
EXCLUSIVE SHOTS FROM PATH OF THE SHELL

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OGDEN: How much input into the sound design does Doug interject?
LARKIN: We usually talk about the design
and spot the film before I start working on it at all. He'll tell me
the type of feel he's looking for, which is good in this case, because
it's not always apparent from the beginning.
There's a lot of story in the Robota trailers that need to be underscored
with sound that Doug is much more in tune to than I am. It's his concept,
and he knows what he's going for. But after working with anyone for
a while, you begin to understand their perspective, and as a result,
the process tends to become more transparent.
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Doug
Chiang had very specific ideas about some of the sounds in ROBOTA.
Says Larkin, "This is a file that I created for the Robota
opening footsteps on Trailer II by recording a pen digging in
sand, and pitching down the sound. We were trying to get an abstract
dreamlike quality to the footsteps, as opposed to a literal robotic
interpretation."
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1.
Robota
footsteps
(Sound only - MP3 - 72K)
2. Robota
footsteps
(With visuals - MOV - 657K) |
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"Here's
a clip from Trailer III - Even though subtle, each movement in
this section is actually 4 or 5 sounds layered and mixed upon
each other. The sound starts with a gravel and stone footstep,
with the sound of several wrenches and an old metal teapot mixed
in, then the beads were layered with the sound of a leather trumpet
case that had a cool sound created with the handles and straps
that dangle from it."
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1.
Robota up
stairs
(Sound only - MP3 - 55K)
2. Robota
up stairs
(With visuals - MOV - 392K) |
OGDEN:
There's a lot of talk about positional audio these days. Do you feel
it should be considered part of the critical path of game audio design
now, or something reserved only for the high end machines?
LARKIN: It's definitely not a fad.
Positional audio is something that we've become conditioned to hear
due to the mixes in film and on home theater surround systems, which
in many cases double for the game sound. We used positional audio in
URU to it's fullest extent, with every sound for a lever or door coming
from it's exact location within the game. Quite a bit of attention to
detail was taken to make sure that you really feel immersed in the world
to the extent that we're able. There will always be the telephone ringing
or dog barking to occasionally pull you out of your experience, but
I think that if you set yourself up in a quiet place with a decent surround
system and audio card, you'll often feel transported to where you're
player is in URU which in turn sets up a greater sense of connection
to the game and it's story.
OGDEN: How widespread do you think the public's acceptance of positional
audio will be, and what sort of market penetration do you expect in
the mainstream?
LARKIN: It's interesting in that I think
the public has already accepted surround technology for home theater
systems. The 5.1 home system is a pretty common occurrence. On the other
hand, I'm not sure that as many consumers understand how the surround
gaming system works and interacts with an audio card. Most computer
users easily understand that by buying a higher end video card, in most
cases, their games will look better and most likely run faster. With
audio it's a bit more convoluted. Does buying a higher end audio card
make the game run any faster? Does it sound better? Do I hear more sound?
Is it higher resolution sound, surround? 4.1, 5.1, 6.1, 7.1???
So you can see that there are many choices that I think confuse the
consumer in dealing with audio on a computer, let alone what type of
speaker system they might need to integrate properly with the card they've
picked out, if any. Many consumers see that there is in fact already
an audio jack on the back of the computer, so they plug it in, hear
sound, and they're happy, never knowing what possibilities they're missing.
OGDEN: How did Peter Gabriel come to be involved in the URU soundtrack?
LARKIN: Well, that was an idea that we
had been kicking around for some time, but budget was always a concern.
I thought that if we had a name artist that was in line with our aesthetic,
it would help the game quite a bit, and with the original intent for
URU to be an ongoing live online experience, I thought it would be a
perfect opportunity to integrate the artist not only into the soundtrack,
but possibly into the game itself. Wouldn't it be great to see a live
concert from one of these artists in the D'ni cavern, or meet them walking
through the neighborhood. Maybe even having exclusive content released
within the game, that sort of thing. So eventually our publisher saw
the light and decided to put the deal together. We ended up with "Burn
You Up' in the game and playing over the end credits.
OGDEN: What do you feel the value of a big name like Peter Gabriel
is to a game audio experience, to a film/TV experience, and to the soundtrack
release as a product?
LARKIN: I still believe that if it's done
right, it can add quite a bit. If cross marketing is done correctly
along with game integration, it will definitely help with the success
of a release. You get the fans who are interested in the artist on board
with your release, and the same for the artist. It also adds a bit of
real world experience in bringing something from your every day life
into the environment. It could also be similar to having your favorite
song bring you right back to where you were when you heard it, in this
case, it would bring you back to URU.
The list of musicians we thought about collaborating with was somewhat
short, probably about ten in all. One of the reasons being that it's
very hard to make the connections and get the logistics of these artists
together. It takes an unusually large amount of time to get communications
from the agent to the artists and back to you, so believe me, you don't
want to be trying to track down more than a few of these guys at a time.
