" has been from game scores to movie scores (e.g., Giacchino), but more recently movie composers have gone the other way (e.g., Schifrin, Elfman & Shore). Any thoughts as to why this latter flow is happening?'''
'''Are you pleased that your scores are being discussed / compared with film scores? For many years the direction for "crossing over" has been from game scores to movie scores (e.g., Giacchino), but more recently movie composers have gone the other way (e.g., Schifrin, Elfman & Shore). Any thoughts as to why this latter flow is happening?'''
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It’s more than just down to finances though. I think that a lot of the stigma attached to games is slowly being eroded and a worldwide respect for it as a medium is gradually being earned. I think that these forward looking composers can see that video gaming has become an enormous industry in its own right and can not be overlooked any longer. This can only improve with the next generation of consoles about to be launched. As the creative boundaries become broader, perhaps we’ll see an influx of other film talent in different areas, such as sound design?
It’s more than just down to finances though. I think that a lot of the stigma attached to games is slowly being eroded and a worldwide respect for it as a medium is gradually being earned. I think that these forward looking composers can see that video gaming has become an enormous industry in its own right and can not be overlooked any longer. This can only improve with the next generation of consoles about to be launched. As the creative boundaries become broader, perhaps we’ll see an influx of other film talent in different areas, such as sound design?


'''Where do you see game music in five to ten years from now?'''
'''Where do you see game music in five to ten years from now?'''


Can’t you ask me something easier like, what is my favourite colour or my middle name or something? :) I do see a convergence of media as a likely event. And I think with that, there will be less of a distinction between film / TV and game composers. Perhaps the distinction will be more about who composes for linear media and who composes for non-linear media? Games will no longer be the poor cousin to film but perhaps more a bonefide twin.
Can’t you ask me something easier like, what is my favourite colour or my middle name or something? :) I do see a convergence of media as a likely event. And I think with that, there will be less of a distinction between film / TV and game composers. Perhaps the distinction will be more about who composes for linear media and who composes for non-linear media? Games will no longer be the poor cousin to film but perhaps more a bonefide twin.


'''What is, in your opinion, the most difficult / challenging / enjoyable task when composing for a video game?'''
'''What is, in your opinion, the most difficult / challenging / enjoyable task when composing for a video game?'''


The most difficult task for me is usually deciding how to deal with the interactive aspect of the music. In some cases, this is not difficult as the game does not demand a highly interactive score. In others, the success of the audio in the project depends on it!
The most difficult task for me is usually deciding how to deal with the interactive aspect of the music. In some cases, this is not difficult as the game does not demand a highly interactive score. In others, the success of the audio in the project depends on it!


'''What other composers / musical styles have had the greatest influences on you? What is in your CD-player right now?'''
'''What other composers / musical styles have had the greatest influences on you? What is in your CD-player right now?'''
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Now I’m listening to pop music, rock music – you name it actually. Of course, I get a lot of my musical influences listening to film scores. My favourite composers include James Newton Howard (''6 th Sense'' and ''Peter Pan''), Alan Silvestri (''Back to the Future'' and ''Forest Gump'') and of course, John Williams (''Star Wars'', ''Indiana Jones'','' Superman'', ''Jurassic Park'', ''Schindler’s List'', ''ET.'')
Now I’m listening to pop music, rock music – you name it actually. Of course, I get a lot of my musical influences listening to film scores. My favourite composers include James Newton Howard (''6 th Sense'' and ''Peter Pan''), Alan Silvestri (''Back to the Future'' and ''Forest Gump'') and of course, John Williams (''Star Wars'', ''Indiana Jones'','' Superman'', ''Jurassic Park'', ''Schindler’s List'', ''ET.'')


'''What is, so far, your favourite project you’ve worked on?'''
'''What is, so far, your favourite project you’ve worked on?'''
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At the moment, I think my favourite project has been MediEvil PSP because Sony just ‘get it’ when it comes to production values. We weren’t rushed in the recording process and things didn’t seem quite so rushed during the compositional phase, which is probably as much a testament to the game’s producer Piers Jackson’s skills as anything. It was the culmination of seven years work for us, revisiting old themes from ''MediEvil 1'' as well as having the chance to write new material – all being expertly performed by the Prague Philharmonic. This was how the original music was intended to be heard, and now it has finally happened seven years later.
At the moment, I think my favourite project has been MediEvil PSP because Sony just ‘get it’ when it comes to production values. We weren’t rushed in the recording process and things didn’t seem quite so rushed during the compositional phase, which is probably as much a testament to the game’s producer Piers Jackson’s skills as anything. It was the culmination of seven years work for us, revisiting old themes from ''MediEvil 1'' as well as having the chance to write new material – all being expertly performed by the Prague Philharmonic. This was how the original music was intended to be heard, and now it has finally happened seven years later.


'''What would be your dream project?'''
'''What would be your dream project?'''


My dream project? Well probably a game that gets made into a film and becomes an on-going license that’s as big as ''Star Wars''. Or course, we would always have to score the music on both projects!! That would be rather splendid!
My dream project? Well probably a game that gets made into a film and becomes an on-going license that’s as big as ''Star Wars''. Or course, we would always have to score the music on both projects!! That would be rather splendid!


'''What are you currently working on?'''
'''What are you currently working on?'''


We’ve set up a ring tone business specialising in music for film and TV called Protones.net. We’re currently in the process of re-branding and promoting the site. Alongside this we are about to make a big announcement with our sister company Side – can’t say any more about that at this stage. Watch this space. We’re also planning more car recordings for another PSP title due for release next year. Actually, I didn’t realise just how busy we were!
We’ve set up a ring tone business specialising in music for film and TV called Protones.net. We’re currently in the process of re-branding and promoting the site. Alongside this we are about to make a big announcement with our sister company Side – can’t say any more about that at this stage. Watch this space. We’re also planning more car recordings for another PSP title due for release next year. Actually, I didn’t realise just how busy we were!


'''Do you play PC or console games yourself?'''
'''Do you play PC or console games yourself?'''


As I said earlier, I’m not really a big games player myself. I’m more into sport. Barn likes to get stuck into games though, but I’ll leave it for you to ask him about that!
As I said earlier, I’m not really a big games player myself. I’m more into sport. Barn likes to get stuck into games though, but I’ll leave it for you to ask him about that!


'''Is there anything you’d like to say that I didn’t cover?'''
'''Is there anything you’d like to say that I didn’t cover?'''


No :) My fingers are about to fall off as it is!
No :) My fingers are about to fall off as it is!


'''Thanks again and good luck on your future endeavours.'''
'''Thanks again and good luck on your future endeavours.'''


Thanks and the same to you!!<ref>{{cite web|retrieved=18 May, 2012|author=Oliver Ittensohn|title=Interview with composer Paul Arnold|site=GSoundtrack|url=http://www.gsoundtracks.com/interviews/arnold.htm}}</ref>
Thanks and the same to you!!<ref>{{cite web|retrieved=18 May, 2012|author=Oliver Ittensohn|title=Interview with composer Paul Arnold|site=GSoundtrack|url=http://www.gsoundtracks.com/interviews/arnold.htm}}</ref>
==Gallery==
==Gallery==
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