IMAGE
FROM "THE CHUBB CHUBBS" 
|
It's
hot in Spokane as I write this; much hotter than usual. I lived there
for almost 5 years, and let me tell you, 85 degrees in early May is
unusually hot. It is not uncommon to get snow on July 4th in that part
of eastern Washington State. But in an odd way, it brings home a truth
about that place for me: nature is never far from your mind. When it's
cold, it's bitter. When it's hot, it's punishingly arid. But you experience
the place completely with your senses.
Take sound. Leave the cacophony of Spokane International Airport behind,
and drive through the city. The roar of the highway gives way to the
majestic flow of Spokane Falls. Head north into Mead, and the sounds
of man fade to impossible quiet. Now you can hear the gentle sigh of
mountain breezes through the pine boughs. Magpies cry out in the fields,
and the heat seems intensified by the buzzing and clicking of certain
northwest bugs that hide in the dry weeds which snap as you walk through
them. Just thinking about those sounds now, I can conjure up the smell
of the pine needles baking in the summer sun.
Fitting, then, that musician and sound designer Tim Larkin should make
his home in a place so rich with sound. By day, Larkin is the Audio
Director of Cyan
Worlds, Inc., where he is finishing up work on a new expansion
pack to the critically acclaimed URU:
Ages Beyond Myst, praised for its excellent graphics and
sound. (SIDE NOTE: The expansion pack is called Path
of the Shell and is slated for a July 13 release. I worked
on URU for 4 years, and from what I know of the development of this
game, this expansion pack contains the most jaw-dropping stuff so far.
I highly recommend you check it out.)
By night, Tim designs audio and writes music for an assortment of high
profile TV and film projects including the Academy Award-winning animated
short "The
Chubb Chubbs", and Doug Chiang's ROBOTA
project. In fact, as I write this, Tim has just finished the final sound
mix for Chiang's third ROBOTA trailer, which will go live at the Apple
Trailer site any day now. This experienced musician, who has played
trumpet with the likes of Mel Torme, James Brown, and Ella Fitzgerald,
took a few minutes out to talk with us about audio design and composing
for film, TV and his cinematic approach to sound in games.
(He also has provided us with exclusive sound mixes from The Chubb
Chubbs, exclusive video clips and sound mixes from Robota, and exclusive
screenshots and a pre-release music clip from URU: Path of the Shell.
Enjoy!)
OGDEN: What do you feel are the substantive differences between working
(composing / designing audio) for film/TV and working for video games?
LARKIN: I
think that the differences are sometimes exaggerated. First and foremost,
you need to write good music. If you can get past that hurdle, then
you're 90% there no matter what medium you’re writing for.
However, there are definitely implementation concerns in writing for
games, such as writing a seamless loop, or making the music transparent
at times due to the nature of timelines in games. But there are also
hurdles in film that you need to remain very aware of such as staying
out of the way when necessary while writing in a very linear manner
in order to properly underscore hit points, while also setting up tension
and release in a much tighter timeframe.
OGDEN: Do you feel that these two paths are converging or diverging?
LARKIN:
I think that they are definitely converging. When I start a session
for a film like The ChubbChubbs, it is approached in the same
manner that I create the sound for an in-game animation for URU. I have
all the same tools at my disposal, and I use them in the same fashion.
The end result is pretty close to being the same outside of a few mixing
techniques that differ for games. I'm actually thrilled that I'm able
to work in both mediums and have such incredible compatibility with
the tools and process. Makes my life much easier in the long run.
OGDEN:
Some of the sound work you have done seems very complex. What is involved
in doing sound design for a short film like The Chubb Chubbs?
LARKIN: The Chubbs Foley work was done by a Foley artist, Jana
Vance. We recorded her doing the Chubbs steps and Meeper's movements.
The complexity comes in the editing and sound design process when you
slice and mix and layer sounds in order to get the results you're looking
for. The Chubbs for example, had over 1600 sound regions in the final
session for what was basically a five minute short.
The most recent Robota trailer is just over 2 minutes in length, but
due to the fact that I wasn't able to do a live Foley session, I ended
up creating the Foley through editing and layering sound files that
I cut. The result is 956 sound regions for a 2 minute piece.
|
Sound
design can be deceptively complex: The ChubbChubbs had over 1600
sound regions in the final session for a five minute short. Below
are some exclusive isolated mixes Tim has provided for illustration.
|
 |
1.
The
Chubb Chubbs are coming
(MP3 - 237K) |
 |
2.
Arrival of the
Zyzaks
(MP3 - 809K) |
OGDEN:
When you work on games, I know that you like to get a hold of the actual
environment files for which you're composing or designing sound. An
image or two will do in a pinch, but you really like to walk around
in it, and breathe it in, to see what strikes you. What is the equivalent
of that when you are working for film?
LARKIN:
When creating sound for film, it's usually much later in the process
than with games, seeing as you're not dealing with implementation issues,
so I almost always have some rough pictures to work with. Sometimes
it's storyboards, which can be frustrating, sometimes it's scenes that
aren't fully rendered if it's animated, but you can usually get a pretty
good sense of what's going on even without all the textures in place.
