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January 2002
A CHAT WITH GEORGE "THE FAT MAN" SANGER
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.
In this interview, Melanie chats up game music
maestro George Alistair Sanger, known by most in the
industry as The Fat Man. Since 1983, Sanger has been
creating music and other audio for games. He is
internationally recognized for having contributed to the
atmosphere of over 130 games, including such
sound-barrier-breaking greats as Loom, Wing
Commander I and II,
The 7th Guest I and II,
NASCAR Racing, Master of Orion,
Putt-Putt Saves the Zoo, and ATF.
He wrote the first General MIDI soundtrack for a game,
the first direct-to-MIDI live recording of musicians,
the first redbook soundtrack included with the game as a
separate disk, the first music for a game that was
considered a "work of art," and the first soundtrack
that was considered a selling point for the game.
Sanger’s efforts to elevate and inspire the game
music community include the recently
launched GamePlayMusic™ project and his Annual
Interactive Music Conference known more tastily as
Project Bar-B-Q, an interactive music "think tank" held
every year on a ranch outside of Austin, Texas. More
than just a flashy guy with an ironic moniker (he’s
actually very slim) in a
Nudie suit (his trademark dress attire), Sanger is a
true game music emissary.
MC:
You’ve been making music and audio for games since 1983,
how did you get into the business?
FM: I was very eager to get into games because
I liked very few things as much as games. I liked sex,
music, and games, I think in that order. I might have
had equal chances at making a living at any of the three
at the time. Not at the same time.
The great trailblazers The Beatles seemed to be the
best role models I could see—everything about them
seemed to make me feel very good. Hoping to be able to
do the same for others, I groomed myself as a rockstar.
But everything in Rock and Roll seemed to have been done
already, and I saw no frontiers there—no way to blaze
trails. Games like Asteroids and Missle
Command seemed to represent something fresh and new,
and, unlike music, alien to parents. It was attractive
to me that there were no ads in magazines or TV enticing
us to play electronic games. That would have been like
seeing ads for playing pool or darts. It was something
we just did and liked. I swore I’d take any chance to
get into the business, even if it meant emptying trash
cans for free.
The lucky moment came when I offered to empty those
trash cans for my brother’s roommate, Dave Warhol, who
was later to found
Realtime Associates. Instead of the cans, he offered
me a chance to write a piece of music for an
Intellivision game he was working on. I very willingly
took the opportunity. The next chance to work on a game
came from my ex-girlfriend’s brother-in-law, Paul
Edelstein. The next came from some high school kids
working on a demo cart for the Atari 800. Hmmm. Where
are they now?
As Dave became successful with Realtime Associates,
he subcontracted out most of his music to me, and that
eventually included the wonderful opportunity to work
with Brian Moriarty and transcribe ("port?")
Tchaikovsky's Swan Lake to MIDI for the game
Loom.
At the time, it should be remembered, there was
almost no competition at all. Writing music for games
was considered to be at the artistic level of, say,
writing the tones that tell the McDonalds’ workers that
the french fries are ready. Dave Warhol eventually
gained the rep as being pretty much America’s "game
music guy." This might have been partly because he was
one of the few people able to develop audio for Gameboy
and NES, and partly because of his excellent musical
sensibilities. It was because of that that the folks at
Origin called him to see if he would do music for their
new game, Wing Commander. Dave said he wasn’t
doing music much anymore, and suggested they call his ol’
subcontractor, The Fat Man.
MC: Is
it true that People Magazine called you "a top
candidate for the most prolific--and obscure--living
American composer"?
FM: Obscure, yes. And the rest might be true,
too. I guess it would depend on your definitions of the
words "a," "top," "candidate," "for," "the," and the
rest of the dictionary. I write a lot of music, and a
lot of people listen to it. And I try to do right by
those people, seeing as often they don’t have much of a
choice!
