Producer Profile Archives - Audio Media International https://audiomediainternational.com/category/producer-profile/ Technology and trends for music makers Mon, 11 Apr 2022 15:23:55 +0000 en-GB hourly 1 https://wordpress.org/?v=6.5.4 https://audiomediainternational.com/wp-content/uploads/cropped-ami-favicon-32x32.png Producer Profile Archives - Audio Media International https://audiomediainternational.com/category/producer-profile/ 32 32 Olivier Deriviere: Scoring Interactive Action https://audiomediainternational.com/olivier-deriviere-interview/?utm_source=rss&utm_medium=rss&utm_campaign=olivier-deriviere-interview https://audiomediainternational.com/olivier-deriviere-interview/#respond Mon, 11 Apr 2022 13:40:14 +0000 http://audiomediainternational.com/?p=89252 A composer wowing gamers with his evolving, textured score for zombie epic Dying Light 2, Olivier Deriviere explains how creating music for video games requires a wholly different philosophy than scoring for film and television. 

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A composer wowing gamers with his evolving, textured score for zombie epic Dying Light 2, Olivier Deriviere explains how creating music for video games requires a wholly different philosophy than scoring for film and television. 

From a very young age, dual passions for both video gaming and music making have driven Olivier Deriviere. Now a renowned video game composer, Olivier has made considerable impact with his acclaimed scores for critically venerated games such as A Plague Tale, Streets of Rage 4 and, most recently, the zombie-ridden open world of Dying Light 2.

Committed to his role as one of the team’s crucial emotional architects, Deriviere explains to us how making compelling music for the interactive medium requires composers to get invested in the project from the get-go, and that an approach of simply layering on music to a finished product just doesn’t cut it when crafting the music that might be experienced entirely uniquely by different players. Olivier also detailed how working with the London Contemporary Orchestra remotely during lockdown resulted in a much more textural, impactful sound palette for Dying Light 2, and how the importance of quality scoring requires a collaborative effort. From talented mix engineers, to mastering professionals.

For those readers who have an interest in getting into professional video game scoring, or are curious about how the soundtracking process differs between mediums, Olivier’s experience and advice is certainly worth your time.

 

Olivier Deriviere recording
Pic taken from olivierderiviere.com

AMI: Hi Olivier, firstly how did your journey into the world of video game soundtracking begin?

Olivier Deriviere: Well, since I was 8, I’ve been a gamer. I was educated in music and math, and at a certain point I needed to choose whether to become a programmer or a composer. I thought I was a better composer than a programmer. So I chose the musical path. Basically, it was because of my background playing games, and understanding how to code music on the Commodore 64, that led me to understand how people make games, from a perspective that most composers don’t generally have because they’re not into that coding aspect. Now it’s much different of course because the tools are far easier

AMI: What are some of the major differences between conventional scoring for say film and TV, when compared to an interactive medium like gaming?

O: When you work on games there are no rules – let’s just say that we need to think about interactivity. It’s a very different world than the movies. The number one is the technology, which is less of a concern with film scoring. I’m not talking about producing the music, I’m talking about making the music work within the game. There’s a lot of tech you need to understand there. Next you need to interact with the developer and the creative team behind the game, as well as the audio director who is in charge of the audio. Then, you need to talk with maybe the level designers, lead programmers and people like that to really grasp what this game is. You need to prepare for everything and build toward the right vision.

I’m a composer that likes to go and develop ideas for how the music will work in the game long before it’s ready for release. Dying Light 2 for example was a three-year process. I worked very closely with the developer Techland, so the composer is really a big part of the team.

AMI: We’ve been reading about your work on Dying Light 2, and how the music evolves and shifts in simpatico with player actions. Can you explain a little about how this system works and how long it takes to map out your music to operate like this?

Olivier Deriviere: Well the parkour (environmental jumping and running) system is unique to the game. The first thing I asked the director, Adrian Ciszewski, was ‘what is this game about?’ and I don’t mean the story or anything like that, I mean the game from a playing perspective. Dying Light 2 is essentially about free parkour in an open world. So, we needed to focus on these core gameplay mechanics. My job is basically ask questions around the game. The answers to those questions then completely drive the music creation. Adrian said “I don’t want music to be on the street level, I want music to be on the rooftops” Players have free choice and can stop and look at their surroundings, but we really want them to get into the parkour – so the music has to grow and nudge them to do a certain thing.

