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ScoreKeeper With Composer John Debney About Scoring LAIR For PlayStation 3, Maybe IRON MAN, And More!!
Greetings! ScoreKeeper here with my first second interview of the third millennium, and who better to hallmark the occasion than film, television, and now video game composer John Debney?
The worlds of film, television and video game music are currently sparking a minor media revolution where the lines dividing their fields are rapidly fading. No longer are composers kept stabled in the corrals of a single field. Game composers have been crossing over into film and television for several years now while some Hollywood heavyweights, known exclusively for their work in film, have taken the plunge into game scoring.
Howard Shore scored SOULS OF THE ULTIMATE NATION, Danny Elfman composed the theme for FABLE, and now John Debney soldiers on with his fire-breathing score for LAIR, the highly anticipated video game by Factor 5 and Sony Entertainment for PlayStation 3.
What struck me most while talking with John was his spry enthusiasm for the project. Fresh off the LAIR recording sessions at Abbey Road Studios in London, he sounded like a kid having just left the candy score with his pockets full of sugary treats. I found it fascinating to talk to somebody with his experience exploring a similar yet undoubtedly contrasting medium.
Enjoy the interview
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ScoreKeeper: A few weeks ago I get this press release that announces to the world that you have just finished up a score for a new video game. I thought to myself, Wow! This is really cool. I dont know anything about the game itself so can you start off talking a little bit about the story surrounding LAIR and introduce us to some of the characters?
John Debney: Sure! LAIR is a wonderful new video game that came to me through the back door as it were. I had never done a video game before. Once I heard about LAIR and talked with the creative team I was very interested to work on it.
LAIR is this incredible world populated by many different creatures. There are two major civilizations on this world who are competing and have been at war at different times they are at odds, shall we say. During LAIR there is a flair up of tensions and war occurs. The most incredible feature of this world is that dragons are the mode of transportation and are an integral part of this world. There are many different types of dragons and they are used in a variety of ways. They are used in warfare and are semi-sentient. They are intelligent to a point.
Its this wonderfully complex world - where one civilization is pitted against another. In the beginning you think that one particular civilization is the good civilization and the other is the bad but as it turns out there are many surprises along the way. Thats why the complexity of the game and the politics of the game are so interesting.
I think its a really cool game! Theres a definite storyline a beginning, middle, and an end with a huge scope. Its definitely a longer more complex game than most. What really sets it apart is the combination of amazing sounds and graphics. I think its really going to blow people away.
SK: Was this a project that was presented to you or did you hear about it and decide to go after it?
JD: No. This was something that was presented to me. I think what the Sony team wanted to do was to try to entice other movie-industry types to be a part of this game. So I was contacted through my agent to see if I would be willing to take a meeting which I did. I liked the direction of the game and liked everybody that was involved so it just happened like that.
SK: Prior to this particular project being presented to you had you ever thought you might possibly want to score a video game?
JD: Oh sure! Having three boys Ive really seen the growth of these games over the last ten to fifteen years. From Pac-Man to this its pretty amazing. I think the sophistication of these games are now on par or possibly even eclipsing the film business. I truly think as these games get better its going to open a wide array of opportunities for composers to really stretch. Thats what I looked at it as an opportunity to compose the quintessential adventure score and thats what it was.
SK: Prior to say, five years ago, the video game music world existed independently from the film and even television worlds. Then video game composers started to cross over into the film world and now with Howard Shore scoring SOUL OF THE ULTIMATE NATION and you scoring LAIR were seeing film composers crossing over and scoring video games. It may within a year or two be so wide open that all the lines between the fields are blurred and everybody is scoring everything.
JD: It could be. That was the intention Sony had certainly with me. They wanted to really do it the right way and I give them all due credit. They came in and we talked in length about it. I worked on the game for about a full year. From the inception of getting hired to recording in London a couple of weeks ago was about a year. Different areas of the game trickle in visually, so Id work on it a little bit here and there then go away from it and come back.
Again, to their credit, Sony really wanted to do it the right way so we ended up in London with a big orchestra and some wonderful ethnic musicians. Im quite proud of it. I think its going to hopefully peak peoples interest in what is possible now in a video game.
SK: I definitely agree During your first few meetings with Sony what was the one thing about this project that told you Ive really got to do this?
JD: Thats a good question. I think what appealed most to me was that there was a lot of creative freedom. In other words, the first thing that was up to bat for me was What is the sound of LAIR? I had to come up with the sound that represented this world. What I ended up with, which they quite liked, was this combination of a large traditional western orchestra with other ethnic instrumental soloists like, for instance, the erhu which is an ancient Chinese instrument. I utilized some of these same musicians before on THE PASSION OF THE CHRIST (2004).
Thats what was very appealing to me not having as many constraints as most films do. The timeline was obviously much longer than a normal film and Sony just wanted me to go crazy and write a number of different themes for different characters in different situations. So thats always fun.
SK: Yeah, I can definitely hear that. I just got the fifteen-minute promo CD yesterday but Ive been playing it a lot the past twenty-four hours and it really sounds like a wonderful amusement park from a composers vantage point. It did sound like a really fun project for you.
JD: Yeah, thats kind of how it was. The one thing they wanted was for it to be large in scale and thats always fun for a composer.
SK: I would like to focus a little bit on the aesthetics behind scoring a video game as compared to a film. Was there anything that you were able to do in scoring a video game that you normally wouldnt have the opportunity to do in a film?
JD: Well thats a good question too. The process is similar. There are definitely scenes that one has to compose specific music for. A lot of the game play, i.e. the battles or the big set pieces, essentially has to be scored in some form or fashion. So thats all similar to a film.
Aesthetically the biggest difference for me in scoring a video game is that you dont have as much finished product. Much of the time I would be writing to a description of a battle literally just a one or two line description. I would also be writing to maybe twenty seconds of game play that in reality is going to become ten to twenty minutes of game play. That was the biggest difference for me. It was more about writing to a concept or description rather than writing to anything specific.
SK: Who is the equivalent to the film director? Is there a primary collaborator you work with who spearheads the overall vision for the game?
JD: There was a gentleman named Ryan. Hes very nice young guy whos had a lot of experience with gaming. I believe it was his vision and storyline that he had come up with. The fun thing for me was Ryan had never been to a recording session. What was so cool and I kidded him about it I told him that it was all downhill from here. (laughing) First time out of the gate hes in London with a huge orchestra and choir at Abbey Road Studios. I told him It doesnt get much better than this. Enjoy it! Certainly he did and the creative team was wonderful.
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