Whispers of the Plains: Penka Kouenva

HPM has the opportunity to chat to Penka Kouneva, the genius behind A Warriors Odyssey which is a wonderful CD taking all the trimmings from a game or film soundtrack and making it a standalone story. Let’s see what tasty titbits we got!

Congratulations on your latest work. It’s beautiful. How do you feel now its out to the world?

Thank you! My goal was to demonstrate my passion for game scoring, to learn new techniques, and to adapt my skills specifically as a game composer. I am satisfied! The initial impetus was to write a few action pieces building upon the sound of Gears of War 3 and Modern Warfare 3. Out of these few action pieces my album kept growing, loosely based on the archetypal hero’s journey – epic battle themes interspersed with personal moments of defeat, resilience, hope, and ultimately reaching victory.

What made you decide to record an album of music not tied to a production? How was it having complete freedom to build your own story with your music?

In the last few years Steve Jablonsky gave me opportunities to compose additional music for Prince of Persia: Forgotten Sands; Transformers: Revenge of the Fallen and arrangements on Gears of War 3. These were life-changing opportunities and I felt compelled to keep building upon them, to grow as a composer, and to come up with new, fresh themes that will also help me solidify my own voice. With A Warrior’s Odyssey I charted my own goals, my own trajectory. It was a very challenging and profoundly satisfying experience.

You settled on the theme of a Warrior, or Soldier and indeed there is a patriotic flavour to a lot of the themes. What draws you to a warrior? What made you think – yes there’s the story to tell?
First, the Warrior archetype has always resonated with me. I am a multicultural artist and a woman in a vocation with so few other women. The last 13 years in Hollywood felt like I was fighting relentlessly every inch of my way. Last year one of my TV clients complimented me, “Penka, you are a Ninja!” Then, to grow as a game composer I had to develop my ability writing epic battle themes. Once the album began to take shape, my artistic goal was to transform personal struggles into a universal and common human experience of fighting battles and ultimately prevailing. Thus, the album is meant to work on a narrative level (game battles) and also on a symbolic level – “from struggle and defeat, to hope and triumph.”
The album itself is divided into three very distinct sections. How did that come about? Was it part of the original plan or something that happened during or after?
The concept of an archetypal three-part “hero’s journey” probably coalesced sometime in the middle of two very intense months of composing. It was very important to me to solidify my voice as an Eastern European-Bulgarian artist, so I was going to have “Bulgarian-flavored” music. If you think of any “hero’s journey” (of Hercules, for instance) it made sense for the 3-part structure to be “The Battle Begins – Faraway Lands – The Battle Goes On –[Victory].

My personal favourite section is the “Faraway Lands, Ancient Times” where your instrumentation bleeds out into all kinds of wonderful instruments, some of which represent your own heritage. Was that important to you?
In film and game scoring (two extremely competitive fields) there are many richly talented composers. While it’s expected that each composer will be skilled and versatile, it is the personal unique voice and attitude that allows certain composers to excel. Think of Inon Zur in games, or Thomas Newman in film – how distinctive their voice is. I arrived in Hollywood in 1999 with one keyboard and one professional contact, and in 2001 was accepted as a Fellow at the Sundance Composers Lab. Sundance Lab is the most competitive forum and composers apply year after year to be accepted. At the time, I was stunned, pondering my luck and trying to understand why my music got picked over 250 other applications. The music I submitted had an authentic personal voice and blended my Bulgarian heritage with modern idioms. As a composer, I want to get selected to score the RIGHT job that will propel me forward, the way Prince of Persia: Forgotten Sands became my “breakout” score and a life-changing job. So, with A Warrior’s Odyssey I wanted to explore my roots while blending those influences with modern film & game sound, in an effort to refine my artistic identity.

Do you have any specific fond memories of the recording process or funny titbits you can let us in on?
The recording session was an absolute joy. We had one day only – morning with the string quartet and afternoon – with the brass, in the beautiful Bridge Recordings Studio in LA. Because the album was composed so fast (in just two months – May through July, though I began thinking and sketching in January), I relied upon my long-time collaborators who helped with sequencing of some synths, orchestrated, and helped me deliver on time. It was the happiest, most joyful summer that I remember.

Now you’ve had complete free reign on this project, do you think that’ll help you or give you a different insight for any future compositions you are doing for TV, films and games?
Growing as an artist is what I set out to accomplish, and this growth will certainly help me in my future work. I understand more precisely the creative vision of my film and game collaborators, and I know technically how modern game music is composed and arranged. Without following a “temp score” I did listen closely to many beloved soundtracks: True Blood by Nathan Barr, Moon by Clint Mansell (for the interludes) and Act of Valor by Nathan Furst (for the military action, in addition to GOW3 and MW3). I would say that A Warrior’s Odyssey is probably the most important creative work I’ve done, precisely because of its lasting impact upon my future game & film collaborations.

Speaking of future projects – what’s next for A Warrior’s Odyssey and Penka Kouneva?
These days I am building relationships with game developers and film directors, while promoting A Warrior’s Odyssey. I have a few small games and indie films in progress (can’t quite discuss yet). My long-range goal is to score big action, sci-fi and fantasy games and films. I hope the game fans will enjoy my passion project for the game biz, A Warrior’s Odyssey!

Many thanks to Penka for joining us. A Warriors Odyssey is available from Amazon, iTunes, SumThing Else and many other digital & CD outlets.

Here are some wonderful behind the scenes photos from Lisa Bevis.

Whispers of the Plains: Lauren Edman

Lauren Edman’s debut solo CD “It’s Always the Quiet One” is quite fantastic – as we’ve said below. We got the chance to chat to Lauren about her first solo album and the processes and thoughts behind it…

Firstly, congratulations on the fantastic album “It’s Always the Quiet One”! How do you feel now your baby is out for public to enjoy?

Thank you! It actually feels really weird. I’m glad it’s out, but it is a strange feeling. These songs were kicking around in my head for so long, and for so long I was the only one who’d ever heard them. I’m a private person, but this is a really personal album, so coming to terms with that has been interesting for me. It’s weird also to think that these songs are finally “done” after so long, and that when I get to making my next album, I will be working on an entire set of completely different songs! I probably sound silly saying that because it’s just… obvious, but there it is, that’s how I feel.

Reading up on your bio, most of the album seemed to be conceived in the early hours of morning – did that have an overall impact on the sound designs and writing as a whole? I would describe it as a secretly nocturnal album!

There was a period of about three years during which I got the impression that my best creative time was at 3AM. I was awake past then every night due to my late work hours – I slept until noon every day – and the music ideas would just kind of flow around 3AM. I would say my most sprawling, somewhat dark songs were written during that time: “Charge,” “Be the Light,” “Slate.” I don’t know if that was a coincidence or not. About half of the songs on this album were written then. I guess generally I do prefer writing songs when it’s dark outside, though now that’s more likely to be around 9 or 10PM.

You’ve had such a diverse musical backgrounds previously with bands – how do you narrow down your sound for a specific album when you cover so many genres in general?

It’s really difficult to do that, actually. I naturally write in a wide variety of styles – it’s just whatever I’m in the mood to write, and I’ve been like that as long as I’ve been writing songs. I like doing that too much to want to try to limit the genres I write in. So the music itself is all over the place, and any kind of production that gets applied to those songs has to fit both with the song itself as well as in the context of the album as a whole. I had more songs I wanted to put on this album, songs I really like, but style-wise they were just too far removed from everything else to work here. I chose these ten songs because not only could I make them work as part of a whole in terms of the direction of the sound, but I was able to tell a story with them.

Sometimes the production of one song was guided by the song that came before it – “Red Wings” had to somehow form a bridge between “Sweet Girl” and “Desperate Times.” I didn’t start work on the production to that song until both of the surrounding songs were complete, and I let the feel of “Sweet Girl” guide the way I wanted “Red Wings” to come in, and what tempo it should be. “Red Wings” was actually much slower when I made my original demo of it, very ambient and washed out with the vocal harmonies. I felt that if I were to leave it in that style for this album, I would need more songs that sounded like that because otherwise it just sounded too out of place.
I’ve also read about how you came across the banjo which is an excellent read from your behind the scenes posts you place on your website. Do you have any other stories of discovery about the album you could share with us?

The slide guitar sound in “Sweet Girl” has been mentioned a little, but I’ll go into more detail about that. I’ve had a thing for the lap/pedal steel sound for a while now. I wasn’t sure how I wanted it to fit in my album, but I was thinking I wanted it on there somehow. I went to Craigslist looking for a lap steel player and got a few responses, but I didn’t know what exactly I would want an actual player of the instrument to do, so I never did anything with them. I got out my acoustic guitar to tinker around with it somehow, seeing if I could make convincing sliding sounds with anything I already owned. I tried a bunch of devices as a slide: a ceramic shot glass, an empty beer bottle, some sort of metallic item that I can’t remember (no, not a beer can). But this one glass makeup bottle I had – makeup that I don’t even use but still had – actually sounded pretty good. I put maybe five different effects on it to stretch out the notes as much as possible. While it’s not lap steel, I got the sort of effect I was going for.