We wanted players to be able to really flow into the parkour. We wanted it to be fluid, and therefore we created the momentum in the parkour music. What’s so funny is that players don’t seem to want to stop the parkour because it stops the music. The music follows your moves and will stop if you stop. Once the music was written it took almost three years to fine tune everything to work together the way it does.

I work with Cubase, but in terms of integration the main software we use is Wwise. That’s a third party piece of software made by Audiokinetic. Anyone can download this software to play with it, test it – they even give you a game that you can work with and link music to. People just starting out can dabble with the same tools that we used for Dying Light 2, and others have used for games like Cyberpunk 2077 and The Witcher 3 – everyone uses it.

It’s essentially a matrix of events/states – rather than a linear approach. It makes you think about music in a much more modular way. I’d definitely recommend aspiring video game composers download Wwise and learn it today. Mastering that software is fairly straightforward, but it’s more the shift in approach that is the most important aspect of it.

So different play parameters based on the player action is constantly being sent to Wwise, and then it will decide (based on our programming) what musical cues get triggered. We can provide players with immediate feedback, that is not passive but active and re-active. That’s amazing for a composer, it really is a new form of composition.

AMI: What are the major challenges with creating so much music, and then waiting for the player to trigger its launch – It’s possible that the player could miss some music by not carrying out certain actions, right?

Olivier Deriviere: I have a sort of PTSD from the previous game I worked on, which was called Remember Me. The idea was the more you do, the more music the game reveals. Once the game came out I realised that very few people were getting to the required level to hear the full blown score that I’d created. For Dying Light 2, I’m sure that some players don’t get the exact flow that I imagined from the beginning – it’s something that you need to work towards. There’s a lot of special parkour moves that players can learn, then it becomes very easy for the music to grow. As they get through the game, they start hearing it (particularly the main theme, Run, Jump, Fight)

 

Dying Light 2
Dying Light 2 is a terrifying zombie apocalypse-action pulse pounder

 

AMI: How was the experience of working with the London Contemporary Orchestra – and working with the wonky, imaginative sonics they can produce?

Olivier Deriviere: It’s a blessing that the LCO exists. I’ve been so used to going to London, but my regular orchestra is a regular classical orchestra. This time I wanted something a little different, something singular. I wanted to modernise some of the techniques and articulation, to improve and enhance our ideas. With the Dying Light 2 score I wanted to make bridges between the electronic world, the classical world and the real world. The LCO are super advanced, and when they agreed to work with me I really couldn’t have been happier.

I wrote the music but I couldn’t write the articulations because that was entirely their domain. Hugh Brunt, who is the musical director and the conductor of the LCO showed me how to score in a way that made sense to him, but for me I wasn’t sure how it worked. On the day of recording I discovered what the sound would be. But the attitude was very open, very much ‘let’s see how it sounds’. It was an interesting thing to do.

AMI: How did you navigate the pandemic to record the players to build the score? Did you use remote recording software?

Olivier Deriviere: I’d previously worked at Abbey Road for a range of projects, but this time with the pandemic I couldn’t go. I usually gathered the whole orchestra together. Because I’m somebody that likes to make sure the whole orchestra knows what’s going on and they can build around the sound. I felt very frustrated when the restrictions came into play and we weren’t able to do that. It wasn’t my style. But then I started writing stuff that kind of leaned into that – that if the orchestra had all been together it would have been a little bit harder to do perhaps.

So we had separate groups recording remotely all working on shorter, sharper pieces. We used the AudioMovers software to record at a distance. I have to applaud Hugh Brunt the conductor, because you really wouldn’t know the players were recording separately.

That was the first project I used AudioMovers remote software for. The pandemic really changed the whole industry. I normally don’t like remote recording that much in the sense that I like to be physically there and I like to interact with the musicians. But AudioMovers is a great technology and it allows me to hear exactly what they’re doing.