As to who else was on the list, Rand and I sort of combined some of
our favorite artists along with those we felt would lend to the success
and aesthetic of the product.
OGDEN: What value difference do you feel there is in the inclusion
of a pre-existing song by a big name on a soundtrack as opposed to a
custom written feature tune? Which would you prefer?
LARKIN: I would prefer to have something
that was written specifically for the situation. We were in a spot where
the music from Peter came at such a late stage in the game that we weren't
able to get something specific. Peter was on tour, and typically takes
quite a bit of time to write, so we ended up with something that hadn't
been released as of yet. It's a great tune, but I feel we had to shoehorn
it in a bit. I think the end result was pretty good, and it works in
the context of the game, but I know it could've been better given more
time.
OGDEN: How much input into the sound design of the Myst games does
Rand Miller interject?
LARKIN: Rand has always put his trust in
what I do, and I appreciate that. I think that is partly due to the
fact that I've worked with him and his brother Robyn for quite some
time and built up his level of trust. I first started working with Cyan
on Riven, and most of my interaction was with Robyn. It was very detailed
at first, down to the descriptions of something Robyn wanted to sound
like a lobster breathing! It was a bit intimidating at first, but after
I understood their aesthetic, it became quite easy. Rand and I have
a pretty similar interpretation of how URU should sound, so we rarely
disagree, and I think that he's happier not having to manage the sound
process as a result.
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Don't
want to give too much away, but this clip comes from Path Of
The Shell (slated for release July 13). It takes place in
an area that's related to the character Guild Master Kadish. It's
the natural extension on the previous theme that plays in the
Kadish Gallery, and uses a soprano as the lead voice.
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Guild
Master Kadish
(Sound clip - MP3 - 1MB) |
OGDEN:
You've said that you've been asked often what is your favourite piece
of music that you've created, and invariably you say it is the one you
happen to be working on at the time. What do you generally think of
your work after you're done?
LARKIN: I tend to enjoy my music more as
time goes by. Generally once I'm done with a piece I don't want to go
back to it. I like to move on. That's one of the reasons that I rarely
re-use music in other places. When I listen to a composition right before
it's done, and for a short while after it's complete, I'm rarely totally
pleased with it, but as I'm able to distance myself from the process
involved with that particular piece, I almost always come around and
enjoy listening to it. There are invariably things that I think need
tweaking, but you have to let go at some point and try to employ what
you've learned on the next round.
OGDEN: What atmosphere that you have created through audio do you
feel works best?
LARKIN: That's a tough one. There have
been so many that I don't even remember at this point. I'll have to
go with some of the most recent in URU. I really enjoy the ages like
Kadish where I ended up using musical samples to create ambient creature
sounds, and the music itself gave it an expansive open feeling. That
age was also very interesting to me visually, which always helps in
creating the music or sound.
OGDEN: Where do your musical ideas come from?
LARKIN: I wish I knew. I think that it's
probably a stew of all the experience I've had as a musician over the
years. Having played with symphonies, jazz bands, rock bands, funk bands,
you name it. Little parts of that seem to surface in my music here and
there, as well as the desire to create something different at the time.
I'm guessing that the music comes from the same place that you're desire
to animate or draw would come from. Experiences in our past as well
as the technology and influences that are present in our everyday lives.
OGDEN: What composers do you particularly admire?
LARKIN: I admire composers like Miles Davis.
Very innovative, never content with staying still. Thomas Newman. He
seems very innovative to me, never locked into a certain style. John
Williams for his sheer strength in being able to compose massive scores
and re-invent himself. Mark Mancina for his simplicity in a score like
Traffic. Gino Vannelli. A great ability to cross over from classical
to pop and jazz.
OGDEN: Any parting advice for people looking to get into the business
of composing and audio design?
LARKIN: It's great fun. You meet some very
interesting people, make great friends and it's incredibly rewarding.
It's also hard work, and takes a great deal of time and dedication to
be successful. The most important piece of advice I can think of is
to know what's good and what isn't . There's quite a bit of mediocre
music and sound out there, and if you want to rise above all that, you
have to know that what you're creating is better, and not everyone knows
that. I'm not saying that everything I create is good, but if it isn't,
chances are you haven't heard it, nor has anyone else but me. :)
OGDEN: Thanks for chatting with us today.
LARKIN: My pleasure!
Many
thanks to Rand Miller, Josh Staub and Doug Chiang for their invaluable
help in assembling the assets for this feature.

"The
Chubb Chubbs"by Sony Pictures Image works
ROBOTA
- book, film, and game by Doug Chiang
URU:
Ages Beyond Myst - Path of the Shell by Cyan
Worlds.
For more information, visit Tim's website.
ROBOTA was first profiled in AnimWatch Spotlight
May, 2004.
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