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Q&A: Scoring Lost Planet

Lost Planet composer Jamie Christopherson talks to GameSpot about the writing process, breaking the language barrier, and the power of silence.

One critical aspect of a game that is often overlooked is its score. While sports games and games like Saints Row and Grand Theft Auto: San Andreas typically opt to use licensed soundtracks, epic action/adventure games rely heavily on original scores to add to the atmosphere.

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Read the Q&A while listening to the Lost Planet main theme.

Composer Jamie Christopherson was asked by Capcom to score the world of Lost Planet: Extreme Condition, an Xbox 360 sci-fi shooter set on an alien world with subzero temperatures. Christopherson previously wrote music for Electronic Arts' Lord of the Rings: The Battle for Middle-earth II, Capcom's Onimusha: Dawn of Dreams, and the film The Crow: Wicked Prayer, but says scoring Lost Planet was his biggest project to date.

GameSpot talked to Christopherson about the writing process, the difference between music in films and games, and how to make a game sound cold.

GameSpot:: What is your music background, and how did you get into writing music for games?

Jamie Christopherson: I've been playing and writing music for as long as I can remember. I started off mostly interested in playing jazz, and that eventually led to me forming my own groups and writing original tunes. When I discovered the impact and power that music had when it was used in films, I instantly knew that I wanted to be a film composer.

Although I played lots of video games in my early days, I never thought of pursuing a career in it because the bleeps and blips didn't really appeal to me as much as film music. So, I went to undergrad to study classical theory at Vassar College and then eventually went back to get a Masters in Film Music from the University of Miami.

Upon moving back to Los Angeles (where I grew up), I ran into a few guys who were writing music for video games. Because I really hadn't paid attention to video game music for the past few years, I was shocked to hear how far the music had come. That was when I seriously considered a career in game music, so I assisted a few game composers, and here I am today.

GS: Tell us briefly about the overall process of writing a score for a game.

JC: My process of writing a score for a game differs a lot from project to project, but they do kind of have the same arc. After I land a project the first thing I usually do is research. If it is a game based on a franchise or time period I will read up as much as I can, and just immerse myself in whatever world it is. Sometimes I get pictures and videos from the game companies, but often it is just descriptions and I have to use my imagination.

The next thing I do is design a palette of sounds as a template that I will use for the majority of the music. Of course, that template will change throughout the process, but it gets me to a point where I can just concentrate on writing music. Often I'll design completely original sounds or record musicians to give the music for that game a unique sonic quality.

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The theme for Lost Planet's opening movie.

GS: How much total music did you compose for Lost Planet, and how long did it take you to write?

JC: Lost Planet was definitely the longest (and one of the largest) projects that I have worked on to date. From when I wrote the original theme to finishing the last cinematic, I've been on the project over two years. The project would be completed in phases, with a few months to break and do other projects in between. The trick with that was to maintain a cohesive sound throughout the music, despite the fact that my gear was constantly being updated during that time. In all I think there is about an hour and a half of music.

GS: How much information was given to you about Lost Planet before you began writing, and how does that information affect what your write?

JC: The information that I had was scarce at the beginning and a lot more detailed toward the end. When writing the main themes for the characters of the game, I only had a rough description of them and some early drawings. The same goes for the early environments. By the last phase, Capcom would be sending me some early versions of video walk-throughs. When I write music without having a video reference, I like to imagine the highest-production-value movie or game in my head.

GS: How do you score really, really cold? Are there any types of instruments that scream out freezing cold temperatures?

JC: For the snow elements of the game (which are pretty much present in most cues) I concentrated on getting a "cold" sound, and also a heavy, weighty sound to represent the characters trudging around in the snow. One thing I did was to design a bunch of cold-sounding synthesizers and musical FX. They needed to sound both "cold" and "futuristic," since the game is science fiction. I also used a lot of traditional orchestral instrument sounds that work well when portraying snow and cold, like certain string FX (harmonics, tremelos), muted horns, and high flutes. You won't find any sleigh bells in the music, though!

GS: How does writing dynamic music change your score?