But ideally, I like to have as finished of a product as possible to
work with seeing as how I do tend to be most inspired by visuals.
OGDEN:
Do you feel the technical limitations in the game industry help you
find more creative solutions, or just get in the way?
LARKIN: To
be honest, while that has been a great factor in the past, and still
is to a degree on some gaming platforms, the technology has improved
so dramatically over the last several years, that it really doesn’t
influence decisions as heavily as it used to. Sure, I can’t write wall
to wall music for a game, but probably wouldn’t anyway. Memory and storage
space is so cheap now that decompressing over a gig of data is not uncommon.
I’m sure you might get the same response from the artists in that the
video cards and storage space allow them liberties not available only
two or three years ago as well. The compression technology is also sounding
better than ever using Ogg, and allows us to compress a file down to
a fraction of its original size while still retaining a pretty good
representation of the original with minimal perceived artifacting.
OGDEN: As console game development continues to take over the ground
formerly held by PCs, and moves from the computer room to the family
room, what effect do you think it will have on sound design and delivery?
LARKIN: I’m
hoping that the ease of use from a console can cross over to the PC
at some point, but that’s probably highly unlikely. Consoles such as
the Xbox allow a pretty easy introduction to surround, and as a result,
sound designers are pretty happy with the ability to create mixes in
5.1 and know that in most cases they will be heard as intended.
Hopefully, we’ll have that type of control at some point with all the
assets we create for the PC, although that is probably quite a ways
off.
OGDEN: For the past several years, a more epic sound in movies has
been in vogue, and has bled naturally over into games. I'm thinking
chiefly of something like the choral work and chanting in the Lord
of the Rings movies, and how that music has been able to be used
in the LotR games, which of course has a ripple effect into other
games. Jack Wall even used a Cantata Burana approach to the music
for Myst III: Exile. In fact, you yourself used an opera singer
and a chanting troop of Massai Warriors in the URU soundtrack.
I'm wondering, do you see this trend continuing, or do you think composing
for games and movies may move in another direction now?
LARKIN: I
sure hope the trend continues. One of the really important ideas that
Rand and I discussed at the very beginning of URU was to be different.
I think that includes trying to pave the way a bit creatively as well
as technologically. I'm very happy with the way the URU soundtrack turned
out, not that it is necessarily epic, but it definitely takes you through
some unexpected places. I also believe that we're competing for the
same entertainment dollars that the film industry does, and have to
remain competitive on every level, including sound and music.
OGDEN:
How did you get hooked up with Doug Chiang's ROBOTA?
LARKIN: It
came about from working with a friend of mine, Chance Thomas. We have
worked together on many projects over the years, and he was put in touch
with Doug through a Sony ImageWorks connection. When he received the
call to create the score, he asked me to do the sound.
It seemed like an interesting project judging from the visuals I'd seen,
and I'm always anxious to work on something new. Keeps my perspective
fresh.
A
few words from Doug Chiang...
|
OGDEN:
How much input do you interject into the audio on your work?
CHIANG: I do have clear idea of what I'm looking for in
sound and music but they are often in general terms, gut feelings
really, for what they should be. But even though I know what I
want, I also keep an open mind and rely on the people I work with
to push my expectations. That's the wonderful thing about working
with someone like Tim. He always brings more to table than expected.
In this new Robota teaser for example, I remember the first
time I heard Tim's sound design with the visuals - suddenly these
robots were alive. That was very cool. One thing I really wanted
Tim to explore was to play up the primitive sounds while downplaying
or eliminating the hi-tech sounds of servos and humming noises.
I wanted to make sure that the mechanical components of these
robots were downplayed so we would simply begin to think of them
as another 'lifeform' rather than machines. All the nuances that
Tim put in added so much dimension and life and character to the
animation.
OGDEN: In collaborating with Orson Scott Card, how did you
organize the effort?
CHIANG: Orson started out by re-writing my 20 page treatment,
adding elements where he felt they were needed. Since Orson is
obviously a great writer, I wanted to give him complete freedom
to add and change things if he thought it would improve the storyline.
He was very respectful of the material I had written and we both
strived to improve upon it rather than change it. The final text
holds true to my original story but as told by Orson.
OGDEN: How much do you feel the online component to Robota
has contributed to its popularity?
CHIANG: In many ways, Robota owes a lot to the on-line
component. I first introduced the story and art online four years
ago, two years prior to the book publication. And now with these
film teasers and a game development deal, I'm hoping to continue
exploring other ways to tell the story through multi-media.
And
of course introducing Robota on-line really made it accessible
to a large number to people at a very early stage. I could test
the material to see if it would work without having to wait
until the book was published.
OGDEN: What do you hope people take away from the experience
of Robota?
CHIANG: Mainly entertainment. I wanted to created images
and characters that people would find interesting and compelling
to experience over and over. That was my first goal.
In the bigger picture, I really wanted to explore issues of
identity - who are you really if you can switch physical bodies
or even gender at will, or even change species? The storyline
blurs generation gaps and removes common prejudicial barriers
that we experience everyday while posing some interesting questions
about relationships in which love is able to conquer both form
and substance.
|

|