Game Music Brief
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Transcript of Game Music Brief
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Bodycount Music Brief
Premise: Narrative driven first person shooter. You play an American soldier recruited by a covert
organisation called ‘Network’ to be their assassin, tasked with taking out key personnel of a rival
organisation called ‘Target’. Each drop zone you’re in contains a local army and militia, who when
not fighting each other, will both turn on you.
The music needs to convey all of the drama, action and different stages of battle, as well as
incidental music for cut-scenes and travelling from one area to another.
The feel of JJ Abrahams productions are a big influence on this game and a concise summing up
of the music’s job for the game would be to mix ‘Mission Impossible 3’ with his new ‘Star Trek’
movie.
Overall compositional requirements: electro-acoustic – mixing electronic beeps and blips
with synth bass and ethnic instruments and percussion.
Music reference: See folders on DVD for each breakdown of each game element.
Important elements of the musical soundtrack is to use leitmotifs for each faction/location:
Hero Theme: See Hero Music Style for Instrumentation.
Network Theme: See Network Music Style for Instrumentation.
Target Theme: See Target Music Style for Instrumentation.
Africa Theme: See Africa Music Style for Instrumentation.
China\Asia Theme: See China/Asia Music Style for Instrumentation
Psycho Theme: See psycho Music Style for Instrumentation
Musical Reference DVD:
Hero Music Style –
Swagger and confident music – (Upbeat guy/Things don’t get him down/Motivated/Not a
brooding hero)
Electric Guitars
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Big drums
Positive melody
Tight musicianship like Led Zeppelin
Network Music Style
Tranquil
Soothing synth washes
Dreamy, lullabies.
Nursery rhyme melodies.
Soft warm rhythms
Deep bassy tones
Electronic drums.
Female vocal – buried in the mix – soft foreign vocals – can’t understand the words –
voice as instrument.
Target Music style
Distorted bass stabs
Crunchy percussion
Driving melodic hooks
Squelchy synth bass
Repetitive and relentless
Target in Africa Music Style
“Stealing the Children” from Long Walk Home
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Africa Music Style – exploration music
Ethnic vocals,
Local percussion – poly rhythms - Djembe, Kora, Dusengani etc…
Hand claps
Jews Harp, Gourd and Bow
(In game positioning example: Medicentre moment – step up to big moment use the end
og Running To The Raid, (2.20 on). ‘A Different Drum’ is a good background loop)
(‘Aftermath’ good for tension building, the arrangement is an interesting combination of
electronic tones and ethnic instruments).
China/Asia:
shakuhachi flute,
koto harp,
percussion,
stringed instruments.
(Music ref Himilia – ingame positioning: the grasslands reveal)
(Music ref Night Drums for combat)
Psycho Music Style
Distorted, Screaming Guitars
Pounding Industrial Drums
Distorted Bass
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Sneaking Music
Electro-acoustic drones
Tight, tidy electronic percussion
Pitch Pieces.
We would like four pieces of music that can clearly establish the leitmotif and overall feel for
Target Organisation – dark electro, industrial beeps, clicks, distorted bass – relentless.
Network Organisation –ambient electro, soothing – tight electronic drums and washy pads.
Africa Location Music – including ethnic instrumentation
Asia/China Location Music – including ethnic instrumentation
It might help to view Target and Network as different sides of the same coin. Both are huge covert organisations, and while none of them is necessarily ‘good’ the Network is definitely less evil.
The location music could be establishing the location for the first 10 secs before revving up the energy and pace. These Location pieces of music could contain different arrangements on a proposed Hero Theme.
Music Breakdown for Game
Total Music for Africa Stage: To be delivered by 01/07/2010*
Hero theme x 2 comprising of start – looping section – end = 2 mins in total
Target theme comprising of start – looping section – end = 2 mins in total
Area theme x 2 per area comprising of start – looping section – end = 2 mins in total
Sneaking Theme, (variant mix based on Network/Hero/Area themes) x 2 per area comprising of start – looping section – end = 2 mins in total
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Start Battle area sting X 3(one shots) = 45 secs (15 secs each)
Mid Battle area sting X 3(one shots) = 45 secs (15 secs each)
Max Battle area sting X 3(one shots) = 45 secs (15 secs each)
Psycho Theme sting X 3 (one shots) = 45 secs (15 secs each)
*Africa Cutscenes: short stings for each, (one shots) = 15 secs, but dependant on cutscene delivery dates, length and how many, (initially 4) = 1min
Total: 12 mins
Total Music for China Stage: To be delivered by 30/08/2010*
Hero theme x 2 comprising of start – looping section – end = 2 mins in total
Target theme comprising of start – looping section – end = 2 mins in total
Area theme x 2 per area comprising of start – looping section – end = 2 mins in total
Sneaking Theme, (variant mix based on Network/Hero/Area themes) x 2 per area comprising of start – looping section – end = 2 mins in total
Start Battle area sting X 3(one shots) = 45 secs (15 secs each)
Mid Battle area sting X 3(one shots) = 45 secs (15 secs each)
Max Battle area sting X 3(one shots) = 45 secs (15 secs each)
Psycho Theme sting X 3 (one shots) = 45 secs (15 secs each)
*China Cutscenes: short stings for each (one shots) = 15 secs, but dependant on cutscene delivery dates, length and how many, (initially 4) = 1min
Total: 12 mins, (Without Cutscene music)
Total Music for Island Stage: To be delivered by 04/10/2010*
Hero theme x 2 comprising of start – looping section – end = 2 mins in total
Target theme comprising of start – looping section – end = 2 mins in total
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Area theme x 2 per area comprising of start – looping section – end = 2 mins in total
Sneaking Theme, (variant mix based on Network/Hero/Area themes) x 2 per area comprising of start – looping section – end = 2 mins in total
Start Battle area sting X 3(one shot) = 45 secs (15 secs each)
Mid Battle area sting X 3(one shot) = 45 secs (15 secs each)
Max Battle area sting X 3(one shot) = 45 secs (15 secs each)
*lsland Cutscenes: short stings for each (one shots) = 15 secs, but dependant on cutscene delivery dates, length and how many, (initially 4) = 1min
Total: 10 mins 15 secs
Front End and Cutscene: To be Delivered on completion of movie
Front End (start – looping section – end) = 2 mins in total
Major Intro Cutscene (linear piece, scored like film music) = 4 mins but dependant on cutscene length.
Total: 6 mins
Game total: 40 mins
Final delivery date for Extra additional material based on mission/game design alterations will be 17/12/1020