JC: One thing that we did was to actually use a lot of silence in the game. Silence is another composer's tool that is often overlooked in game music, I think. That way, the player doesn't get bored or annoyed by constantly looping music. Even the best music in the world can get annoying when you hear it too many times in repetition. Also, when the music finally does creep into the game, it can help to really enhance the sense of "something is happening," and hopefully heighten the player's experience.

GS: The game was developed in Japan, but you wrote the music for it in Los Angeles. How did Capcom find you, what sort of language barriers did you have to overcome, and how often did you get a chance to talk with the development team?

JC: This was my second time working for Capcom--the first time being my collaboration on Onimusha: Dawn of Dreams--and I've also worked with many other international clients. They are particularly good with communicating with me about the music. They have several translators who help with e-mail communications, and at the beginning of every "phase" of development they would fly to Los Angeles for meetings. That is always the best approach, to meet in person, and they know it. Capcom really has their stuff together.

GS: I see you are also doing some work on Bladestorm: The Hundred Years' War, a very different game from Lost Planet. How do you approach the score differently for that game?

JC: Bladestorm was a very fun project to work on, as I've always wanted to write music for that time period in history. My favorite Shakespeare play is Henry V, and I also loved the movie of the same name that came out a while ago (not to mention the awesome Patrick Doyle score). Most of the music for the game was very anthemic, with a massive choir often taking the forefront. I drew heavily on my classical harmony training for that game, and it was definitely a blast to work on.

GS: What are the main differences in scoring a film and a game? Do you prefer one over the other?

JC: I prefer to work on projects that challenge me mentally and compositionally, be it games, films, or anything else. The lines between quality films and games have definitely blurred. The main difference in game music is the interactivity of it, and how to approach that to work well. Films are predictable in the fact that I know exactly where my music will be placed, and that won't change each time you watch the movie. Games are fun to write for because they are often epic and powerful. I do love to work on character films and independent films though, and games really don't allow me to write the same style of music.

GS: Do you have an opinion on licensed soundtracks versus original scores?

JC: I think both have their place, and sometimes they can work together. When I worked on the LOTR:BFME I & II for EA Games, they had access to the film score. However, there were new parts of the game that focused on some of the other characters like the Goblins and Dwarves. I came in to come up with original themes and music for these characters, while still [making it sound] like something that would have come from the films. That being said, I think that good original music can help to enhance the player's experience a bit more.

GS: Right now, graphics and gameplay seem to be the top draws for games. Where do you see music fitting in?

JC: For a while the music in games took over on the quality scale, but now the visuals have definitely caught back up. I think the next evolution of music will be to really step it up with originality. That requires support from the whole industry. It especially requires the game developers to take some musical chance[s], instead [of] asking composers to keep copying what has been tried and true for so many years. I think we also need to stop this "bigger and louder" trend somehow.

GS: What are some of your favorite game scores, and who are some of your favorite game-music composers?

JC: When I listen to music, I usually listen to either jazz, classical music, or some film scores. That's not to say that there aren't some truly great game scores out there, but I still don't find them quite as good to listen to outside of the their original context. That being said, a handful of guys like Bill Brown, Michael Giacchino, Christopher Lennertz, and Jeremy Soule are consistently putting out some high-quality music.

GS: Any advice for some of our readers who want to get into your field?

JC: Write music. Read the trade magazines. Go to the conferences. Drink Mountain Dew!

46 Comments

  • muscrat_01

    Posted Feb 1, 2007 4:59 am GMT

    Better music + Sounds = more immersion.

    From the raw sounds of combat ala Operation Flashpoint, or the Voice acting of HL2 and MGS - it defitnaly matters.

    I mean Halo without its cut in music - that gets your bloody running? WTF ?

  • Destroyeron13

    Posted Jan 30, 2007 5:44 pm GMT

    Lol Mountain Dew.

  • d_black

    Posted Jan 30, 2007 8:00 am GMT

    no1outlaw Strange how GS gave the sound in Lost Planet a 7/10 and feature this story... .
    .
    .
    Sadly GS do not sure score the music alone, they score the sound overall and unfortunately Lost Planet doesn't have the best vocal work (although its not too bad).

