Level 16
WHEN THE IMAGINEERS were creating the Star Wars Star Tours attraction at Disneyland, they initially intended the experience to be “realistic.” The audience would hear only the sound of the Starspeeder 3000 and the pilot’s dialogue. However, when they tested the attraction, something didn’t feel right. Without the classic theme by John Williams, the attraction just didn’t seem like “Star Wars,” so the music was added in.
Music brings a lot to any entertainment experience, be it a theme park attraction, movie, or video game. But it also requires a lot of work and coordination between many members of a team, which contributes to the reason music and sound are usually left until late in production. This is a mistake. Sound and music can bring so much to a game that leaving it until to the last minute means missing out on some great design opportunities.
Music and sound in gaming have come a long way in a short time. Back in the 1970s and 1980s, arcade and console programmers had only electronic beeps and boops to play with. Even with those limitations, game creators were able to create some simple but memorable musical themes (or even just jingles) for games like Pac-Man, Donkey Kong, and The Legend of Zelda. Sound advances happened with almost every system; voice synthesizing and MIDI format audio meant that music became more lush. However, game creators were limited because sound and music files took up a good amount of memory on cartridges.
The big jump in game music came with CD media games. Starting with Red Book audio (Red Book being the set of standards for CD audio), music in games began to sound just like any other recorded music, and it was possible to store more of it on the CD. As games moved onto DVD media, the biggest problem with sound and music—storage space—was no longer an insurmountable issue. Nowadays modern PC and console games use streaming sound (compressed into MP3s, Ogg Vorbis, or console-specific formats and decompressed as needed by the sound chip). Emphasis shifted from the programmatic issues with music and sound to what to do with it creatively.
The first question you need to ask yourself when thinking about music design is, “What kind of music do I want?” There are really two answers to this question: licensed or original.
Licensed music is previously recorded music that can be “licensed” for use in a game for a fee. While music publishers own the rights to the recorded music, companies that work on behalf of the publishers, including the American Society of Composers, Authors and Publishers (ASCAP) and Third Element, negotiate licensing deals. Game publishers usually handle the job of obtaining the rights to music licenses and negotiating deals.
Because video games currently don’t generate royalties once published, game publishers will negotiate one-time buy-out fees for music licenses lasting over a period of seven years to “life of product.” Licensing fees can range from $2,500 to more than $30,000 a song. The more popular and prestigious a song is, the higher the licensing fee. I don’t want to think how much the licensing fees were for The Beatles: Rock Band (EA, 2009).
If the song you want for your game is too expensive for your budget, don’t fret; there are still plenty of options. You can license a less-expensive cover version of a song—this was done in the first Guitar Hero (Activision, 2005). Or you can find a similar sounding but less expensive song at a music library. In fact, libraries are great if your game calls for a wide variety of musical styles or requires incidental music, like that heard on a radio or in the background of a bar scene.
Your other option is to use original music. Original music is a composition that is created specifically for your game. Unless you can compose, perform, and record your own music, I suggest hiring a music director to work with your team.2 Not only will she create the music, but she can also handle the resources required for performing, recording, and preparing the music for your game. Even though that’s a lot of work, a game designer still has plenty of prep work to do before even getting to that stage.
I find it helps to be able to talk to a music director in his own language, even if you can’t write music, play an instrument, or carry a tune. You just have to know what you like and have an opinion about it! Provide examples of what you want for your composer: try to cut out as much of the guesswork as possible. For Maximo: Ghosts to Glory, I gave the composer a mix tape of music from movie soundtracks and songs I thought would be appropriate for the game’s levels. While they say that “a little knowledge is a dangerous thing,” I have found it useful to develop a musical vocabulary so you are speaking the composer’s language. Doing this will make it that much easier to request changes when you know what to listen for and what it’s called.
Here are a few musical terms that I have found useful to know:
Now that you can communicate with your music director, you need to consider the genre of your game. What style of music do you want for your game? A traditional route would be to use the style of music generally associated with that genre. Say you’re making a sci-fi game. Do you want orchestral music like John William’s score from Star Wars or something like Vangelis’s synthesized music from Blade Runner, or do you want to go old school with 1950s’ theremin3 music in the style of the original The Day the Earth Stood Still? Feel free to go in another creative direction: how would a sci-fi game feel with a hip-hop soundtrack? Or a trance soundtrack? Or polka?
Creating a temporary soundtrack for your game will cut down on the guesswork for your composer and give him clear examples of what you want. Finding music is incredibly simple compared to the past, when we had to scour our CD collections or go into “the field” with microphone and recorders to get samples from the real world. But with the advent of iTunes, YouTube, Spotify, Pandora, and other music-finding websites, assembling tracks is a breeze: put in a couple of keywords and you’ll get hundreds, if not thousands, of results. You can have your team’s programmer insert this temp music into your game during production, but keep in mind there is always a danger that your team will really start to like (or hate) the temp tracks and complain if they are changed! Also, make absolutely sure you don’t leave any music in your game that you don’t have a license for. You may have to pay big money to use it or scrap all that work!
Next, prepare a list of your musical needs. To determine this, figure out how many levels/environments/chapters/race tracks/unique encounters your game has. Each one of these levels will require background music—literally, music that plays in the background as a kind of audio backdrop for gameplay.
Traditionally, background music is themed toward the level. Spooky music on the haunted house level, medieval music for the castle level, jungle drums for the jungle level—you get the idea.
Background music tracks usually run for a few minutes and loop over again to save space in memory and composition time. Work with your music director to make sure the transition between the beginning and the end of the song sounds correct and isn’t marred by silence or an awkward change in tempo.
The next question to ask is whether you want—or more realistically, you can afford—to have background music on every level. You may have to reuse tracks throughout the game. For example, in Maximo vs. Army of Zin, we had two songs created for each world and alternated between them so players wouldn’t have to hear the same song twice in a row.
