Magic All Around:
Reflection on the Making of the Surround Music Score
for Magic: The Gathering
Battlegrounds
By Stephen Geering
Magic: The Gathering from Wizards of the Coast is
a collectable card game phenomenon that has been around
for ten years. Devotees collect thousands of the cards
which feature imaginative artwork of creatures, wizards,
and the spells they cast in their different colored
realms.
Certainly, fascination with magic and magical powers
is eternal. Today we find it in books, movies, and
games. I have composed music for games, records,
television, and film, but my brush with magic came when
I was selected to compose the score for Atari’s new Xbox
version of the game, Magic: The Gathering
Battlegrounds.
When I got the word from Scott Snyder, Audio Director
at Atari, that the audio design plan for MTGB was to do
the entire score in surround sound (about 40 min), I had
yet to write a note. As the concept of scoring entirely
in surround began to sink in, I became excited by the
idea of being able to write - really write - for this
medium. I would be able to create music with lots of
movement attached, not the stationary conventional
orchestral instrument positions with rear ambience like
in films and games where sound effects can take up the
surround space. I don’t know how many next-gen platform
games have mixed all in-game music with a movement bent
surround music mix, but it adds a whole new level of
interest to game play. In addition, more people will
soon be able to embrace motion-filled surround game
music soundtrack albums on their home audio systems.
As MTGB is an arena fighting game where the action
takes place in the center, I was told I wouldn’t have to
share the surround space with in-game sound effects.
Placement of the sound effects would sit in the center
channel, with the dueling wizards voices panned front
left and right.
Given this freedom, I wanted to make the score akin
to an amusement park ride, heightening the game’s
intensity with spatial manipulation of musical events.
Swirling in the air. Fantastic in nature. The music
would create surges of events traveling around you,
through you, and across you in symmetrical planes of
movement, yet never losing the music’s meaning and
theme.
In preparation, I made mental notes on what I wanted
to do with the music in surround, which varied with each
piece I was writing. First, I had to find the vibe, the
musical voice, and its distinctive natures. Producer
Leif Jensen and Art Director Christopher Bretz at Secret
Level, the developer of MTGB, along with Atari Producers
Kirby Fong and David Brown, helped shape the direction
by supplying their vivid written descriptions and
artwork which detailed what the duelists believed in and
stood for. I was able to envision the wizards
controlling the elements to defeat each other in the red
desert with its baked, cracked earth and bizarre rock
formations, and on the floating islands in the sky.
Looking to take advantage of the additional speakers
does not necessarily color the music up front.
Initially, I had to digest the material and then let it
spill out in a drum improvisation on the keyboard. Next,
I orchestrated this improv with all its quirks and odd
lengths. The UI screens were the first to get this
treatment and the reaction from Secret Level was a big
thumbs up. I then knew that this improv feel was a key
part of the game’s musical identity. I also knew the
music had to come from a deep place, that I should rid
myself of the expected and let the instinctual take
over. MTGB is a world created out of fantasy and
mythology where primal energies are at work. Conjuring
and wielding a spell is a wild imaginative thrust, not a
conventional one. For composers, improvisation has
always been where the magic happens. I told myself that
instincts (improvs) were the foundation, the basis. I
would then orchestrate the improvs, adding different
layers and dispersing them in surround, like the wizards
refining control over the elements.
This decision to go with this approach as opposed to
more predetermined, structured ideas created music that
is less repetitious and more ambient aggressive. Going
with instinct, trusting that which comes out naturally
is the answer to the question. You have to fight your
logical mind, which is sometimes hard for schooled
composers. Art Lande (ECM Records), a beloved jazz
pianist and one of my teachers, exposed me to all kinds
of improvisational games. Through these exercises you
learn to trust your immediate emotions and be more
physical with the music. Let the magic happen and then
you will get the effect of not knowing what is coming
next. This, I discovered, works well in a fighting game.
Orchestrating this drum patch instrument track that I
improvised had finger clusters and chord intervals like
a piano piece. That led to some inspiring accidents by
assigning those beats to melodic instruments and human
voices. This layering could then be applied to more
speakers -- each having its own voice and yet part of
the whole.
Some overall concepts of surround started to take
hold in the first round of composing the Red arenas
where 3 types of Timpani timbres combined with a couple
of concert bass drum sounds. I thought if I layered with
3-4 different percussive sounds playing in unison, or in
parts, and placed them all in separate listening fields
of front, back, and the 2 sides, giving multicolor
surround beats, these layered beats would then resound
with their sheer physical dimension.
Attaching movement to the idle, that is, pedals
tones, ambiences seemed like a natural tendency and,
indeed, are both very expressive and physical. I tried
to be more roaming with melody, especially in call and
response mannerisms that coincide with instrument
alternation. Dove-tailing is also something that feels
supernatural with things, appearing and then reappearing
in different locations and guises.
One moment, idling random percussion rolls like a
nervous herd in place, and then rushing to another spot
from which to graze. The crescendo surges of bare feet
and hooves mimicked by exotic hand percussion rolling
over the turf through you. Yes, the music got really
sound design-like, particularly in the Green levels. The
approaches to surround music were tied into the vibe of
the level itself, the stories behind the music. Secret
Level had a strong sense of the meaning attached to each
color level and conveyed these interesting cultural
references.
I tracked everything in ProTools in my house. I then
transported everything in a desktop Glyph drive (so
easy, no cartage) to the mixing studio, Persona, at Lake
Hollywood. There, I hooked up with my mixing engineer,
Adam Kagan, who has worked with Babyface, Aaron Neville,
Gladys Knight and many other recording artists. Adam and
I have worked together for ten years, but this was our
first surround mix. I booked 4 full days for the
surround mixing so we would have time to explore and
experiment with ideas that might come to us. We sat
surrounded by the Genelecs (speakers) and Adam worked
the 5.1 ProTools controllers the way I had conceived the
motions prior. We played around with the placement of
stationary elements, where they should reside, and how
long they should stay there. The types of movement and
the speeds attached to those moves make for an entirely
new level of performance by us. Sometimes a motion
performance would fall short because the speed of motion
was not quite right. How long does it take to circle or
reach a diagonal destination?
So we then would redo in real time the moves again.
Repetition of certain approaches created a style, an
identity of surround that was linked characteristically
to the level. The effect of movement between speakers
can change the perspective of instrument density. When
you are accustomed to hearing the music simply in
stereo, everything is more clumped together, compacted.
A new independence of voices emerges in surround, with
things spread out. Choices need to be made to compensate
for any areas that seem too thin. Adam envisioned having
overhead speakers on the ceiling in future surround
mixes, encompassing the listener even more.
But if the user doesn’t have surround how would the
Xbox handle the breakdown to stereo? After getting the
specs on the stereo fold-down from Xbox Music Content
Consultant, Scott Selfon, we listened that way. Happily,
these sounded great, and even had a more spread out,
spacious feel to them than expected.
After mixing the in-game music with adventurous
surround approaches, the FMVs were ready to be mixed.
Being supportive to these wonderful MTGB movies and SFX
created by Mondo Media, and knowing sound designer Jim
Lively would have his cinematic surround SFX going, we
backed off a bit on doing as much motion. The picture
guided us in panning directions. Still, the placement of
different groups of instruments separated out into their
own listening fields was again exciting and added that
extra dimension. A dimension that is hard stay away from
once you’ve been there. Designing music for the surround
space is like venturing into the great outdoors, it’s
liberating to the composer, the listener, and the game
experience itself.
About the author: For more about Stephen Geering
and his music, visit
www.ingeermusic.com