One thing that stands out on the album is your vocal harmonies. How do you manage to create such a beautiful collage of voices?

In some cases I write specific harmonies, but other times I just go through and improvise harmonies along with the track and record whatever comes out. Some of it inevitably sounds terrible because I have no idea what note I’ll be singing next (I chop out the terrible notes), but I like doing it that way because I end up coming out with really interesting harmonies that I wouldn’t have thought of if I’d actually been thinking about it. Usually I have an idea of what I’m going for – tone, mood, vocal range/register – but not the specific notes planned ahead of time before I start recording. I like the ethereal, angelic stuff, so that is usually the vibe I go for with harmonies- but sometimes I want more of an epic sound, sometimes a happy sound, sometimes a little weird or discomforting. For example, all of the vocal harmonies in “Be the Light” were improvised except for the ones in the bridge, which I had planned specifically. I really wanted that song to sound pretty but also a little creepy at the same time, especially at the very end where all the odd vocal parts start coming in.

Any plans to do some live shows to support the new album?

Yes! I’m working on writing live arrangements of the songs. I won’t be trying to replicate my album’s sound. I like having “live versions” of songs, as opposed to just playing it exactly the way it sounds on the album. So I’m going to have a group of instrumentalists playing with me, and we’ll see how that sounds.

As an instrument enthusiast, are there any new instruments you’d like to include or learn for future projects?

I’d really love to learn bass, but if that doesn’t work out well for me I’ll definitely involve a bass player on my next album. Electric guitar, too. I’ve got songs that need those sounds. I’ve got a plucked psaltery hanging around that I didn’t use on this album, so it would be nice to find a place for that in the future also.

Do you have anything you enjoy to get up to as a break from recording / song writing?

Yeah, sometimes I would get up in the middle of mixing a song and bake a quickbread or cookies or something. Cooking was generally my distraction during the process. I’ve actually been cooking less extensively since finishing the album, which I find strange.

Lastly, as a truly independent artist, do you have any advice on any other artists wishing to get their music out there and how valuable is the internet as a tool for your musical adventures?

I haven’t exactly mastered this arena – I have a hard time reaching out to people for the purpose of promoting myself, and I always feel awkward doing it – so I’m not sure I’m a good person to offer advice on this! I do think it’s still important to have an actual, decent looking website with general information on it as opposed to just relying on a social networking page. And I personally think it’s cool for that website to have interesting content on it, related to the music, that isn’t already posted on Facebook or Twitter, etc. to give people something to really latch onto. Beyond that… I guess try to be less shy about it than I generally am, and try to have someone other than yourself promote your music for at least a little while if you can.

Thank you very much Lauren – best of luck with the excellent album that you can grab on iTunes and Lauren’s website.

Whispers of the Plains – Stereo Alchemy

With their début album God of Love about to hit the stores in the next few days, we grabbed Stereo Alchemy’s Christopher Tin for ten minutes to go over what is undoubtedly a smashing album in waiting and all the juicy bits behind it:

Stereo Alchemy is a collaborative effort. Tell us how you came into being and what attracted you to working together?

Kametron and I have known each other since college. Over the years, he’s worked on a number of projects with me, playing Japanese taiko, programming beats, etc. We’d always talked about doing some sort of collaborative project together

Two years ago, I was contacted by a fashion photographer named Yu Tsai, who was doing a video for Lindsay Lohan, and needed something that was dark and trip-hoppy… sort of like Massive Attack. I gave Kametron a call and said that this would be a great way to kick off a project, and so within a matter of a few days, we wrote our first song (“A Rapture”), had it placed in the Lindsay Lohan video, picked a band name, set up a website, and basically launched the project. Since then, we’ve been pecking away at the full release while juggling our own commitments (I have my scoring work and solo orchestral work, he has his world-fusion bands that he plays in and produces). Finally this winter we were able to finish off the album and launch it.

Working together as a duo, you’ve created your début album “God of Love” – tell us about the fun concept behind it, as we here at HPM do like a concept!

We’ve basically taken Renaissance and Romantic Era poems about love and death, and turned them into dark and melancholy electronica! It all started with the aforementioned Lindsay Lohan job… we were in a rush to get a song together, and didn’t have any ideas for lyrics. Then I remembered a poem that I read in college (I was an English Major) called “A Rapture” by Thomas Carew, a Renaissance poet. It was highly erotic, and worked brilliantly in the context of the video. We then decided that the rest of our songs would follow a similar pattern, and started scouring old anthologies for poems that fit well into the context of our album.

The Lindsay Lohan video, by the way, can be seen here:


With each of the ten tracks on the album veering off into different types of electronica, how did you work together? Would say Kametron supply a rhythm for you to work from or would the melodies come first?

It went both ways, really. Sometimes I’d come in and Kametron would play me a beat or a synth riff that he was working on, and I’d say, hey, that’s great, let’s add some verses and chorus to that. Then we’d crack open a few books, look around for something that fit, and then make it work. Sometimes I’d be sitting at home reading a book of poetry, and I’d find some fragment of text, and a melody would immediately jump into my mind. Then I’d sketch that out and send it over to him, and he’d add a beat to it. It was a very fluid process. Some songs got reworked over and over and over. Some ideas got initiated in one song, then ported over to another. The idea of a dubstep wobble bass, for example… Kametron was really insistent that we try to incorporate that somewhere, and at first I was hesitant. He put it into “God of Love” first, which was a song that I initiated. I sort of freaked out at that point… I’ll admit, I hated dubstep when I first heard it, and I was thinking to myself “What is that god awful noise that you’re sticking into my beautiful song?” (I’ve since become more of a dubstep fan.) Then we ported the dubstep sound over to another song and tried it out there, but that didn’t work either. Finally we ported it over to Monster of the Sky, and that seemed to be the most natural place for it. And now I’m a fan, and I’m glad he was so insistent that we incorporate it somewhere. (I’m still glad that it’s not in “God of Love”, though.)

Tell us about the guest vocalists that came on-board with the project as they really add a depth to the album too, almost as a separate voice to the work.

We have a trio of great vocalists: Melissa R. Kaplan (of the bands Splashdown and Universal Hall Pass), whom we turn to for our darker, more trip-hoppy songs. Mozez (from Zero 7), who handles all our male vocals. And Lia Rose (singer/songwriter) whom we turn to for our more pure, innocent, and dream-poppy songs. They’re all great singers, and each brings a different energy to their songs. It’s nice to have variety.

With all the success from your previous solo work “Calling All Dawns” being rooted firmly in the classical/world genre – this is a completely different side to Christopher Tin we’re seeing. Do you see the projects as completely separate? Is there anything you prefer being part of Stereo Alchemy over being a solo artist or vice versa? Or is it just about being free to express each layer of music you’d like to explore?

The two sides don’t have much to do with each other, really. I’m just exploring something that I’ve wanted to do for awhile, and having fun doing it. At the same time, I’m still working on my orchestral/world releases. I just need a change of scenery from time to time, that’s all. There are pros and cons of working in a collaboration, and working as a solo artist. It’s just nice to be able to balance both.

As a team of many genres of music – are their any particular influences that set up the “God of Love” sound, because in a very fresh way, it feels like a homage to a certain period of music?

I sort of see it as an homage to maybe a mid-90s way of doing things. We sometimes joke that the name ‘Stereo Alchemy’ is really more of a 90s-sounding name… a little bit pretentious, a little bit on-the-nose.

Now that the album is finished about about to be released, where can we find it and will we be seeing you at any promotional events to support it?

It’s online at iTunes, Amazon, and our own website http://www.stereoalchemy.com. It’s also on my solo website, www.christophertin.com. We’re looking into some potential live possibilities… some of which might really appeal to HPM fans, in fact. Hopefully more will develop. We’ll see.

On a personal note, how does it feel to be a Grammy winner?

Pretty good, man. Pretty good.

Thank you so much to Stereo Alchemy for giving us their time and we wish them best of luck with God of Love.

Whispers of the Plains – Interview with Jeff Broadbent

 

With new downloadable title I Am Alive about to burst onto our consoles, composer of the game Jeff Broadbent took a few minutes to chat to HPM about exactly what to aim for when creating a rich atmosphere for a game where tension is key.

I Am Alive has been a game that has been on many gamers radar for a very long time under its various guises. Now it’s nearing release it appears to have quite a lot of people talking about its unique atmosphere which of course, a lot of it is down to the sound design and the music scoring. Tell us how the project come about for yourself?