People also reported that I live in a sprawling
Western-Style Hacienda, and that I have three more
siblings than those of which I was aware. But I have
always been glad about the article, because it surprises
people and makes them feel happy when they recognize me
in the magazine.
MC: GIGnews
receives a considerable number of emails from people
wanting advice on how to get into the music-side of the
game industry. And many of those people are
award-winning musicians and composers in other arenas
who just can’t seem to figure out the system. There
seems to be a dearth of information with regard to the
business-side of game music. What is the system?
FM: "Sometimes, your Walk is your Way." I
think maybe there is one system per person trying to get
into the field. If you take responsibility for creating
a system that works for you, and that might work for
others, and pass your knowledge along, that would be
good.
Remember, although there are hundreds, maybe
thousands in it, we are in a young field. NOBODY IN THE
FIELD OF AUDIO FOR GAMES HAS EVER DIED. So, while it
does do some good to seek wisdom from our elders and
sages, they often turn out to be not quite so much wiser
than we.
Those who are at a loss might do well to contact the
founding members of the new "GANG" organization that was
proposed at
Project Bar-B-Q this year. (Editor’s note:
more about Project Bar-B-Q, below).
I also suggest to composers that they submit music to
my GamePlayMusic project. A lot of people have
approached me over the years looking for help. After
giving a lot of thought to how I can help them, I
devised this system, and I think it’s the best thing I
can offer.
There’s also a nice book out called
The Complete Guide to
Game Audio by Aaron Marks, which might help folks
get started.
MC: I
know you launched GamePlayMusic as a way to change the
system. Tell me more about the project.
FM: Here’s a vastly oversimplified way to look
at it: GamePlayMusic is a huge music library whose
contents is carefully sorted by factors that are
important to games. But there’s so much to tell…perhaps
I can tell you more in a separate interview? For now,
curious readers can go to
www.fatman.com/gameplay.htm.
Also, a list of the log sheet that has been completed
for every piece in the library is at
www.fatman.com/gpmlog.htm
MC:
Speaking of projects, let’s talk about Project Bar-B-Q,
your annual interactive music conference.
FM: It’s pretty remarkable. In just a couple
of days, the attendees make amazing progress towards
fixing what’s terribly broken about game audio. Their
work has a gigantic positive influence on the
individuals, their companies, and the industry. I’m real
happy to have my name associated with it!
For an illustration, readers can check out the report
from this last year's event at
www.projectbarbq.com/bbq01/bbq01r1.htm
MC:
Can anyone attend Project Bar-B-Q?
FM: Yes. But there is a certain built-in
automatic filter that keeps most of the
less-than-dedicated people away. Somehow, every person
who has made it to BBQ has had to fight some kind of
battle to get there. Even if they’ve been sponsored,
their plane ends up landing in the wrong airport, or
their wife gets suddenly pregnant or something.
I think that anyone with the guts to even try to get
something called "Project Bar-B-Q" past the "keeper of
the budget" deserves to go. Some of these bean counters
can be brutal.
MC: If
you won't have to then kill me, can you tell me about
any current and particularly intriguing game projects
you’re working on?
FM: I can’t say why, but things that seem to
be coming my way are generally seeming to be of a very
positive nature.
I just did some audio for
Zform.com who is
making games for blind people to play head-to-head with
sighted people.
I’ve been doing a lot of slot machines for Indian
territory. They tell me that my game Meltdown is
the hottest money-maker in that market, and it’s because
of the sound!!! I’m real pleased to be involved in that.
My mother, who teaches sometimes on reservations, tells
me that these casinos are vastly improving the lives of
the people there.
I wrote and had performed a
bigass song
for the Olympic Torch’s trip through Austin. There ended
up being about a hundred-voice choir and 20 celebrities.
I guess that counts as music for games!
I am starting a philosophy book for New Riders called
"Mastering Game Audio: A Little Red Book, If You
Please." It’s title is more a request than a
description.
I will soon (tomorrow?) be finishing a CD of the
music for Wing Commander I.
