 |
"We had
to pull all of the turtles out of our studio this time and instead
pour buckets of blood on the walls!"
Sascha Dikiciyan and Cris Velasco
|
|
|
Just prior to the release of the
BEOWULF the film and the Ubisoft video game tie-in, Tracksounds was able to
fire off a few questions to one of the most prolific scoring duos of
the game world. Sascha Dikiciyan and Cris Velasco talk about
their work on BEOWULF: THE GAME, influence from Alan Silvestri's
score, recording at Skywalker Sound, meeting George Lucas, and their careers beyond the genre
of game music. |
|
CC: It looks like Ubisoft has pulled out
all the stops for this
score. Has this
game-project been the
"biggest" in terms of
budget, scope, and
detail either or both
of you have been a
part of?
Cris Velasco: I
wouldn’t really say
that this has been the
biggest project for
either of us
necessarily. We did
have a lot of fun
writing the score
though. It also marked
the first time that we
were able to record at
Skywalker Sound, which
was amazing.
Sascha Dikiciyan: The
challenge was to
create a very large,
heavy sounding score.
Ubisoft wanted to
really take it to the
next level in terms of
size and quality. I’d
say it was a big
challenge to make
every cue count and be
as epic as possible
within our budget.
CC: I've been
privileged enough to
attend a sound-mixing
session in the
Kurosawa room and the
environment of the
premises as a whole is
so peaceful, yet awe
inspiring. Describe
your experience in
recording your score
at "the ranch" -
Skywalker Sound.
Cris & Sascha: What’s
great about that room
is that it was
actually built as a
recording studio. It’s
not a converted sound
stage like a lot of
the other studios and
the acoustics are
simply amazing.
Skywalker Sound is
really just one small
part of the whole
ranch too. The
property is located in
this beautiful
location where you can
really unwind and feel
truly removed from
civilization. This
allows us to
concentrate on making
the music sound
amazing without any
distractions. Our
whole team stayed at
the Skywalker Inn
also. It’s located
right on the ranch
about a mile from the
studio.
CC: Skywalker Sound
was also involved in
the film, BEOWULF, as
well. What resources
were shared for the
game and/or score?
Cris & Sascha: We’re
not sure what
resources were shared
between the studio and
Ubisoft. However, as
far as our job was
concerned, none of the
music assets were
used.
CC: While you were at
"the ranch," did you
bump into anyone
famous or get a sneak
peek at some
super-confidential,
upcoming games, or tv-shows,
or films? (*cough*
Force
Unleashed....Clone
Wars..*cough*)
Cris & Sascha: We
didn’t get a sneak
peek at anything while
we were there.
Skywalker isn’t really
laid out in any kind
of way where we might
“accidentally” see
anything. LucasArts
also isn’t located
there. However, we
were back at Skywalker
again two weeks after
recording BEOWULFto
record HAZE for Ubisoft as well. And
that time we did
actually get to meet
GEORGE LUCAS! He was
very cool but
unfortunately too busy
to make it to the
recording session the
next day.
CC: Does your score
for BEOWULF: THE GAME
tie in with ALAN
SILVESTRI's score for
the film?
Cris Velasco: Not at
all. The game and the
film were being
produced at the same
time and there simply
wasn’t enough time to
incorporate any of Silvestri’s music.
Also, they really are
meant to be two unique
experiences. The movie
score may have been
inappropriate for the
game.
CC: How does writing a
score for a
game-tie-in to a
feature film that has
a name like ALAN
SILVESTRI attached to
it effect you? Do you
just block it out of
your mind, let it
creatively fuel you or
what exactly?
Cris & Sascha:
Honestly, we don’t
even really think
about it. We both
admire Alan’s work and
so thought, “Cool,
can’t wait to hear
what he comes up with
for this.” But really
we just do the best
job we can and make
sure that the score
serves the game.
BEOWULF did offer us a
great chance to be
very cinematic with
some of the writing so
it’ll be interesting
to see how the two
scores compare.
CC: You both are
gamers. Have or will
you get to play the
game, complete with
your score, before its
official release? If
so, how did you feel
about the game play?
Cris & Sascha: We very
rarely get a chance to
actually play through
the game before its
release. BEOWULF was
no different. We had
to wait just like
everyone else to play
the game on its
release date.
CC: How was this
experience different
from your experience
in writing the score
for the game tie-in of
the recent film TMNT
Cris & Sascha: We had
to pull all of the
turtles out of our
studio this time and
instead pour buckets
of blood on the walls!
Seriously though,
they’re two completely
different experiences.
The fact that they are
both movie titles
doesn’t seem to really
affect how we work.