I first got involved in the pitch for the game in Winter of 2011, after contacting the audio director and learning about the project. I created a custom demo showing different approaches for the gameplay music, as well as a couple of main theme concepts, and based on those samples I was selected to score the project.

In such a taut and tense game that relies on its atmosphere, the scoring is paramount. How do you try to tap into the game world you are scoring for?

Taking the time before any composing begins to understand the game, the back-story, and the emotional content is very important. For I Am Alive, I learned as much as possible from the developers, looked at concept art, and was even reading Cormac McCarthy’s book The Road at the time. I try to immerse myself in the concept of the game in many different ways. One can draw inspiration from all different sources, and I find that in addition to visual concept art and learning about the game, reading related literature can really put you in the mind frame of the characters and their situations.

In the game a lot of ambience is used which fit the desolate landscapes perfectly. How did you find the type of sounds you were looking and what did you use to get there?

I started by envisioning the environment the main character finds himself him. The audio director Zhang Lei had the idea that the music could represent the materials and environments of the game. A musical example he shared with me was Ingram Marshall’s composition Fog Tropes, which incorporates the tones of a fog horn into the ambient musical soundscape. In I Am Alive, we used a similar approach for certain parts of the game. For example, in one section of the game you find yourself in an abandoned and crumbling pier park. For this music I used materials such as large bell tones, creaking ambiences, and bowed metals, which are elements associated with that environment. By using reverbs, distortion, delays, pitch shifting, and other manipulations, the audio was transformed in various ways. In addition to these natural/organic elements, a variety of synthetic tones and electronics were also used for variety and more foreboding colors.

Is it much harder to create an ambience that doesn’t completely take over the experience, but actually contributes to it without the player knowing, than writing straight motifs that stand out? Is there an art to ambience?

I wouldn’t say that either is harder, as they each have their challenges. In more traditional, motif-driven music, you are working to craft tuneful, memorable themes, using more typical instrumentation and harmonic approaches. When creating ambient music, the character of the sounds themselves is essential, so great care must go into sound creation and combinations. There certainly is an art to ambience – a lot of great modern music by composers such as John Luther Adams, Brian Eno, and Morton Feldman is very ambient. It is like impressionist and abstract visual art, where the beauty lies in the combination of color, shape, and texture. With music, you are using aural colors to paint the soundscape.

For the motifs themselves, and the more dramatic compositions and themes, did you have ideas for particular instruments to take the lead from the start or did it develop organically?

While I had ideas of the emotions I wanted to convey, I didn’t start with particular instruments in mind. We experimented with different approaches to get the appropriate instrumentation. For the main theme of the game, solo piano presenting an unsettling motif proved to be effective. For the music representing the man’s longing for his lost family, and his interactions with the child Mei, a combination of solo oboe, strings, gentle ambience, and piano were used. We found that these instruments could present emotional, yet simple and not excessively dramatic musical expression.

You’ve stated before that the project allowed for you to have a lot of creative freedom. Is there anything in particular you’re especially proud of or something that we can keep an ear out for that’s unusual?

I personally enjoy how a unique approach to both ambience and rhythm was achieved. For example, when the player is climbing and becomes fatigued, an interesting combination of aleatoric string techniques and sound design elements was used. For the tension music throughout the game, unique rhythmic elements fade in as the player approaches a dangerous situation. To sum up, I’m fond of the unique sonic elements in the game, and how the score conveys a sense of danger in a post-apocalyptic world, as well as the human emotions of hope and connection.
After I Am Alive, do you have any other works in the pipeline? Also, are there plans for a soundtrack release?

I’m currently preparing to score a big game in a couple of months, and am also working on some trailer and action music for a couple of production companies. As for a soundtrack release, I hope that we will see the music released via soundtrack, but at this time I can’t say for certain.
Finally, in the event of a world ending disaster, where would we find you and what would you be up to?

I’d probably be stocking piling food, water, and ammunition, while playing I Am Alive in a fortified bunker at an undisclosed location =)

Higher Plain Music would like to thank Jeff for taking the time to talk to us and wish him best of luck with the game and his musical future. We say the location would be his recording studio!

Whispers of the Plains: – 12 Followers / Meteo Xavier

Having released his first full album Metrocrity Vol.1, we speak to 12 Followers / Meteo Xavier about putting out his new baby.

So tell the readers little about 12 Followers/Meteo Xavier and how you came into being?

Well, the real origin here is so ridiculous I almost feel like it should be something I’m ashamed to admit, but the real start was about 10 years ago when I graduated from high school. I wanted to get into major serious acting and my thinking at the time was if I started a rock band, that would be my in. Oh yeah, and this is before I knew jack squat about music. I actually thought that would work. :P

Well, 10 years of reality later and an attempt to do a Christian Rock band with a friend later and slowly piecing equipment, software and knowledge together is where I land now. Over the last several years I’ve been doing “on-the-job” learning which I wanted to develop as a foundation to build and improve off of – this is 2 albums, about half-a-dozen commissioned game work, Ocremixes, what have you. I hate being limited and I enjoy being realistic (as opposed to yesteryears) so I’m interested in any music work I can get – albums, games, projects, etc.
What inspired you to take the route of a game music style approach with Meteocrity Vol.1?

Meteocrity Vol. 1 IS game music I had been commissioned to do that has yet to be published. The bitter reality of starting out in the indies is that 8 out of 10 projects never see the light of day. Game development is a time crushing activity that most people do in their spare time and life just gets in the way and I had a bunch of tracks sitting on my computer that weren’t going anywhere, so I fixed up the ones that were worth fixing, mixed them better and hired German game composer and audio producer Daniel Lippert to master and the album was finished.
When you listen to Meteocrity Vol.1, it sounds like there’s a narrative that runs throughout the album. Did you plan one and if so what was it about?

Actually, that quite surprises me. My last album had a sort-of narrative and this one did not. The only real structure to it was I had some tracks that sounded like beginning tracks and a couple that sounded like ending tracks and put them at bookends and then tried to arrange the rest of them in the smoothest progression possible, but now I’m really interested in this idea because I had no deliberate narrative going on.
There’s a real collection of different genres and it even sounds like some tracks come from different era’s of technology (8bit / 16bit). What are all the different challenges of having to compose for such a vast selection of different styles? Do you have any favourite styles?

My favorite style is the hyper-melodic prog-rock sound that Motoi Sakuraba and Hiroki Kikuta patented for their games and compositional formulas. This one has a lot of different sounding tracks because they all come from different projects and different setups I used to have. Most of these tracks reflect me being inexperienced and eager, so I pretty much gave in to the strict commissioners’ wishes and did them exactly as they wanted (I now command much more creative and quality control).

I’m not so sure I had much trouble in learning different styles. A rock track for a platformer or SHMUP can easily become a puzzle track if you slow down the tempo and make it less dynamic. I asked for audio examples, they sent me what they wanted and I did my best to learn and recreate (copy) what they wanted. This is not really the way I like to do things but sometimes it’s what’s called for in the job.
How do you start off composing a track. Do melodies come before the beats or does it change from song to song? Did some tracks come to you quicker than others?

A lot of my tracks come from an earlier exercise in something that I kept, but when I’m started from square one, I always start with drums and bass, I build some chords and fills and get a general atmosphere and direction going. After that I either develop the melody or further accompaniment (whichever works first). I discourage starting with chords and melody first and then building everything around it – that’s like building a house around your furniture out in a field somewhere. I start from the ground up, get my direction and accompaniment going and then put the melody in. The melody’s the easiest to write because you’re just writing on top of everything else.

Some tracks are definitely easier than others. Some of the tracks here on Meteocrity took like an hour – others took days. It’s just the luck of the draw when you’re making something from nothing, you build what you can build, take a look at it and go from there until it sounds like a song.
Although you have composed for a variety of other projects, this is your first commercial release. How does it feel to finally have something that is entirely your baby with name on out there?

Spiritually orgasmic. I always encourage people to finish their stuff for any reason just because it feels as good as sex and lasts a lot longer. Even if what you do sucks, you get SOMETHING from it and you can do SOMETHING with it. An unfinished track – all you’ve got is raw material to mine from. It can’t do anything by itself. Completing a project is pretty addicting, but it might be a good addiction.
You’re always busy with new projects – is there anything you can let slip for us that’s coming up in the near future?

Oh, my plate is super full and might take me more than a full year from now to work on and complete. I have a chiptune album I meant to start back in the fall but hadn’t gotten to it other than some track demos to work on. I’m the Assistant Director and Manager of the Seiken Densetsu 3 project on Ocremix and that’s going to kick some ass. I did a MIDI soundtrack for a Tower Defense game and we’re mostly done with that.