AMI: What tech is central to how you create music these days?

O: A lot of my fellow composers have studios rammed with gear. But, in my studio it’s very minimal. I have one PC (due to the fact that I need to play a lot of games) running Cubase. Aside from an RME sound card, everything else is software. Maybe what makes it this way is that I’m usually out and about, recording live. I’m all about the location. AIR Studios, Abbey Road, Avatar,  these are my go-to environments. I’m working on the sequel to A Plague Tale right now, and that’s actually fine to record here at home, as it’s a much smaller scale game. I don’t need a big room. For that, I have an engineer that gets me the right mics for the job.

I believe when it comes to engineering, mixing and mastering, we need to recognise the true value of professionals. Too often composers are forced or think that they can or should do it all. Maybe some of them are good enough to do it, but I always think it’s better to bring in third party ears to listen and add their sensitivities. I’ve always worked with the best engineers I can, as well as the best musicians I can. I think it elevates everything and gives to players a quality. Too often the quality these days just isn’t there any more. I don’t know who is to blame and I know budget plays a role, but I think you need to fight for this budget.

It’s very important to show. I invite clients to come to the studio to discover how we make music, and how complex the process is. Many others outside of the soundtracking industry don’t know, and need to be educated. Techland, though, are great listeners.

AMI: Do you think the more personal relationship between player action and music within interactive entertainment can foster a deeper connection to the score than say the score to a film or TV show?

O: I think it’s true for lots of mediums. If you are in the business of creating memories for players or viewers then it either succeeds or it fails. There’s a great bit in Dying Light 2 where players have to go up a tower, and the music rises as the player rises. Everything makes sense and comes together – the gameplay, the music, the player goals. People really cherish those moments. These days it’s kind of rare that you notice the music in modern filmmaking. In games, I think that composers have more to say than in the movies.

AMI: What advice would you give to those looking to embark on a career composing music for video games?

Olivier Deriviere: I think you need to love games. It may sound trivial but it’s very hard to make games. You need to understand the language and how to communicate with people around a game – understanding gameplay mechanics, unique features and things that games do, stands you in better stead of getting noticed. Developers know then, that you’re talking their language.

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Caesar Edmunds: Producer Profile https://audiomediainternational.com/caesar-edmunds-producer-profile/?utm_source=rss&utm_medium=rss&utm_campaign=caesar-edmunds-producer-profile https://audiomediainternational.com/caesar-edmunds-producer-profile/#respond Thu, 23 Sep 2021 12:26:48 +0000 http://audiomediainternational.com/?p=88199 With a string of accolades under his belt, mixer, engineer and producer Caesar Edmunds explains how dogged perseverance has won […]

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With a string of accolades under his belt, mixer, engineer and producer Caesar Edmunds explains how dogged perseverance has won him a position of respect at the famed Assault and Battery studios, and reveals a keen interest in the sonic potential of Dolby Atmos.

Caesar Edmunds

Within the auspicious surroundings of the renowned Assault and Battery Studios, engineer, mixer and producer Caesar Edmunds captures, wrestles and tames the music of the industry’s brightest luminaries, from the mighty St Vincent (whose masterful 2017` record, Masseduction earned a Grammy), to developing the sound of the latest crop of indie talent such as The Lathums, Palace and Circa Waves.

The industry has widely recognised Singapore-born Edmunds’s talents, and he was proud to scoop the MPG Award for Breakthrough Engineer of the Year at 2020’s MPGs. We’re keen to know, first and foremost, how his interest in music production first manifested. “It was kind of a weird thing where, like, when I was younger I didn’t really know what music production was, but I loved listening to sounds and sonics.” Edmunds explains. “A lot of the records I was listening to were sonically interesting. I wanted to study music though, so I was recording demos of tracks for my Liverpool Institute of Performing Arts application.”

It was during his time at LIPA, that Caesar first set sights on a mixing console, and became enthralled. “It was at this point where I just realised that everyone was a better guitar player than me. But I think that I had the patience to try out sitting on the other side of the glass – and that could be my thing.”