    Game rocks though.

  • Pete5506

    Posted Jan 29, 2007 7:44 pm GMT

    music=good game

  • Jsrf7

    Posted Jan 29, 2007 3:09 pm GMT

    My opinion is that the GAME matters, Not as much as it sounds. The music does need a better touch to the game, to get the people bumped & ready to play like a ur actually there. Over all its great game. And I can't for the MOVIE!!!!

  • Demon-Slayr

    Posted Jan 29, 2007 11:59 am GMT

    i agree that the music in games sucks you in to the action!!

  • UntoldMASTER

    Posted Jan 28, 2007 8:18 am GMT

    i agree with great music comes a great game!!!!!!!!

  • Seahawk_nl

    Posted Jan 28, 2007 6:09 am GMT

    Awesome musical score in this game...it really sucks you into the game!!!

  • NND1

    Posted Jan 26, 2007 12:26 pm GMT

    Hip Hop is not that bad give it a chance

  • Unassigned

    Posted Jan 25, 2007 7:28 am GMT

    Very well done. Seems more and more game developers are getting far away from any hip-hop soundtracks and more towards true musical scores. Nice....

  • no1outlaw

    Posted Jan 24, 2007 11:44 pm GMT

    Strange how GS gave the sound in Lost Planet a 7/10 and feature this story...

  • Sheiko

    Posted Jan 24, 2007 2:19 pm GMT

    Sounds real good maybe this guy should do more music for games what do ya think?

  • LexLas

    Posted Jan 24, 2007 9:50 am GMT

    A soundtrack is always a big important part of any game for me and this games looks very promising.

  • Sanguis_Malus

    Posted Jan 24, 2007 5:33 am GMT

    It makes the gaming experience better when there is a fantastic soundtrack. It also makes certain parts more memorable.

  • MCW101

    Posted Jan 24, 2007 5:27 am GMT

    I have got to get this game like so many other games. I am thinking of buying the Xbox360 but I would prefer wait until the Xbox360 V2 comes out this year. - pity it is not out to the PS3 yet....

  • Jokul

    Posted Jan 24, 2007 3:34 am GMT

    Music is the one of the most important aspects of a game, it helps build tension when you get near a load of enemies and when you in a fight, the player always fells a little spurred on by a good backing tune as they lay waste to enemies. It is nice to see more developers concentrating on music as much as they are with gameplay and graphics.

  • vaejas

    Posted Jan 23, 2007 10:23 pm GMT

    I listen to game soundtracks more than any other genre. Tough to get on iTunes though! (Heavenly Star doesn't really count...)

    It's pretty fun to walk into a Japanese equivalent of Tower Records and come out with an official Chrono Trigger set for $20. And even after five years, the instrumentals of Final Fantasy X are always welcome.

  • UltraWoody

    Posted Jan 23, 2007 9:22 pm GMT

    I love Mountain Dew. Goes great with games, actually...

  • Ariolander

    Posted Jan 23, 2007 9:22 pm GMT

    Sleigh bells! Whaaaa?! No sleigh bells? Can't imagine snow without my jingle bells all the way...

  • gatsbythepig

    Posted Jan 23, 2007 8:18 pm GMT

    lost planet baby

  • rugripper40

    Posted Jan 23, 2007 8:09 pm GMT

    yeah man...mountain dew or jolt...lol....if theres a great story and the combat is intense,if the score sucks...it ruins the whole game feel for me......thats what made the prince of persia`s so great for me....especially the 2nd one...bang that head forever people...lol

  • Staryoshi87

    Posted Jan 23, 2007 7:26 pm GMT

    Music is one of if not the most important aspects for me in games I love to see this stuff =D

  • Kingpoby

    Posted Jan 23, 2007 4:33 pm GMT

    Nice there !! I always thought music was as much as important as graphics. When there is really good music in a game, it makes me happy !!