I will, sometime in the near future, be working on a new commercial album with piano maestro Ghetto Lee Lewis from OCR for the record label that’s solo piano and I can’t wait to do that because then I’ll finally get to release a “12 Followers” record and not “12 Followers/Meteo Xavier”. It will be an actual album-long collaboration.

On the flip side of things, I’m also an author under the name J.S. Lawhead and I’m going to be working on a new novel soon for Hellfire Publishing once I make some more headway in marketing my current novel, Vulgarity For the Masses.

So I have my work cut out for me, but I ain’t complaining. It’s good to have real work to do for people these days. Thank you for asking, Simon!

…and thank you so much for talking to Higher Plain Music!

Imogen Heap on The Dewarists

Imogen Heap and Vishal-Shekhar collaborate for the fantastic track “Minds Without Fear” – a fantastic song for what will hopefully end up on the third album. A whole programme has been made about the process of making the track and is the first in a series that follows artists around the world making music together. It’s a really interesting concept and programme. Watch and see!

Whispers of the Plains ~ Interview with Eufloria Composer Brian Grainger

Higher Plain Music has been lucky enough to snag a few minutes with the insightful Brian Grainger, composer for Eufloria the new indie PSN game (previously on Steam too). Here Brian talks about the project itself, how he composes, the problems, the rewards and how he feels on the end result itself.

So now Eufloria is out, how do you feel about being part of such an indie coup of sorts – a game that is taking on the big boys?

It’s interesting that you see it that way – personally I haven’t really looked at it from that perspective, but now that I do, it’s actually quite cool. I’m actually a very active gamer – I have all three current consoles, and I also play online games such as World Of Warcraft – so I don’t have any sort of animosity for major game studios or anything. In fact, I’d love to be employed by one, if they would ever have me. That said, I don’t think there’s actually anything stopping Eufloria from going even further than it has – we’re set to release the game on iPad/iPhone soon and that all by itself is this completely different and massive market. It feels great to be a part of something that has this much potential, although that is not to say I don’t think it’s great already.

Music and sound play a huge part in Eufloria’s atmosphere. How did you get involved in the project firstly, and what was it that drove you to go with the certain ambience that the soundtrack ended up becoming?

It was years ago now that the game was initially conceptualized and created by Rudolf and Alex, and when they started, they were working on it as more of an experiment in procedural generation that was meant to be submitted in an online contest, so they had a really limited amount of time to do it. Back then, Rudolf was already a fan of my music, and specifically the ambient material, and we’d already been in touch somewhat, although I didn’t know anything about what he did for a living. Their project, which was then named Dyson, was described to me with some aesthetic details and Rudolf asked me for permission to use a track from my 2006 CD Beyond The Sea Lies The Stars (Infraction Records) as music for the game, since he and Alex had been listening to it while creating Dyson. I think the track itself was “The Singsong Waters Of An Endless Sea”, which is a big 20 minute loop-based piece that slowly moved around and evolved…so not entirely dissimilar to the music I ended up composing for subsequent versions of the game. Anyway, I think Dyson won the competition and after that things started sorta getting bigger. They submitted it with some updated things to the Independent Games Festival, and surprisingly we got nominated for the grand prize! I think it was at that point that Rudolf said he would be fine simply licensing previous works of mine for use in the game, but I was already so impressed with the visuals and atmosphere that I insisted they let me compose new work specifically for it. By the time it hit the IGF booth I think there was about an hour or so of soundtrack completed. I remember it wasn’t done yet because when I flew out to San Francisco I made sure to touch base with Rudolf and Alex on the audio and discuss what they liked, or wanted to see more of. We had all agreed that the strongest track written for it so far was “Open”, in terms of runtime (the track is 15 minutes) and textures/composition, so I went back to South Carolina to finish the rest of the soundtrack with this aesthetic in mind. By the time the deadline to submit the game to Steam rolled around, the soundtrack rounded itself out at two and a half hours, plus another hour of alt. versions/outtakes. The final result of the music can be credited to both the game’s visual aesthetics and Alex and Rudolf trusting me to “do what I do” more or less. I’m proud to say that everything ended up meshing together far more effectively than I could have ever imagined when I was working on the music and it is all thanks to them.

The music has a certain ethereal otherworldly ambience to it and its hard to tell if the music ever has any actual riffs or hooks. How do you go about making music that is written almost not to take over the players conscious but to provides a certain tone that subconsciously takes over the whole mood instead?

This was very much my modus operandi for most of the recording sessions. I had already made a lot of ambient music prior to the game, but in actuality I was taking a hiatus from making ambient as Milieu because at that point there were some genre-specific boundaries around the project. I had strong desires to make ambient music with less emphasis on melody and more emphasis on texture, atmosphere, experimentation, so I had effectively “packed up” and taken to recording beatless works only under my own name, to have more freedom with the format than Milieu, being a predominantly electronic project, could afford. Looking back at that scenario now, it all seems a bit overdramatized and I suppose that’s one of the big reasons why I prefer to work under several different monikers…so things never get boring! Anyway to continue with my answer: Eufloria was what brought me back to Milieu and ambient electronic music. The whole format of the project being a new and refreshing hill to climb was really what got my gears turning. I love a challenge and something so potent like Eufloria makes it really hard to resist going headfirst into that. Subconsciousness was actually a big factor in this music – I knew straight away that I wanted to invoke a lot of familiarity, comfort, curiosity and even some nostalgia with the soundtrack, all the while being acutely aware of the boundaries involved in both keeping something ambient, not letting it get too busy for a low-key pace, and maintaining the very form of it being a soundtrack, leaving enough open space for sound effects. Combine all of those requirements with longer levels needing longer pieces that developed over time, and the whole project really sort of started there, out of basic on-paper necessities. Stylistically, I wanted the music to feel organic, alive, even growing and changing, and this was inspired by the procedural generation of the game itself. How the trees never grew the same way twice, and how there were all these beautiful variants on the simplest things. For example, that translated into me writing melodies that were programmed to have certain notes played at different octaves every time, which creates the illusion of infinite variation while effectively still being a very straightforward programmed composition. This part of composing alone can create so much musical variance that you still need to rein all that back in, in the end. Especially if you want to end up with something that feels more like a song, less like a meandering jam, even if it turns out to be 15 or 20 minutes long. That element presented itself in the form of a recurring melodic theme, which could and would appear in several different instances of the soundtrack’s songs. It was written initially as a very sparse lead melody made up of only a few simple notes, and was subsequently adapted to be played slower, faster, backwards, on higher and lower octaves, or even just shoved into effects processors as a raw sound to mulch up into textures. That melody really is the blood flowing through the soundtrack, and was established as early as the very first piece that was written, “Meander”. So all these sort of variables and parameters were set up, and through that process, the music almost seemed to write itself.

With the PlayStation version, around an hour of new music was recorded for the game. Did your approach change in any way from PC to PlayStation? Were there any goals you’d set yourself or things you really wanted to try out?

Ironically, so much time had passed between the PC and PSN version of the game that when I sat down and recorded additional music for the soundtrack and handed it in to Rudolf and Alex, most of what I had done got rejected! It wasn’t that they didn’t like what I had made, but instead that my notions of the soundtrack and the sort of blurring you get when you reference something by memory too many times…that had mutated my interpretation and representation of the Eufloria sound, to the point that the tracks I submitted were all essentially “songs” made within the Eufloria sound-template, rather than actual scores for the game itself. So I went back to the drawing board, and it was just as much of a challenge as it was the first time around, unexpectedly. Usually, because I make so much music and I make it on a pretty regular basis (for readers unfamiliar I have released over 300 different albums and EPs since 2004), it’s very hard or even impossible to ever fully return to the sound of a recording I made a year ago or more. Because I have so many different projects and monikers, my gear is always changing, and the way I approach that gear is changing too. For example, I now use a digital reverb/delay effects box only for textural noises and not for the effect it is intended to apply, whereas if you saw me recording in 2006, that effect was my primary source of reverb or delay in my setup. So when I went back to Eufloria, it was almost more a case of amnesia, because I couldn’t even remember how I made everything the first time…and from there, all I really wanted to do was rediscover some familiar ground. The additional hour of music that I recorded, that was happily accepted by Rudolf and Alex, ended up coming from a more graduated look at the game. I wanted to make pieces that relied even less on the previous conventions of melodic unification and variance, and more on things like immersion via repetition and long runtimes. Therefore most of the Euflorian Additions, as I have dubbed them, are much more minimal in the way of melodies and movement, and rely on absolute repetition to really present themselves fully. For me, repetitions can be a very comforting thing, and from the perspective of a gamer, playing Eufloria, you want to have some atmospheric stability…so the new pieces are meant to be relatively predictable, in a good way, and hopefully they round out the already existing soundtrack with a different kind of dense, organic ethos.