While developing his recording console know-how, a further break came when a friend returned from a stint of work experience with the acclaimed Alan Moulder, at his North London Assault and Battery studio. “I said ‘please, please, please can you give me his email’. My friend said ‘ok – just don’t be weird!’”

TRIAL BY HOLY FIRE

Caesar Edmunds’ remarkable story continues; “Alan replied to my request straight away and said ‘yep, come in’. At that point I was just tasked with very menial jobs, and even cleaned the studio toilets. Anything really, just to be in the studio. The first thing that I walked into was the recording of Holy Fire by Foals.”

Astonished to find himself face-to-face with his heroes, Edmunds forced himself to maintain a professional composure. “Alan came in one day and told me to come over, he pressed play on a new song and it was //Inhaler//. I knew then that I was somewhere I wanted to be, hearing that first take of what would become a massive song. It was a real ‘wow!’ moment. The great thing about Moulder and Flood and how they work together is that Flood will be recording upstairs while Alan is mixing. They’ve got this whole machine-like system worked out.”

Caesar managed to secure his position, by stepping in at a critical moment; “The real reason I was able to stay at Assault and Battery so long is that they were looking for an assistant to help stem and use the SSL desk, because they were re-mixing the Led Zeppelin reunion live album, and they needed help. I had those skills because LIPA taught me. They had the SSL Duality whereas A&B had a G-Series, but it wasn’t that much of a leap. I knew my way around.” Nine years on, and Edmunds remains a key fixture of A&B, “From tea boy to engineer. Co-mixing with Alan is one of those breathtaking dreams, every fan-boy’s dream.”

EDMUNDS’ STAR STORIES

Throughout his time at Assault and Battery, Caesar Edmunds has been tasked with working on increasingly high-profile artists, St Vincent’s Grammy-winning 2017 gem Masseduction was a particularly memorable experience for Caesar. “I am very, very proud of that one.” Edmunds tells us, “I did some of the engineering with Catherine Marks. I’d known Annie (St Vincent) for a few years, we’d hung out for a bit. When it came around to help her finish the album, it was a very cool process. It’s a really hard one to explain sonically, there’s lots of weird instrumentation and it wasn’t a standard production sort of thing. There were really cool bits, Jack Antonoff who produced that record is such an incredible producer, he’s the man of the moment. I love working with different producers.”

The Blue Hour by Suede marked Caesar Edmunds’ first foray into recording proper, as he explains; “That was an interesting one too. Moulder was producing Circa Waves’ second album and I was helping out, but I turned to him and said that I wanted to record the next album. The first thing that came in was Suede – I was like ‘woah, really?’ I didn’t do too bad I think. The songs were really dark and cool, there’s so much texture on that record. Alan is known for his guitar sounds, not just that, but he is well-known for being a master of getting a good sound. Being able to learn from him was quite incredible. I didn’t really need to do much to be honest, and Richard Oakes is such a good guitar player. Even if you out like one mic, like an SM57 on his amp, he just makes it sound so good. He just plays lines and whole songs like a machine.”

While getting the chance to meet heroes, such as Red Hot Chilli Peppers’ drummer Chad Smith, during the making of Ozzy Osbourne’s Ordinary Man is always a thrill, Caesar most enjoys working with people on a similar wavelength to himself, “I loved when I was doing Circa Waves. Half of them went to university in Liverpool too, so we had a lot of shared experiences we could talk about. The drummer Colin is such a dude. The Murder Capital and Beach House are great to work and hang out with too. They are people I feel very comfortable with and we’re all on the same wavelength. The people are as important as the sound.”

Ultimately though, it’s working alongside Moulder and Flood that remains Edmund’s biggest joy, “I’ve been so fortunate to hang out with Moulder and Flood, and I’ve been lucky enough to work with my idols, that is fucking insane sometimes, and you have to pinch yourself. If I could though, I’d love to do a Nine Inch Nails record with Moulder, to be in the room with Trent Reznor and Atticus would be a dream. I’d love to work with Dave Grohl too, one of those big figures. Anything’s possible!”