Instead of having a straightforward song-per-level system, you may want to work with your sound programmer and music director to create a dynamic score instead. In this method of scoring a game, music is broken up into themes that play when a certain situation arises. For example, dynamic music can kick in during combat to make a fight feel more exciting and fast paced. The main theme music will come back in once the fight is won.
Dynamic scoring is similar to the music convention leitmotif, in which a specific character or scenario has a specific musical theme associated with it. One of the most commonly known leitmotifs is from the Star Wars films. Darth Vader, Luke Skywalker, Yoda, and the Princess Leia/Han Solo romance all have unique themes that play whenever the characters are on-screen. If more than one is on screen, it’s up to your composer to switch between them without sounding too jarring.
The most commonly encountered dynamic score themes include
Don’t forget to budget in music for your title screen, pause/options/save screen, game-over screen, or any bonus or minigames your games may have. Your opening theme is very important: it’s the first piece of music players hear and sets the stage for the rest of the game. I suggest using your best piece of music for the start screen to really get players excited about playing your game.
Environmental effects are the music of the world around us. Locations have their own special background sounds; a graveyard at night sounds very different from a city during lunch hour. Sometimes music can just be too overbearing or feel wrong for certain environments or games. Combining environmental effects with a dynamic score to punctuate action can be very effective. In Maximo: Ghosts to Glory, the hub levels were designed to have environmental effects to help players get into the mood of the locations while the gameplay levels had more traditional background music.
When is a sound not a sound? When it’s silence. Silence has a powerful effect on the listener. Often sound is used judiciously to indicate that something special is happening to the player or the world. It can be used to indicate great speed (when the music drops off as the player engages the boost in Burnout), intense action moments (as in “reflex time” in F.E.A.R.), suspense, or even a character’s failed attempt at humor.4
Next, assemble a list of sound effects. Develop your sound effect lists as you develop the move sets of your characters and enemies. Start by cataloging the basic sound effects for your main character:
For temporary sound effects, I suggest buying CD libraries from sound-effect providers like Sound Ideas5 or Hollywood Edge6. Their libraries have sounds for things you can’t even believe anyone would ever need—cougars sneezing or the hum of a nuclear reactor. They even have sound effects from some of the most popular Hollywood movies and TV shows. Even if you don’t have a dedicated sound effects designer on staff, sound effects are useful tools to have around the studio. Be prepared to spend many hours trying to find “the right” sound effect.
You can also find many sound effects online for free (though, of course, you should always check for copyright and so on—better to be sure than on the end of a lawsuit later). However, even with all these great resources online, sometimes you just can’t find the effect you need. This is the reason I turn to sound editing tools like Sound Forge7 or Vegas8. With these programs, I can quickly and easily mix together two or more sounds to get an idea across to a sound effects designer.
Decide whether you want your sound effects to be realistic or cartoony. This choice will generally be set by the theme of your game, but sometimes there are exceptions. Realistic sounds make the world feel grounded in reality, but sometimes the sounds can be too subdued. Cartoony sound effects are exaggerated and great for “video game-y” things like extra lives and treasure collection, but sometimes they are a little too “on the nose” and they risk taking the player out of the game’s world.
Make sure your sound designer is using sound to its greatest potential. Make sounds go “up” in pitch and tempo to make something sound positive, like collecting an extra life or completing a task. Make sound effects go “down” to reinforce negative and failure situations.
Sometimes your sound designer will have to “sweeten” a sound effect because the real-world version just doesn’t sound right. For example, I have found that breaking bones never sound right; they sound more like dry twigs cracking. Instead, my team “sweetened” the effect with the sound of a bowling ball cracking into pins.
When you are creating attack and reaction sound effects for your characters, work with your animators to determine timing. You want to make sure your sound effect doesn’t last longer or end before the animation does. After you determine the animation’s timing, create the sound effect to fit. Make sure your sound programmer knows what frame of animation the sound effect is supposed to play on.
Sounds can be used to give the player a warning or clue to something else in the game. The whistle of a falling bombshell can give the player enough of a chance to dive for cover. A crackle of electricity or ominous thrum of magical power will give the player pause when approaching a protected doorway. A player can search for an item like a lost pocket watch or misplaced cell phone by following the sound of its ticking or ringing.
Be careful not to have too many sounds playing at once. To prevent sound effects from creating cacophony, you will have to prioritize them. Your sound programmer can help you designate sounds into three categories: local, distant, and priority.
When naming files for production, give your music and sound cues descriptive but short names so your teammates don’t have to guess what they are. For example, music for level 2 of your game may be called Lv2Song.wav, and the sound file for a variation on a robot enemy’s blaster shot may be roblast2.wav.
Sound not only is effective for communicating what is going on in the game, but also can be used for gameplay. Whole genres of games are centered around music and sound, from Dance Dance Revolution (Konami, 1998) to Band Hero (Activision, 2009) to Papa Sangre II (Playground Publishing B.V., 2013). When creating sound-based and music-based gameplay, don’t rely completely on the sound. Create visuals to echo the music and sound. You can never provide too many clues for the players, and you get the benefit of creating gameplay that can be played by impaired players.
Other music games defy classification. Vib-Ribbon (SCE, 1999) creates platform-esque gameplay based on whatever CD players insert, creating different play experiences with every game. Rez (Sega, 2001) is a classic rail shooter with the added layer of players creating complex electronic music with each enemy they destroy. Battle of the Bands (THQ, 2008) is a rhythm game in which players play a musical tug-of-war (from disco to country, for example) as they launch attacks at each other.
As you can see, there are plenty of ways to use music and sound in gameplay. Don’t neglect them; they’re an important tool for a designer to use.