Are there any plans for a soundtrack to be made available for sale?

Yes, the OST was first released in tandem with the Steam release of the game, and since that was a limited edition of 100 copies on 2xCD-R, it went out of print relatively quickly. Since then, I have reissued the double-disc set in different packaging (it was in a jewel case before, and now it’s in a white DVD case with different cover art) in an edition of 117 copies, and that edition will be reissued itself if it runs out too quickly before demand is satisfied. The additional tracks recorded for the PSN version have also been given a CD-R release of 171 copies in a high-gloss mini-LP style cardboard CD sleeve. Both the OST reissue and the Euflorian Additions disc come with factory printed full-color art from the game itself, and can be ordered directly from me at the Milieu Music online shop. Digital versions of both releases are also available directly from me at my Bandcamp website, in FLAC, MP3 and even OGG file formats.

http://milieu.bandcamp.com/album/euflorian-additionsAdditionally, there was a very limited edition release called We Live In The Trees that was only available as a thank you to people who helped me pay for my trip to and from San Francisco for the Independent Games Festival. This release contained two longform tracks, Softwhite and Burnt Dusk, which appear in abridged/heavily edited versions on the OST release. This release is completely out of print and unreleased anywhere else, although I am considering making a digital version for sale on Bandcamp soon. Beyond all of this I am actually at work currently on yet another expansion of the soundtrack intended for the iPad version of the game, and that additional music will likely see a physical release as well in the future.

Which parts are you most proud of and were there any unique challenges in composing Eufloria that you had to overcome?

I would say that the most challenging factor in composing for the game was simply that it was my first soundtrack ever attempted, and so the general going about it was in itself the hardest part. Once I had a handle on what X visuals and Y pace would translate into aurally, it developed very naturally. My favorite pieces are “Open”, “Pink Leaves” and “Distances”, even though those pieces are all very different musically, and I think the thing I am most proud of about the soundtrack is how well received it has been in terms of just being a Milieu album, on top of a soundtrack. It has effectively crossed into both being a functional score for Eufloria and a record that people can put on outside of the context of the game and still enjoy as music alone.

How much of a gamer are you yourself and are their any games that sound out for you lately?

As previously stated I am a very enthusiastic gamer and I’m always appreciating great sound design and music in other games. This year in particular I’ve played some really fantastic games…LA Noire really had impeccable atmosphere and I absolutely loved the investigation interface, and how much it relied on musical cues instead of some intrusive on-screen menu to guide the player towards key elements. I’m a big BioWare and Bethesda fan so I was of course playing Dragon Age 2 and Fallout: New Vegas (the latter a few different playthroughs), and I’m super excited for Mass Effect 3. I finished Deus Ex: Human Revolution about 2 weeks after I picked that up, and I’m nearly done playing Rage right now. Aside from those titles, I regularly play as a rogue in World Of Warcraft, log in to Animal Crossing on our Wii and I have kept up with some XBLA titles as well, such as Limbo (which was truly a standout in terms of audio and atmosphere!) and anything the almighty Doublefine releases (Trenched is a riot!). Ironically the system I turn on the least is the PS3, but I have been turning it on more for Eufloria lately, and of course where else will you go to play Katamari Damacy or Little Big Planet? I am also eagerly anticipating The Last Guardian and I plan to pick up the HD remasters of Ico/Shadow Of The Colossus too, and I just heard from a friend that Crono Trigger just got a digital reissue on the PSN as well, which I’d love to play again. The most anticipated title of the year for me is hands-down Skyrim – Oblivion was one of the first games that truly blew my mind and in the wake of open world Rockstar games, it really just stepped everything up in terms of immersion. For me, there is something quite nostalgic about picking flowers in the woods, finding an Ayleid ruin and spending hours on end exploring, looting, questing. Once Skyrim is released I will probably disappear from everywhere until Christmas, when I awake from a coma, open my presents, and retreat back into my studio until Mass Effect 3 lands…

Do you have any other composing duties lined up we can know about?

Nothing I can really talk about at length just yet, although it has been formally announced that I am once again part of Rudolf Kremers’ team for his next game, tentatively titled Starlit, doing (you guessed it) soundtrack and sound effects. The game is set up to be a science fiction title and so I am already forming the basis of what the Starlit universe will sound like along with Rudolf. Rudolf is a very talented guy and a pleasure to work with, so I’m sure people who played Eufloria and enjoyed the game as well as my music will not be disappointed with whatever we collaborate on next.

Many thanks to Brian for his excellent insight into his world of composing. Be sure to check out his works!

Imogen Heap Behind the Scenes – Making of “Lineline” Video

The awesomeness that is Imogen Heap has compiled a great video about the process of her new album Heapsongs (working title) and documented the whole public process of writing and recording from snippets of stuff send in by her fans. It’s such a fantastic concept – here’s “Lifeline”

Whispers of the Plains: Interview with Laura Karpman

 

Congratulations on recently completing the soundtrack to the game Kung Fu Panda.

Thanks!

Now the projects finished, how do you feel about it as a body of work? Is there anything that stands out as a particular piece you’re proud of?

I am really pleased with the score – I love a lot of the music, but I guess I really adore the music for the rickshaw race – it’s fun, and I conceived of it as an erhu concerto for Karen Han, who is a knock-out erhu player.

In scoring Kung Fu Panda 2, how much of an influence has the film itself (and the original) had over your creativity. Were you set specific tones, instrumentation or a set of rules to work with or were you given free reign to arrange music how you like?

I certainly listened to Hans Zimmer and John Powell’s score for the first Kung Fu Panda and it absolutely had an influence. Prior to my score for the Kung Fu Panda 2 video game, I wrote music for A Monkey’s Tale. This project is a film about three mischievous monkeys in their quest for an ever-elusive peach. It’s installed in The Monkey Tale Theater, situated next to the Tian Tan Buddha, the world’s largest outdoor bronze Bhudha, Ngong Ping 360, Hong Kong. The music for A Monkey’s Tale received a 2006 Annie nomination for Best Music in an Animated Feature Production. That score featured Erhu soloist Karen Han as well.  (Ironically, she had played on the original Kung Fu Panda).

The score for the Kung Fu Panda 2 video game features solo performances recorded with Karen Han on erhu, renowned multi-instrumentalist Craig Stull on pipa, guzheng, yuet chin, dan tinh and chin chin, knock-out percussionist M.B. Gordy on Chinese percussion, myself on Chinese flutes, and orchestra. I worked closely with Griptonite Games to create a rich, cinematic sound as Po and the Furious Five: Tigress, Monkey, Crane, Viper and Mantis, go out to save Kung Fu from another evil enemy.

I was pretty much given free reign, although the score is loop-based, and so timings and construction were predetermined by my wonderful audio lead from Griptonite, Jaclyn Shumate. She also did an incredible job at organizing a tremendous amount of material and delivering coherent direction.

You’ve been prolific in video game music for many years now with credits such as RPG’s “Everquest II” and “Untold Legends: Dark Kingdom” right across to tense shooters such as Field Commander. Does each genre have its own challenges and how do you change your style and/or approach to each music project?

In terms of my approach, I like to really get into the dramatic heart and soul of each project. I always want the music to feel organic to the game, so that the player has a truly immersive experience. For games that have strong narrative elements, like Untold Legends, I’ve often worked with choruses and texts that are conceptually connected with the drama. For a work like Kung Fu Panda 2, I spent some time studying traditional Chinese melodies and the ways those tunes are built and developed before I started writing.

You have also recently scored a movie too called “Last Man Standing”. Tell us how that came about and what we expect to hear in this film.

Last Man Standing is a film directed by Ernest Dickerson and executive produced by Gale Anne Hurd. It’s the first action movie that Lifetime has ever produced. I encourage everyone to tune in on June 6, 2011 at 8pm. The crazy part is that I had to compose, record and deliver the score, 80 minutes of driving action music, in 13 days. So writing it was like being in the film. It was a ride!

In another string to your bow you also compose concert music which has been performed most notably at Carnegie Hall. That must have been a great moment to have your works performed in such a renowned venue!

Yes, thanks. ASK YOUR MAMA was commissioned and premiered at Carnegie Hall with Jessye Norman, The Roots, de’Adre Aziza, Orchestra of St. Luke’s, and George Manahan. Setting this epic text of Langston Hughes’ had been a mission of mine for a number of years, and I was so glad to be able to realize his vision. The piece went on to play at the Hollywood Bowl in August of 2009. Currently, I’m completing ONE TEN, an opera commissioned by The LA Opera, and a large-scale multimedia work for the Cabrillo Festival, in collaboration with The Kitchen Sisters.

You’re also a professor for the UCLA. Tell us what that entails for you – it sounds like a very rewarding responsibility!

