MAY 2004

A CHAT WITH CHANCE THOMAS

GIGnews recruited Melanie Cambron, known by most in the industry as The Game Recruiting Goddess, to use her skills for the good of gamekind and recruit some of the big names in the industry to give us all valuable insight into what they do and how they do it.

 Just after "How do I get a job making games?" the second most common query this publication receives is the more specific "How do I get a job making music for games?" As with most all professions, it’s always good to look to a master for direction and inspiration. And when it comes to games and music, Chance Thomas is definitely one of the masters. Composing and producing the main themes for the Lord of the Rings game series, Thomas received eight Game Audio Guild Network (G.A.N.G.) Award nominations, with The Hobbit winning Best Original Music Soundtrack. An active and involved member of the game industry, Thomas also helped create G.A.N.G. and has served as Chairman of the Music and Sound peer committees for the Academy of Interactive Arts and Sciences. Thomas and his music production company HUGEsound are credited with numerous high-profile game soundtracks including one of the first live orchestral scores for games, Quest for Glory V. Thomas has been featured as a game music "sage" in numerous books and articles and has been described as "a composer’s composer."

MC: As a founding member and now on the Board of Directors, you helped successfully launch G.A.N.G. What purpose does G.A.N.G. serve the game industry as a whole and what specific benefits does it offer individual guild members?

CT: The "so what" answer is that G.A.N.G. helps accelerate advances in game audio – creatively, technically, and financially - which in turn puts a more competitive product in the marketplace. For the high end game audio professional, G.A.N.G. honors their outstanding achievements, offers invaluable networking between software and hardware developers, and encourages initiatives that give back to the industry and to the rising generation. For the lone sound designer working at Small Start-up Inc. in Montana or Alabama, or the college student trying to break in, G.A.N.G. offers education and a sense of community, which really helps those guys feel plugged into the industry as a whole.

MC: I get loads of emails from people wanting to make music for games. What advice can you give them for getting their foot in the door? How did you begin composing for games?

CT: May I offer three suggestions? 1) To start with, please keep in mind that great game music is still mostly about great music. All the tech chops in the world won’t do a bit of good if no one likes your stuff. For that matter, neither will yesterday’s resume, fancy awards, college degrees, or whatever. The price of admission is making phenomenal music that leaves people’s jaws hanging open, their hearts pounding, and everyone on the team screaming, "Get me that guy!" So, begin by working on your composing, arranging, engineering and producing chops. 2) Now that you’ve blown everyone away with your music skills, do you know how to build a music design that adapts to game play? Do you know how to get your music into a game? Now you’re going to need those tech chops we put on hold a moment earlier. The best recent resource I’ve seen for this is Brian Schmitz’ article on the top 10 things every game audio aspirant needs to know in the March 2004 issue of Game Developer magazine. He really sums it up succinctly, and industry hopefuls would be well advised to put his recommendations into practice. 3) Go and make friends with people in the business. Join G.A.N.G. Be active on relevant message boards. Be at industry events like GDC. This is an amazing business filled with people of tremendous heart, intelligence, and creativity. And remember that people hire people. Get out and meet them!

MC: For more information, I typically direct folks to Music4Games.net and the book The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers by Aaron Marks. What other practical resources can you suggest for the up and coming game composer?

CT: Audiogang.org has message boards and forums filled with current and practical discussions on equipment, implementation issues, contracts, etc. Game Developer magazine has a useful monthly column dedicated to game audio. Gamasutra.com hosts an entire section devoted to game audio. There are even college courses and specialized training academies now that offer education in this area. I try to live by the adage, "Get as much education as possible". All of these avenues can offer increased education in our field.

MC: You organized and led the effort to include game music in three new Grammy Awards categories. What sort of resistance, if any, did you face from "the establishment"?

CT: This is a great story, worth telling time and again. Shortly after recording the landmark live orchestral score for Quest for Glory V, I met a very high ranking NARAS executive at a party in San Francisco. I asked him if there was any possibility of competing for a Grammy with game music. He twisted up his face, looked down his nose at me, and said, "You mean like Pac Man, Donkey Kong, and stuff like that?" I said, "No, I mean like live orchestra, layers of voices, classical guitar, stuff like that." So that’s where it all started. And yes, we did meet with some opposition along the way, but we also found powerful forward-thinking allies in Leslie Ann Jones, NARAS’ National Chairperson, and Diane Theriot, Vice President of Awards. With their support, I formed a committee with some of the other top audio guys in gaming at the time, and over the course of two and a half years was ultimately successful in getting game music eligible for a Grammy in three new categories – Best Song, Best Instrumental Composition, and Best Soundtrack.

MC: You successfully proposed, promoted and helped design popular web site music hubs for Quest for Glory V and Lord of the Rings, the later raking in close to 500,000 music downloads. Do you think this is a unique incident related more to "all things LOTR" or is game music having a genuine impact on the music industry as a whole?