 

CHANGING TIMES FOR CAESAR EDMUNDS

While last year’s Covid pandemic was a turbulent time for all, Caesar managed to push through the period of uncertainty, thanks in no small part to his winning the MPG Award for Breakthrough Engineer of the Year at the start of the year. “Because of that, I was able to carry on working – the first lockdown was a bit weird because everyone thought it was the end of the world! But then slowly projects started coming in, as people rushed to get things mixed as schedules changed and stuff. I was very fortunate that I got some work that just managed to tide me through. It was a weird thing, because I’d just won the MPG Breakthrough Engineer of the Year, then fucking COVID happened! But, it meant I was able to keep getting more work in 2020. I’m not from the UK so my family’s home is 12-13 hours away, so I just had to carry on really. Thank god for the MPG!”

Without a home studio, Caesar regularly trekked into the office during lockdown to keep on top of things, “A&B1 was open during lockdown so I came in and used that. It was in Alan’s side room basically. I’ve just moved out of that room and now have my own space. It was definitely a time to expand myself. I haven’t got a desk in there yet, I’m kind of in-the-box at the moment. I’m using a Chandler Mini-Mixer, SSL Fusion Outboard Processor and loads of software plug-ins. There were plenty of projects in lockdown, but really not enough to buy a full-scale mixing desk. They’re expensive, you know!”

On the subject of technology, we ask if there’s anything that has changed the game for Caesar Edmunds’ workflow; “When I went back to Singapore I was lucky to get hold of the Avid Carbon interface and that was cool for travelling around with. It had DSP and everything in there. It’s a great piece of gear. Now if I have to work remotely I’ll bring that, but I’m also a nerd for good speakers. I can’t explain to you how good Genelec’s ‘The Ones’ (aka the 8000 series) are. They’re kind of a game-changer for me. I’ve never been mad about room correction really, but then the thing with that is that you have to be more mobile nowadays. I did three weeks of quarantine in Singapore and brought them along. I set up in the hotel and after I tuned them up it felt like I hadn’t left my studio. I knew exactly where I was. A friend lent me a warehouse space, with a very different kind of acoustic, but I used those speakers again and they tuned perfectly to the space. Just fab.”

CAESAR EDMUNDS’ ADVICE

While Caesar Edmunds’ knowledge and technical wizardry has stood him in good stead at Assault and Battery (soon to be re-named Battery Studios), we ask what advice he’d give to those looking to develop the right kind of work ethic to end up in the studio world full time, “You have to develop a thick skin firstly. Then be prepared to put the hours in and not have a life for the next few years.” Caesar explains. “I’ve just realised that I’ve got into the habit of going home at a reasonable time now, it used to be the case that I’d get back at like 2am, and start work at 10:30am. Be prepared to be poor and have no sleep, it’s an investment in your career. There are people out there who are very, very talented and don’t need to put in the same hours that I’ve put in – because I’m not as talented! I think you have to put in your 10,000 hours though.”

A major fixation for Caesar Edmunds right now is the abilities of Dolby Atmos, “I realised that it’s started to become increasingly commonplace so I took it upon myself to get into that and understand how to mix it. When I’m mixing I still try to flip between Dolby Atmos and regular stereo, it’s very exciting. It’s just one of those where it’s not just a technical thing – it’s quite hard to explain, as it makes so much sense to me, having that extra space to position sounds. It’s so cool. I still love working just in stereo though. I’m very excited to see where it goes, that’s kind of my thing at the moment.”

Edmunds is keen to incorporate his new field of research into his studio work, “The new record that I’ve worked on with The Lathums is really cool, I managed to mix it in stereo and Atmos as well. It was really fun when I did all the stereo work and then told them I had the Atmos system, and they were up for me taking on an Atmos mix. It really showed how much space was on offer.”

In the future Caesar hopes to expand his horizons even further; “I love producing as well, it’s a different kind of stress. I kind of want to be one of those old-school people, Especially the Trident Studios Stars, Moulder, Flood, Spike, Cenzo, They are all great producers, great mixers, great recording engineers – a master of all. I’d like to be known for being someone like that. Just give me a try! Life’s about challenge.”

 

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