At UCLA I’m on the faculty of the School of Theater, Film and Television. We are implementing a curriculum that I created. It is a truly cross-disciplinary concept in film and music education, bringing together filmmakers, theater directors and designers with composers to invent and explore every facet of their disciplines, while breaking boundaries in collaboration. This philosophy is a direct result of my experience in the last twenty years as a professional working composer. I teach film directors about film music, and mentor their collaborations with composers. I also teach a wacky class called Gesamtkunstwerk in the theater department, where we explore the state of multimedia in performance today, and I also oversee the development of interdisciplinary works. All of this taps into the cross-genre work that I do as a composer working with visuals both in my daily film scoring work and in the concert hall.

So with your fingers in so many pies, what do you do to keep yourself inspired? Is there anything in particular that gets the creative juices flowing?

Well, I live on the beach…need I say more? [Ed: *envy eyes!*]

Do you remember the first song you composed? How old were you at the time?

I was seven. It was called “Man In The Moon.” I do remember it.

If you could pick up and play a new instrument perfectly tomorrow, which one would you choose?

Great question. I can kind of play woodwinds right now, but I do fantasize about waking up one day with unbelievable woodwind chops.

What’s next for Laura Karpman?

1. Sleep training my seven month old baby.
2. A solo violin piece for Tim Fain
3. A chamber music piece for viola and guitar about the California/Mexico border
4. A 21st century response to Milton Babbitt’s All Set
5. The score for To Kill A Mockingbird for Denver Center Theater Company
6. Another episode of Craft in America for PBS
7. Did I say sleep train my baby?
8. And various other big projects…

 

Whispers of the Plains: Heavy Melody

The Wonderful Heavy Melody, recently showcased in the latest Shift 2 soundtrack for their excellent remixes of various artists. They kindly agreed to answer a few of my questions about their latest project. Here’s what the trio had to say:

How did Heavy Melody come together as a trio?

Dave: Neil and I met back when we were both attending Berklee College of Music in Boston. What initially began as a friendship through musical collaboration turned into a 20+ year career together.

Neil: Ari joined Heavy Melody shortly after we launched, back in 2005. He was finishing up his Masters degree at Carnegie Mellon’s Entertainment Technology Center, and was actually our first official intern. His knowledge of music combined with his technology background was a great fit for where we were headed as a company.

How did the recent project for EA’s Shift 2 come about?

Ari: We had worked with Charles Deenen (Audio Director at EA’s Blackbox studio in Vancouver, BC) on Need For Speed: Hot Pursuit for the Wii. When production ramped up on Shift 2: Unleashed, he approached us to demo for the game (composers generally compete, or “demo” as it’s termed, to score big gaming titles). After demoing multiple musical styles, remixing/recomposing a track by “30 Seconds to Mars”, we were awarded the job, creating 10 “Dirty” remixes for Shift 2.

On the remixing project for EA’s Shift 2, you were able to work with some top class bands tracks. Were there any in particular you were looking to work with?

Neil: EA had a few bands chosen once we had begun working but they where adding new bands for us to remix as the project progressed. We knew early on that STP would be one of the bands, which being fans, was very exciting for us. I have to say that all of the other bands involved were equally exciting to remix because they are all great artists. Having the creative freedom to recompose and recreate the music under the vocal was a huge thrill for us.

Dave: Technically, we didn’t actually work directly with the bands, although they had to approve all the remixes in the end. A vast majority of the direction and feedback on our work came from EA’s Audio Director (and indirectly from other EA folks).

Ari: The caliber and variety of bands chosen was truly amazing. There was an incredible range of material to work with, both contextually and stylistically. Every track got to take on a new sound of its own.

When you’re presented with a track to remix, how do you go about redoing a track Heavy Melody style?

Dave: Essentially, we start by doing a lot of experimentation. Reimagining a sound for a rock tune takes quite a bit of trial and error, to pull if off in a meaningful way.

Neil: We tend to create a host of original sounds (processed percussion, basses, guitars) to inject into the tracks. With the Shift 2 remixes, we were producing a super gritty, dirty-electro vibe for the remixes. Our goal there was to completely break down the tracks, and work toward a new version of the song that was completely different from the original arrangement. Most of the time, this involved taking bits and pieces of the vocal tracks and building the new “band” around them.

Ari: Throughout the remix process, we focused more on creating new and hard hitting sounds. For example, we would distort, EQ, compress, re-distort, and layer 4 or 5 kick drums, just to make 1 hard hitting kick for a track.

What is the most important aspect or goal for you all personally when you remix a track?

Ari: We want to enjoy, and be proud of, the end-result. What fun is it to work on and produce a track that you don’t like? They also have to sound “real” – radio ready – when you listen to them. On the production side, we like hard-hitting, edgy, gritty music with a solid, in-your-face sound, so this gig was a perfect fit for us…you can never have enough punch!

Of late Heavy Melody have been quite busy writing and remixing for the gaming medium, but you have also composed for TV and adverts. Does your approach change to creating music depending on what type of music you’re looking to make? Is it easier to create music for say a 30 second advert, than it is to create a fully realised four minute track for a game?

Dave: That’s a tricky question, because it really depends on the scope of project. Sometimes 30 seconds can take what seems like FOREVER to get right! In general, though, budgets can tend dictate the way in which we work. Every gig we take on tend to introduce unique challenges, whether it’s with creative direction, or expectations of the client. There are times where we’ll spend more than a week perfecting a track, because we have the resources to do so. These days, commercial advertising tends to have very fast turnarounds, with shrinking budgets. While we do our very best to nail the clients creative vision, sometimes there isn’t the opportunity to fully produce a track the way we’d like (by hiring live players or singers, for example). No matter what the job is, we always work with the idea of being solution orientated.

You also run a company called Heavyocity which develops virtual instruments. Tell us more about this, the product itself and how the idea came about.

Neil: Heavyocity was Dave’s brainchild, but it came into existence as a result all of us creating a wealth of our own unique percussive and musical elements. As composers and sound designers, we were filling in the holes that were left by the 3rd party virtual instruments and samples that we were using in our projects. At a certain point, we realized we could create a lucrative “business” by offering it to fellow composers, sound designers and producers. We launched the company in 2008, and have seen incredible success with our three instruments – Evolve, Evolve Mutations, and Evolve Mutations 2. The instruments stem from a more non-traditional approach, in terms of their sound. They introduce new ways, or options, when it comes to composing music in an industry that is, itself, evolving!

Do you have any particular stories or feel good moments from hearing your own creations popping up elsewhere or unexpectedly? They must be everywhere since its becoming such a must have product!

Dave: At this point, it’s seemingly impossible to NOT hear one of our sounds whether we’re watching movies or television, or playing video games. A massive number of working composers own one or more of our virtual instruments. We’ve developed relationships with many of them, which is really cool, because it allows us to get important feedback that we ourselves might not have come up with. Overall, it’s really gratifying to know that our sound is helping to inspire others in their creative journeys. On a funny side note, we sometimes joke about being on flights offering Direct TV, and not being able to escape the Heavyocity sound!

What’s next for Heavy Melody?

Ari: We have a couple of very exciting unannounced projects that we’re up for in the gaming and television worlds. We’ve been working on an exciting new unannounced Heavyocity Product for quite a while. We’re also working on a new music licensing initiative that we’re ramping up as we speak, recently launching “Heavy Promos”, a 10 disk set of licensable tracks. We’re going to be very busy composing this summer, and working with live orchestra. We’re very much looking forward to continuing to expand both our audience, and our sound!

Wow! That sounds like their summer breaks will be short and sweet! We’d like to thank Heavy Melody for taking the time to talk us HPM and wish them best of luck with the Shift 2 soundtrack and their continued assault on music technology that we are all thankful for!

Whispers of the Plains: Esselfortium

Higher Plain Music is delighted to publish our little interview with the fantastic Esselfortium regarding his new album “Seventeen More Times”. Read on for an insight into his new album, song writing processes and technologies involved in crafting an album.

For those whom aren’t familiar with you, tell us a little bit about Esselfortium.

I’m an electronic musician who enjoys writing densely layered songs with melodies and harmonies that build on each other. I love song arrangements that progress and build up from beginning to end, and playing with a wide range of styles and sounds. Fusing together abstract experiments with accessible melodies and emotions is probably a good way of describing what I do. I’ve been writing since 2003 and just recently completed “Seventeen More Times,” my second album.

