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Music has been used for centuries upon centuries to connect
new generations to the culture and history of their ancestors.
In some cultures, the importance of music in storytelling is a
central element of education, such as with African tradition of
the Djelis or Griots, the keepers of the culture.
The Djelis
embody the culture of their people and transmit knowledge
through the performing arts and through the teaching of drum
rhythms, drum technique, traditional dance, and the histories
conveyed by their performance. Their task is one of reminding
current generations and teaching new generations their culture’s
accomplishments and core values.
Perhaps no
one in the gaming appreciates this use of music more than Tim
Larkin, an audio director at Cyan Worlds, a game studio which is
responsible for the hit Myst, released in 1993, and its sequel
Riven, released in 1997, which have together sold some 12
million copies. It was the age-old technique of utilizing music
to convey culture that led Tim Larkin to rely heavily on Sonic
Implants unique and expressive ethnic instrument samples to tell
the rich tradition of D'ni, their history and culture in Uru,
Cyan's latest delivery in the Myst series of interactive games.
In this game series, players move at their own pace, spending
hours discovering visually stunning, real-time 3D worlds,
solving a large variety of mind-challenging puzzles, and
following an epic storyline in which they explore and learn
about the rich culture of lost beautiful worlds.
“In the Uru expansion pack, To D’ni and Path Of The Shell,
I made extensive use of the Sonic Implants Symphonic Strings and
Atsiã dancing drums” states Tim. “In general my music is
very percussion-orchestral oriented with more of a world
element. Sonic’s Atsiã collection is a natural fit for me
as it contains very unique and large drum sounds that I enjoy
using. I also loved exploring Sonic’s Symphonic String
Collection, as its overall sound and many varieties of different
bowings and selections makes it extremely interesting. I use the
Legato Espressivo articulation the most. Since I like intimate
sounds, the close-up feel of the Espressivo violins and violas
work really well for me. In fact, there are definitely patches
in the Symphonic String Collection that have assisted me in
doing things that I was not able to do as effectively before.
This has allowed different music lines to present themselves and
has allowed me to write more effectively as a result. Since
obtaining and using the Symphonic String Collection I have
utilized more strings in my scores than I have used in the past
–and overall, I have a much broader palette to create with
now.”
Tim also likes to keep things mixed up and
avoids the use of traditional set ups. Thus he blends a lot of
drums in and through his compositions. When asked how he came up
with the score for Path Of The Shell, Tim recounts,
“There was no specific palette we were going after in the
beginning. We were just trying to get something different. Our
exploration games are based on a lost culture so we can create
the music from scratch. What we ended up with was as far out as
I could get while still bringing some traditional elements in.
In writing for exploration/puzzle games, there are a lot of
linear and non-linear elements. When you are writing for a game
that is not timed or level based, it is more exploration. We are
encouraging the players to take their time and explore, thus the
music takes on a lot of importance in setting the mood or
ambience. For instance, when characters appear, there is a
supporting ambient musical theme that is used to support the
feel and mood around the character and situation, or the music
might help underscore a particular mood for the support of a
visual environment.”
When asked how he broke into the gaming
industry Tim responds “I always have been a working musician.
May years ago while living in the Bay area a friend of mine had
a production company and we got together when CDROMs were really
just getting popular. We decided there must be work for us in
the growing CDROM industry so we opened up the phone book and
the first company we came to was Broderbund. We called and ended
up getting hired there. People say it is hard to get in the
industry - I just opened up the phone book!” Tim then adds
“Humor aside, it is hard to get into this industry, but through
persistence one can get lucky as I did.”
Speaking on the technology development over
the many years Tim has been working as a game sound designer,
Tim states that when he first started in the industry, the games
used whatever sounds were provided on the PC’s sound cards as
there was not enough CPU and memory for utilizing sampled
sounds. “With the advent of faster and better equipped PCs and
the subsequent use of digital music, we now have the luxury to
bring in any sound we want. In the beginning however, the sample
libraries were not as good as they are today and I am always
looking for new kinds of sounds – anything that is rare, exotic
or different. This is one of the reasons I like Sonic Implants
Atsiã so much. Some instruments in this collection such
as the dundun were rare when I started using it – now they are a
lot more popular and soon you will probably hear it in the next
Mario Brothers game and that will be really depressing!”
Tim likes to use lower tone samples as
pads. “I love the sounds I’ve heard from the new Symphonic Brass
Collection and may soon start exploring these further.” Although
he currently does not use brass extensively as the music he is
composing is not brass or edgy, Tim explains “However, when you
have better resources at hand you tend to explore them further.
Good expressive sounds tend to steer you in a certain direction.
Sometimes you will hit on a patch that inspires an entire piece
of music. Often I will bring up Sonic’s string sounds and start
with that before I bring in other instruments. Or I’ll start
with the percussion and build from there. Again, this is why I
really like the Atsiã”
Tim leaves us with the following thoughts
on music composition for games. “Game companies are competing
for the same entertainment dollars and the same audiences that
are going to films. And as you know, moviegoers are used to
seeing films with a high quality and style of music. I think the
gaming industry has done a great job in keeping the music
quality up there with that of cinematic productions, and that is
why products like Sonic Implants are so important. Today more
than ever audio designers are dependent on good samples as we
don’t always have the budgets for real musicians. Don’t get me
wrong, I’m a total advocate of using real players, but there are
times when the instruments are not in the forefront and I’m not
so sure the game player would know the difference from a real
section or a library such as Sonic Implants Symphonic String
Collection. Thus, realistic, expressive samples like Sonic
Implants take on increasing importance.”
Take a listen to these two selections by Tim Larkin, which
use the Atsia and Symphonic String Collection sample libraries:
Ercana Harvest
URU Trailer
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