I will jam this coming Wednesday night with my
friends, as I have for nearly 20 years. But it’s usually
Tuesday nights.
I am whistling a pretty song to myself right now, but
telling you about it is hardly reason to kill. I try not
to kill anybody unless I have a good reason these days.
MC:
What would be your dream game project?
FM: Let me think of the characteristics that
would make a dream project for all people involved:
--A reasonable balance exists between making a
"safe," good-selling game, and risking everything on
something amazingly wonderful and new. Differences from
other games are found to be equally exciting as
similarities.
--All efforts are bent towards making a good game,
not "blowing away investors." If there are investors,
they are there for this ideal, and have the spirit and
the wherewithall to keep their money behind such a
thing, regardless of reasonable fluctuations in fashion
and economy. To my experience, this rules out most
investors. Certainly it eliminates the large corporate
investors I have dealt with. Certain creative, brave
individuals might yet qualify.
--All individuals involved have a deep drive to
understand business and personal relationships. Each
would do his job to the best of his ability, and trust
the others to do their best. At times when he felt he
was right, each member of the team would consider the
possibility that he is wrong. At times when he felt he
was of no use to the other aspects of the game, he would
give his attention to them and offer support and a fresh
viewpoint.
I guess another way of saying it is this: Team
members like to be treated like Scotty on the old Star
Trek. Feel free to ask anything of them, suggest things,
discuss things. The good ones will do what can be done,
maybe a little more. But you do well to trust them, and
not work on the engines yourself.
--Audio. Ah yes, Audio. It would not be totally
neglected or overmanaged to death. It would get, on the
average, something like two percent of everything.
Attention. Processor time. Budget. Disk space.
Bandwidth. Marketing.
--There would be no fear at the possibility of making
a soundtrack that would risk being unexpected, like in
Kubrik films.
Perhaps only a few people are left in the business
who are willing to take the chance to make a project
like this.
MC: A
couple of years ago the The National Academy of
Recording Arts and Sciences decided to allow music
created for interactive games to compete in the annual
Grammy awards competition. I know your brother Dave has
a few Grammies of his own as the drummer for Asleep at
the Wheel. Any Grammy dreams for the Fat Man?
FM: Yeah, Dave’s got six Grammies, and I’m
real proud of him.
No Grammy dreams for me.
I was the first to campaign for Grammies for
Interactive, and I was proud to be on Chance Thomas’
committee in the meetings with NARAS that actually got
the category opened up to us. But I’ve not got that much
desire to get a Grammy for myself. If I want to point to
something on the wall and say "I earned that," I
certainly can already. I have enough things like that in
my life to not really crave more.
Although I think a posthumous "Lifetime
Achievement" award would be nice. That way I don’t have
to go to those awful awards show parties. I went to
DreamWorks party at the Country Music Awards a couple
years ago—Jesus it was terrible. I ended up
inadvertently insulting Gary Chapman. (Editor's note:
Gary Chapman is a Christian/Gospel singer/comedian/tv-host).
The fun thing for me is this: getting a chance to
work my ass off for enough money to keep my wife off my
back about debts. That’s more fun than a statue for me
right now. It’s what I’d like more of.
MC:
It’s the start of the year, any predictions for games
and music in 2002?
FM: I expect that somebody from our industry
will die, maybe not this year but eventually, and
somebody will be nominated for a Grammy.
MC:
When are we going cruisin’ again in your 1958 Silver
Cloud Rolls Royce?
FM: Thanks for asking, Mel-o-dy! You know the
answer to that -- just whistle!
BIO
Melanie
Cambron is a recruiter for game industry leaders
such as EA, Sony, and Infogrames. Featured in
Game Design: Secrets of the Sages 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
Past
Interviews:
Interview Josh Resnick
(December 2001)
Interview With Paul
Steed (November 2001)
Interview With Marc
Saltzman (October 2001)
Interview With Rick Hall,
Senior Producer, Ultima Online (September 2001)
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