Congratulations on your new album “Seventeen More Times”! How do you feel now that it’s finished and ready for release?
It’s been a long time in coming — far longer than I ever expected it to take, honestly!
It’s very freeing to have completed Seventeen More Times and finally gotten it out for people to hear: prior to this the only officially released music I had was from when I was still in high school! While I’m still proud of what I did on A Terrible Flood (2007), I’ve made some major leaps forward since then and I feel that that’s reflected in the music on Seventeen More Times. Many of the songs are more intricate than anything I’ve released before and immeasurable lengths of time have been spent revising and refining all the ideas in them.
I’m just glad I’ll be able to say I finished it before Duke Nukem Forever came out. [ED: Good one!]
 Is there a story behind the album’s title? There’s only 16 songs!
Honestly, not really. I got the title from a friend and liked the sound of it, but consciously wanted to avoid perpetuating the notion that “Seventeen More Times” meant “seventeen more songs”. I felt that would be a rather bland meaning. It’s sort of loosely a concept album about the characters, places, and events of the apocalyptic 1995 sci-fi anime “Neon Genesis Evangelion”, and there’s probably some sort of Angel-related secondary meaning that Eva fans could derive from the title, but I wouldn’t read too deeply into that. Many of the song titles have some intentional and specific meaning or reference, though, so go hog-wild analyzing those. Alternately, it’s called Seventeen More Times because 7 8 9.
When I listen through the album, it comes across like there are specific styles and sections to the album. Do you prefer to really mix up styles? Do you have any favourite ways of writing?
Absolutely, mixing up styles is something I’ve done for as long as I’ve been composing. I like to challenge myself to try new things, both because writing and producing things I haven’t done before is a lot of fun and because I feel like I’d run out of ideas awfully quickly if I were to keep writing in the same style over and over. Oftentimes I’ll start a song one way and the writing process will take me in a direction I never really expected at all. “Invis” started out with me writing an Autechre-inspired percussion line, and the completed song barely reflects those origins at all. That’s part of what made “The Beast” and “Andante” so difficult to complete, as I had very specific aims for the sort of feelings I wanted them to convey, and didn’t want to compromise with something that would come to me more easily.
I enjoy listening to a wide range of different music, electronic and otherwise, and so I pick up a lot of stylistic influences and ideas along the way. Some of my favorite artists (Boards of Canada, Radiohead, the pillows and Steven Wilson, to name just a few) have experimented in all sorts of musical styles over their careers, and I find that to be part of what makes them so appealing and continually interesting to me. On this album, like I did on my debut “A Terrible Flood” in 2007, I feel like I balanced a wide range of sounds and styles, creating a sort of musical journey for the listener.
In honesty, though, for both albums it wasn’t so much a focused plan to cover a wide range of styles, but rather that my normal way of working involves continually trying to cover musical ground that I haven’t touched before. I labored over the track listing to make it feel like a coherent whole that progressed smoothly and logically from one song to the next, even where they’re completely at odds with one another stylistically, and in the end I sort of surprised myself with how well everything fit together.
What do you use to create all these wonderful sounds and how long does a track roughly take to make?
I do all of my music-related work in Propellerhead Software’s Reason, the only exception being the album sequencing itself (track timing and crossfades and so on), for which I used its companion software, Record. I’ve been using Reason since version 2.5 in late 2003, and I’ve yet to find any software or hardware solution that enables me to experiment so freely while maintaining such a simple and straightforward workflow.
The process of creating a full track can take anywhere from a few hours to a few years, literally. “Invis” is one of the oldest songs on Seventeen More Times, it having been started in early 2007 around the time I was wrapping up work on A Terrible Flood. At the time I thought the song was more or less finished! Over time I became less and less satisfied with it, and so it went through three or four major revisions plus countless minor ones after over the course of the album’s production, during which I added and removed various musical elements and made tons of mixing adjustments. I didn’t actually finish it satisfactorily until a few months ago. “Light of the Soul” is a similar case. It started out in 2007 with a short doodle containing the basic melody synths and odd percussion that you can hear most clearly in the song’s final few seconds, left it alone for a year or two before picking it up and trying to make something of it, and hit countless creative blocks over the course of turning it into a complete song.
Conversely, “18 Apostolos” was entirely written and finished in a few hours one day after having decided it had been too long since I had finished any music, and the “Close Hands/Open Hands” interlude was written in one night and finished the next morning.
Most songs on the album are somewhere in between, but it wasn’t at all unusual for a song to sit in a partially finished form for weeks or months on end while I tried to figure out what I should do to it and how. For the past two years or so, I’ve regularly listened to all the in-progress songs from Seventeen More Times at home or in the car, to look for details that didn’t sound quite right, to think about possible solutions to those problems, or to see if I’d come up with a new idea that could be added to a song.
Were there any particular challenges or mountains climb while making the album, or any specific riffs or tracks that you are especially proud of?
While there were a lot of songs that took a great deal of struggle to finish, probably the biggest hurdle I was faced with was the total creative block I hit throughout the second half of 2007 and most of 2008. It was caused by some combination of starting college, burnout from working almost nonstop on music on a near-daily basis since 2003, and trying to push myself too hard with things I wasn’t especially confident with yet (like programming most or all of my own synth sounds from scratch). I’d occasionally get some sort of idea doodle down, but I could never seem to progress it into a full song from the initial 10 to 30 seconds I had written. While I was able to focus on other creative hobbies during that time to keep myself busy, the long time it took to get over that block was incredibly frustrating.
As far as sounds I’m particularly proud of, there’s a lot to choose from, but a few standouts for me: I love the crunchy rhythmic lead synth in “Dirac”, particularly toward the end of the song when it starts fuzzing and fading out of clarity, and the brassy melodic synth that appears in the second half of “18 Apostolos” (which reappears in a few other places) is also one of my favorites. I’m also quite proud of the sequenced electric-guitar solo in “The Beast,” in which I aimed to create a sort of controlled chaos that would resemble an energetic live performance.
There’s a real cinematic edge to Seventeen More Times. If you could drop some of the tracks from the album into any films as part of their soundtrack would you have anything you’d like to use?
Oh god, any of them. If anyone reading this wants to license any of my music for film or television, I’d love to hear from them!
What’s coming up in the future for Esselfortium?
Hoping that some nice person from a label will call and tell me they want to sell my music. Uhm.. beyond that, I’ve already got several new songs underway, and quite a few ideas and doodles that may or may not materialize into something. I’m planning to explore even more styles, though I might not be able to resist revisiting a few of the sounds I’ve worked with in the past. I’m also currently involved in writing the soundtrack to a short film titled “The Uncanny Valley”. Lastly, I’m hoping the next album won’t take another four years, but I’m not making any promises there yet.
We’d like to thank Esselfortium for taking the time to talk to us and wish him and his album the very best of success in the future!

Adam Fielding Webcast Next Thursday!

Adam Fielding, whom we had the pleasure interviewing when he released his second album Lightfields earlier this year, will be doing a webcast next thursday as part of Propellerheads Music Making month. Adam will be revealing exactly how he creates music and the processes involved. To get a rare insight into a mind of a musical genius tune in at 2pm EST over at the propellerhead website. It’ll be a corker.

Kate Bush – “Hounds of Love” DVD Available Online

While details of a rerelease of reworkings from The Sensual World and The Red Shoes are slowly trickling through, a great documentary about Kate Bush entitled “Hounds of Love” is now available to watch in its completion on YouTube. Very informative, if slightly bias towards following what was commercially successful, its a great insight into the career and diacotomy of Bush’s music. Enjoy!!

 

Whispers of the Plains: Hotels and Highways

Hotels and Highways released their debut album digitally this week. Entitled “Lost River”, the trio have captured whimsical folk in a glass bottle of dreams. Here we get to chat to the band about how it all came into being:

All three of you are experienced performers in your own right. How did Hotels and Highways come together and why was it formed?

We are experienced performers, but we’re mostly known for being solo artists. Hotels & Highways was born when Syd and Patrick were on tour together about 6 years ago and started writing songs in hotel rooms and on the highway. This past fall we decided to get together at a cabin and write some music and add Lisa to the mix. We planned this as a simple writers retreat, but fortunately the album was a complete surprise.

How did your band name come into being?

As we said above, the band name came from a literal description of what was happening in our lives when we started writing songs.  However, the fact that the name is so simple and not over-baked seems to have foreshadowed a lot of the spirit in our current songwriting style and band ethos.

How do you let a song evolve during the writing process? It must be great to have such a mixpot of skills and experience!

We’re open to letting the song take us out of our heads and on a journey. We are constantly aware of the need to stay open and allow the song to take shape. Some come from pre-existing ideas, others seem to come from nowhere, but we always aspire to listen to each other and remain present.  A new experience for us was just write with everyone at their stations.  It really helped to know that if a song was chugging along on drums and feeling good, there was no reason to let craft or “interesting” chords get in the way of the energy.  That is an easy pitfall when writing by yourself on an acoustic guitar.

“Lost River”, the band’s debut album, was recorded in just 10 days. How much of a challenge was it to squeeze everything in? Did it help to have a limited time as it led to quick decisions or would you have rather had more time to tweak?