CT: I’ll bet we’ll pass a half million downloads of my main themes for the Lord of the Rings game series by the end of April. Hey, that’s like a gold record! I think I’ll print up a golden disk and hang it on my wall! In spite of this success, game music in general has only obtained market share in bits and pieces. Certainly being connected to Lord of the Rings didn’t hurt my situation, but that doesn’t explain why game music from other similar high profile titles never finds an audience. For that matter, the excellent work done by Brad Spear, who composed the beautiful, rich score for The Fellowship of the Ring game, never found this kind of audience, nor has the recent award-winning soundtrack from The Hobbit. So it’s more than just an attractive franchise and a cool soundtrack. It’s a formula I’ve been working on since my early days as Senior Music Director at Sierra Online. Let’s call it the game music version of 11 secret herbs and spices.

MC: Aldous Huxley, author of Brave New World, said, "After silence that which comes nearest to expressing the inexpressible is music." From where or what do you draw inspiration to express the inexpressible? Who or what influences your compositions?

CT: From everywhere possible. Conversations with designers and programmers, game art plastered all over my walls, researching source material, all the great music I’ve ever studied in my life, visualizing game play, meditation, and even prayer.

MC: In my interview with American McGee, he explained, "I gather music that inspires and supports the tone of the project." Turning the tables, how do you go about creating such extraordinary music for games? What is your creative process?

CT: My favorite part of the process is where I try out various imagined scores in my mind. Using my imagination and formal musical training, I experiment with various themes, rhythms, and orchestration approaches mentally before I ever sit down at a keyboard or computer to start banging out parts.

MC: Last night I was watching a movie about a woman whose husband is unexpectedly killed. As she returns home from the hospital, we see her stepping gingerly in the front door of her home, trying to hold herself together emotionally but, oddly, the soundtrack has sort of slightly bouncy, uplifting lilt to it that was completely off-putting. Made me wonder if the "marketing department" had influenced the production to keep the movie more upbeat. What sort of autonomy do you have when creating music for games?

CT: Marketing - friend or foe…. Yes, there is something to that, isn’t there? I’ve managed to enjoy symbiotic relationships with the many marketing folks I’ve worked with over the years. But then, I’m kind of a marketing guy myself. I was initially a marketing major in college and didn’t switch to music until later. In fact, my first job in the business was Marketing Director for a recording studio. So you could say that I speak their language, or rather, their ‘market-speak’.

MC: In addition to your game industry awards, you’ve also won an award most people will only dream of – an Academy Award as composer for the Oscar-winning short film, The ChubbChubbs. What do you find to be the distinguishing characteristics of making music for games versus movies? Is one more difficult than the other?

CT: You want to know what’s funny about this? It was one of my game soundtracks that landed me the film gig! And you’re right, being part of The ChubbChubbs Oscar-winning team was like a dream come true. Definitely one for the career highlight reel. There used to be lots of differences between scoring for games and scoring for films, many of which were related to delivery technology and budgets. But at the heart of the matter, and this is still true today, is the difference between a music design for an interactive game and a cue list for a linear film. An effective music design is basically a matrix that organizes how to effectively hand off between various tracks in a way that still makes musical sense and dramatic sense, based on game play decisions that are in the hands of the player. And most importantly, the game composer has to write music in vertical layers which will actually work in such a matrix.

MC: If you could narrow your success down to three key elements, what would they be?

CT: 1) Work hard and smart. 2) Live clean and prayerfully. 3) Marry well.

MC: It seems that the overachiever doesn’t fall far from the tree. Recently, your 8 year old daughter beat out many 11 to 14 year olds to win a regional spelling bee. What was her winning word? And, truth be told, could you have spelled it?

CT: She won the regional contest by correctly spelling words like ‘silhouette’, ‘diva’, and ‘lacrosse’. Now she’s heading to Washington D.C. to compete in the national finals. We’re all pretty amazed by her accomplishments. She owns an unabridged dictionary, for crying out loud. She likes to test (torment) her father. She’ll say, "OK Dad, spell ‘churrigueresque’." When I sit there with a blank stare, she’ll follow with something like, "Well if you can’t spell that one, how about something easy like ‘zeitgeist"?" My personal spelling prowess basically begins and ends in SpellCheck.

Thank you for the interview. I really enjoy your column and appreciate the thought that went into these questions.

Editor's Note: To listen to some of Chance's music visit www.HUGEsound.com

AUTHOR BIO
Melanie Cambron is a recruiter for game industry leaders such as THQ, Rockstar, and Sony. Featured in Game Design: Secrets of the Sages and Secrets of the Game Business for her game industry knowledge, she also wrote the foreword to the successful book, Game Programming with Direct X 7.0 and its follow-up. Melanie speaks each semester at the University of Texas at Austin and the University of North Texas on the game development industry, and is frequently interviewed by major media such as the Dallas Morning News for her industry expertise. She also serves as a consultant to the City of Austin's Interactive Industry Development Committee. Learn more about the "Game Recruiting Goddess" at www.melaniecambron.com or contact her directly at
melanie@melaniecambron.com

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