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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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