Hellgate: London

Du bist hier: Home -> Szeneinterviews -> November 2007 - Sascha Dikiciyan & Cris Velasco

November 2007 - Sascha Dikiciyan & Cris Velasco

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BildIn our interview with the composers of the Hellgate: London music you can read interesting details about the composing process and more. The German version can be found here. The both have composed the official Theme Song that can be downloaded here Hellgate London Link.

[biography Sascha Dikiciyan]

[biography Cris Velaco]





1. How was the contact between you and Flagship Studios established?
Sascha: Funny story actually. I think this was during E3 in 2005 that I just so happened to make a stop at the Flagship booth and started chatting with Senior Producer, Chris Arretche, about music. Since it was early in development they had no composers yet so it was perfect timing for us. I gave Cris a demo CD of some stuff we had already written and then got in touch after E3. I think we signed on a few months later.

2. Which composers/compositions have inspired you?
Sascha: A lot of the inspiration for Hellgate came from horror movies made in the 70s and 80s. Scores like The Exorcist and Halloween came up as well as various zombie movies.

Cris: Besides those old horror scores I was also very inspired by some of the late 20th Century orchestral writing. The kind of music that’s more sound fx than melody. This is really great as a mood setter. Also, it’s hard to kill zombies and demons in a game like this without heavy guitars so I listened to a lot of Sevendust, Slipknot, and even Marilyn Manson around the house to get in the mood.

3. How did you work together with the guys of Flagship Studios?
Sascha & Cris: Before we started, Flagship flew us out to meet everyone and check out the game. We had a big roundtable discussion with Chris Arretche, sound supervisor Dave Steinwedel, and audio programmer Guy Somberg. After the initial meeting we started to work closely with Dave on a daily basis. We would get videos and artwork of levels and then just start writing. Once a group of cues is done, we upload them onto Flagship’s server and then start the next batch of cues as we wait for feedback.

4. With which instruments did you create the sound at the beginning of the Theme Song?
Sascha: We wanted to evoke the feeling of what Tubular Bells did for The Exorcist.

5. How was the composing-proccess compared to other projects before?
Sascha: The process was longer and more in-depth than your typical video game. Not only did we write music over the course of almost a year and a half, but we also made suggestions in terms of technical aspects of how the music is being played back.

Cris: The music engine is very complex. Not only did it require that we write our normal looping tracks plus all the remixes of these, but also tons of unique intros, outros, and stingers that could interrupt the flow of music at any point without being jarring or too abrupt. It makes for a very immersive musical experience when it all works as planned.

6. You've done music for games and for films - Are there great differences between setting a game or a film to music?
Cris: The biggest difference is that movies are linear and games are not. This means that unless you are watching an in-game cut scene, the gameplay is unscripted. What takes one player 15 minutes to complete may take another one 45 minutes. This makes gamers very sensitive to music. We have to compose in such a way that you aren’t annoyed by hearing the same track 20 times in a row. In Hellgate, we wrote numerous intensity levels of every single cue in the game for just this purpose. Depending on what’s happening in the game our music will be more ambient or more aggressive. But it’s still all related to the same cue. This almost gives the illusion that we’re scoring to picture.

7. What guidelines did you have for the Hellgate music?
Sascha & Cris: Musically, it was a free-for-all in the beginning. Dave had put together a document of musical styles that he thought might work in the game. It was up to us to take all those conflicting styles and come up with our own sound that would work in the game. Every track incorporates something from that original list though. We’ve combined orchestra, rock, electronica, drum and bass, etc in the final product.
On the technical side, we definitely had some limitations in order for the audio engine to work correctly. These limitations didn’t really hold us back in any way though. For example, to transition seamlessly from an ambient cue into an action cue both tracks had to be the exact same length. If we started in G minor and moved to B minor in one cue we had to do exactly the same thing in the other. By doing this however, we could move between both cues so easily that you would never really notice that the music was changing in the game. It feels extremely natural.

8. How many minutes of music do you have composed for the game?
Cris: We’ve lost track of exactly how much music was written actually. It’s well over an hour though. I’d guess there’s at least 80 minutes of music we’ve done for the game.

9. Is there anything special you're proud of concering the Hellgate music?
Sascha: I think we did give the game an identifiable sound, something that you hear and you go “oh that must be Hellgate”. It wasn’t an easy road but I must say that I’m quite happy with the outcome and hope people will appreciate it.

Cris: I agree. This is one of the first times where I think we really came up with a unique sound for a particular game. I don’t think this score would fit any other game I’ve played. When you listen to it, it definitely says “Hellgate”. Hats off to the Flagship guys for taking a chance and doing something different for their game. I’d like to think that they really gave us a chance to give the game some more personality.

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