  • comthitnuong

    Posted Jan 23, 2007 4:31 pm GMT

    ah so his secret was mountain dew...

    still the soundtrack sounded pretty good though

  • slick_gio

    Posted Jan 23, 2007 4:26 pm GMT

    Is anyone reminded of FFVII in Tifa's hometown with the beginning of this music?

  • buffer34

    Posted Jan 23, 2007 4:19 pm GMT

    That does sound cool. Wow!

  • gamist

    Posted Jan 23, 2007 4:04 pm GMT

    latinAssassin1 Is that for real??? How long is the track/s

  • gamist

    Posted Jan 23, 2007 3:58 pm GMT

    death1505921

    I played LP on 5.1 surround using optical cables and I think it deserves a 9 for sound not 7.

  • latinAssassin1

    Posted Jan 23, 2007 3:45 pm GMT

    the music its amazing in lost planet im glad i got the collectors edition because it came with the game soundtrack

  • xoverkillx

    Posted Jan 23, 2007 3:43 pm GMT

    Great Music!

  • ultimate_zero

    Posted Jan 23, 2007 3:43 pm GMT

    yea, I wonder about how gamespot reviews games most of the times, its like they go by what they think the game should get not what it deserves.

  • death1505921

    Posted Jan 23, 2007 3:37 pm GMT

    And yet the sound only got 7? I think GS should seriously think about re-reviewing Lost Planet, I think they either chose the wrong reviewer or he didn't play the game well.

  • bossyj1234

    Posted Jan 23, 2007 3:14 pm GMT

    It's rather interesting how few people notice when there's an amazing score in a game, yet when there is nothing but blank silence it stands out so much.

  • gamist

    Posted Jan 23, 2007 2:41 pm GMT

    LP does have an amazing score. I was able to record the opening title - too bad they don't have sound test like the good old days. I'd say the best part is level before you battle the four-legged transformer - truely amazing. I think this guys name deserves to be recognized.

  • gothicdragon216

    Posted Jan 23, 2007 2:34 pm GMT

    I've always had my ear to certain game's soundtracks, and I like being able to hear a game's title and know immediatly what the music to it was, like I can with final fantasy 7-10 and Halo 2. I haven't played LP yet, but I'm hoping it has the same kind of score.

  • Generic_Dude

    Posted Jan 23, 2007 2:31 pm GMT

    Weird, starts off sounding a lot like the Final Fantasy VII music... or some of the Star Wars music. Then the pounding part sounds like it came out of Elder Scrolls, except for the techno-ish beats in the BG.

    Nicely done though.

  • jacnewforce07

    Posted Jan 23, 2007 2:20 pm GMT

    oh yeah!

  • Re_ensurer

    Posted Jan 23, 2007 2:19 pm GMT

    I must say I really did like the music while playing through the game.

  • rsbrage

    Posted Jan 23, 2007 2:11 pm GMT

    Nice!!!!!

  • LordAndrew

    Posted Jan 23, 2007 2:04 pm GMT

    That's pretty good.

  • OfficialBed

    Posted Jan 23, 2007 2:03 pm GMT

    neato

  • InsertWitHere

    Posted Jan 23, 2007 1:53 pm GMT

    That was some amazing music!

  • scottahuch

    Posted Jan 23, 2007 1:37 pm GMT

    I havent played LP, but that music sounds pretty good

  • redxwarriorxxx

    Posted Jan 23, 2007 1:36 pm GMT

    I'd like to say great job,, the value your work puts into a game is invaluable, and I know for me if it plays back and gives you chills you know your doing good.

  • datniccah187

    Posted Jan 23, 2007 1:34 pm GMT

    It's pretty awesome that these games come up with some of their own original music. Games like Lost Planet, Gears of War, and a few otheres really do have awesome scores to go with them. It's something that you really dont pay attention to while you're playing the game, but it really does add to the atmosphere of the game as a whole.

  • DoesNotEqual

    Posted Jan 23, 2007 1:31 pm GMT

    Nice to see Capcom not confining themselves to the borders of Japan for composition.

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