Once we realized we were making an album, we were already so far into it that it just became a matter of staying focused and prioritizing our recording schedule. That’s simply the situation we found ourselves in — we briefly discussed treating these recordings as demos and re-recording the album in a studio, but we quickly scrapped that. The album is what it is because of the manner in which it was recorded. That’s not to say our last night was not a long one.  Final vocals were mostly recorded in the eleventh hour, but the sessions were so loose that it didn’t seem like we were under a deadline.

You’re currently embarking on a large tour. How important is playing live to you as artists?

I think you’ve hit the nail on the head right there in the question! Playing live is not the whole enchilada, but it’s sure a major part of the picture. If you can’t meet folks and connect with them one on one it’s more difficult to introduce yourselves to them. In our case, we’ve got fans that know us as individuals and going out to meet them with this band seemed like the best, most natural way to start this band’s career.   So, far we have heard from our fans that the live show is even more powerful than the album.  To some, this could seem like a back-handed compliment, but it is usually prefaced with how much the recordings have meant to listener. In our eyes, if our live show is surpassing the passion we put into a record that we our so proud of, we must be doing something right.

If you had the chance to make a second album or go on a world-wide tour which would you rather go for next?

We’re writing some on the road now here in the US — if we were able to go for longer and in a larger capacity we’d choose that. Think of the material! [Editor: I smell a boxset coming on!] Classic bands honed their chops playing night in and night out before the age of the DJ.  We can’t go back in time and be a part of that world, so the road is as close as we can get.  If we are to grow as musicians, which we hope to do, it would be a lot more fun to do it in front of a crowd than to practice scales in our bedroom.

Each of you bring to the table instrument that you play and are known for. Do any of you have any hidden musical talents we don’t know about or anything you’d like to learn?

The goal is to be able to sit in a room with someone else, pick up or sit behind the nearest instrument and play confidently.  The one thing that might not be evident about us from the first listen to Lost River would be our love of so many different styles of music.  So many of our influences, from British guitar-rock to power-pop or even big-band standards are tucked away into the mix, or were as references on the album.

Will you all be continuing solo projects too alongside Hotels and Highways?

We aren’t the kind of people to unequivocally close any doors! We love to play music when it feels good. Right now this feels good!

Any secret news tidbits you can let us in on for the future of Hotels and Highways?

We’re an open book man, no secrets here — we plan to tour, write, record and continue doing what we’re doing! The only secret in our vaults was the vinyl release which was even a secret within the band.  Patrick surprised Lisa and Syd in Nashville with a limited edition pressing of 12 inch LPs.  Buy one now at Hotelsandhighways.com

We’d like to thank Hotels and Highways for taking the time to speak with Higher Plain Music and wish them best of luck with the tour and album release. HPM’s review will chime in shortly!

Vienna Teng – “Dubway Days” Diary

Vienna Teng has been the guinea pig for a new scheme called Dubway Days – where two artists are paired up to write and record a song in a day. The 5 part video blog is currently being upload and parts 1 and 2 are available already. It’s great to see the recording and song writing process and anything Teng writes is golden.

Part 1

Part 2

Whispers of the Plains – Penka Kouneva

Penka Kouneva is a versatile composer whose credits include The Sims 3 and Prince of Persia. She’s a lady you may not immediately recognise but you’ll have heard her music somewhere in TV, Film or the gaming world. HPM got the chance to ask Penka some questions…

Hello Penka! First of all I’d like to ask at what moment did you first think, yes I’d like to go into music?

As a shy teenager (age 12) I composed short pieces for a children’s theater show in Sofia (Bulgaria); that’s when I started identifying myself as a “composer.” At 17 I wrote a song which was sent to Japan for a children songwriters competition and it won the Grand Prize. At that point I decided, music will be it. I continued to compose incidental music for theater companies throughout my college years and loved the collaborations and the task of underscoring drama. I also loved film, especially Fantasy, Sci-Fi, drama and adventure films. After completing my graduate degrees at Duke University I had to hone in on a career path for a lifetime – it seemed natural to choose composing for film.

You’re music style is a wonderful blend of different cultures, which has obviously been tapped into recently with “Prince of Persia” videogame. How did you come across cultivating your own style of music?

As an adolescent I felt that developing a “style” is the most important task for a maturing artist. I’ve been absolutely fascinated by the distinct styles any number of artists cultivate. Look at Mondrian, Dali, Brancusi, Kandinsky – a viewer could see a fragment and immediately recognize them by their style. (Art books were my escape from the dreary communist reality). In music, consider Debussy, Stravinsky, John Adams, or Thomas Newman. One could hear 5 seconds and identify the composer – their music is so distinctive. In addition to being classically trained, I’ve always loved non-Western and Bulgarian folk music. Later, at Duke my greatest “illuminations” were Medieval chant, minimalism, modern orchestra and electronica. Being a multi-cultural composer (I arrived in the US in 1990) I was convinced that to be authentic I must draw on influences from my musical roots and meld them with the new music that resonated with my heart. Hence, I’ve always been very thoughtful about developing my own style and have worked hard, musically, to achieve that goal.

You’ve composed for TV, film and games. Do you prefer any format over the other or does each one bring its own unique challenges and rewards?

My heart is in games now. I truly love the medium, both musically and the game narratives and the fantasy aspects. The scores I am asked to compose are grand, epic orchestral-choral pieces that are contemporary, with complex percussion, grooves and electronic textures. I also love scoring films and have been fortunate to work on great indie features and fun TV projects. The approach and the challenges are different.

You’ve worked on The Sims 3, Prince of Persia and Transformers to name a few, alongside Steve Jablonsky. How closely do you work together and is it a real collaborative effort?

I have been an orchestrator for Steve Jablonksy since 2004 when I was introduced to him by my mentor Bruce Fowler. Steve composes his cues entirely; my job is to craft flawless scores for the recording session, to suggest orchestral ideas, and to work with him on the logistics of the session. It’s like producing – how many players we need, how many hours of session time we need, what are the budget, deadlines and requirements of the client. Recently Steve is giving me more responsibilities: composing additional music, composing variations on his themes and composing/arranging within his style.

When your not directly composing, you have a list of credits as long as my arms for score production and orchestration. What exactly do you do in these roles and how important is it to the overall sound of the soundtracks?

The orchestrator works very closely with the composer and crafts their music (from a MIDI sequence) into a fully completed orchestral score. I focus on fleshing out the scores and plan the details of the recording session while the composer is busy writing an enormous amount of music and dealing with feedback and approvals by the director and studio. We discuss orchestra size, budgets, where, when and how to record – always addressing the needs of the score. On “Pirates of the Caribbean: At World’s End” I orchestrated for all non-orchestral and non-Western instruments that were a big part of its “world-sound” (Japanese koto, tons of Chinese and Asian winds and flutes, Cimbalom, Dulcimers, Irish fiddle, drums). It felt like discovering new worlds.

You’ve received a lot of awards and recognition for your excellent works. How does it feel to be that highly regarded and recognised in your field?

Truly, I don’t think in such terms. My daily motto is: I must keep putting one foot in front of another and just keep making steps forward. I cannot sit on my laurels, not for a second. Music is like an ocean of knowledge and I am continually challenged to learn new vernaculars and develop new skills. Especially now that I am re-inventing myself as a transmedia composer and focusing on games, I have to learn a whole new world of game scoring, game franchises, game composers’ music – that’s a huge task. Often I am the only woman in the music team… I feel fortunate to have made strides in two career fields (composing of orchestral music and orchestrating) that are practically inaccessible for women.

Are there any instruments or composers you’d like to work with in the future?

These days I am mostly interested in hybrid scores that use traditional orchestral instruments, electronics and some distinctive, fresh new color or timbre. There are many composers I’d love to collaborate with in the future but currently I am completely dedicated to Steve Jablonsky and his assignments for me.

Do you have anything in the pipeline for Penka Kouneva that you could tell us?

Three independent features (“Rough Hustle,” “Rejouer,” “El Nacional”), the re-release of “Midnight Movie: The Killer’s Cut” (supernatural horror feature) and additional composing on an Asian fantasy-epic game for Steve Jablonsky.

Finally, if you ever get stuck for inspiration, is there anything that you do that can get you back into the creative mood again?

I immediately listen to a piece of music I admire, or go on YouTube and watch non-Western instruments, focusing on how they are played, or watch game walkthroughs. Or just browse iTunes and listen to stuff randomly or thoughtfully. Or I teach my orchestration partners interesting ideas and we look at scores – that’s very inspiring for me. Sometimes I just go for a walk, or turn the computer off and just shut my brain off. Pretty soon I get out of the writer’s block. It’s not unusual for me to craft a theme for a long time, re-write, revisit old material. I cherish being a creative artist.