That has no bearing on
our score. The TMNT
score was probably a
bit more
“light-hearted”
action. That music
needed to convey a
sense of fun. Beowulf
is obviously a much
darker story and the
music needed to
reflect that. The game
also follows the
course of Beowulf’s
life, from arrogant
barbarian to wise
ruler. Our score
mimics this timeline
in a subtle but
effective way. In the
beginning of the game
the music is mostly
percussion with a bit
of low strings and
male choir. By the end
of the game, the score
is more “Hollywood”
sounding with a now
full orchestra and
mixed choir.

Beowulf drops in on
Cris and Sascha's
session.
These CG characters
are getting a little
too real.
I understand that
there is no official
soundtrack release
planned for BEOWULF:
THE GAME. Obviously
your focus is writing
music for a game, but
I'm sure, when you
pour your blood,
sweat, and tears into
a project, you at
least hope to see if
made available in as
many ways as
possible. Do you have
any conflicting
feelings about this in
general or are you
fine with it whether a
soundtrack is released
or not?
Cris & Sascha: We
absolutely would like
to see a soundtrack
release for every
title we score. With
the accessibility of
iTunes there’s really
no excuse not to.
We’re actually trying
very hard right now to
make a lot of our past
titles available on
iTunes. As the demand
for game soundtracks
grows bigger I think
we’ll see these
releases happening
more and more often.
Luckily though, we
have been fortunate to
have some soundtracks
that are available.
Hellgate: London,
Clive Barker’s
Jericho, Dark Messiah,
and God of War 2 have
all had CD releases.
We are confident that
we can somehow get
Beowulf out there too.
CC: Do you receive
many requests for your
music from fans and do
you think fan outcry (ie.
petitions) make much
difference in getting
scores released?
Cris Velasco: I
personally get daily
emails from fans
asking, “Where can I
get the music to…” and
I know that Sascha
does as well. I don’t
know if those online
petitions actually
work or not. However,
they certainly can’t
hurt. It’s a real
honor to have so many
people that want to
hear our music outside
of the game. If it
were up to me
everything would be
readily available.
CC: How many times
have you two
collaborated for a
game score now?
Cris Velasco: In the
two and a half years
that we’ve been
working together, Sascha and I have
scored about 15 games.
We’ve been extremely
busy!
Sascha Dikiciyan: Yeah
it’s been quite a
ride! We have been
working non-stop ever
since.
CC: How did you two
first come to
collaborate.
Sascha Dikiciyan:
Well, in 2005 I was
looking for a writing
partner to help me on
a project. So I
basically put an ‘ad’
out on some message
boards where I knew a
lot of talent was
posting on. I had
quite a few
submissions but Cris’
work stood out and
after we realized that
we both have the same
agent, we decided to
have a meeting. After
that particular
project was done, we
just saw the potential
and worked on almost
every title from there
on together. Each of
us brings something
unique to the table
and now after almost 2
and half years,
everyone knows their
part really well and
we can work really
fast!
CC: How do each of you
feel about
collaborating versus
writing scores on your
own?
Cris Velasco: It’s
just a completely
different process.
Personally, I have
more fun on a project
where we collaborate.
It’s nice to be able
to bounce ideas back
and forth and to
always have that extra
set of ears. We do
each have our own solo
projects as well
though. I try to use
these as a growing
process almost. Since
I’m left to my own
devices on these I
can’t fall back on
anything that Sascha
might have brought to
the arrangement. This
sometimes forces me to
think outside the box
in some ways and to
push myself as a
composer. Then when we
work together again I
feel that I’m maybe
just “that much”
better as an
orchestral composer
and have some new
tricks to incorporate
into our score.
Sascha Dikiciyan:
Well, it’s great but
also a challenge at
times. Sometimes it’s
not easy convincing
the other person on an
idea but in the end I
think it really helps
that we are sort of
pushing each other to
be better writers.
Working on my own is
harder in particular
because I do like to
get feedback on a cue
I’m not sure of.
However I do produce
music on my own under
the name Toksin where
I have worked on
remixes for artists
like Destiny’s Child,
Deepsky and others.
CC: Both of you are
well established now
as video game score
composers and of
course that industry
is booming. Do you
have hopes and plans
to move into tv and
film as well or are
you happy to stay in
this genre? (BTW,
Cris, on your site you
have options for
"Film" "Television"
and "Commercials" but
they are not currently
active. What's going
on there?)
Cris Velasco: I
couldn’t be happier
with the way things
are going for us at
the moment. As you
said, the game
industry is booming
and we’re in a great
position right now.
However, we would like
to pursue film and
television if the
right opportunity
presented itself. Even
when this happens
though, we’ll still be
scoring games. In
regards to my website,
just stay tuned as I’m
about to launch with a
brand new, updated,
and fully working
site.
Sascha Dikiciyan: I
agree. While I would
love the challenge of
writing for movies, I
think there’s still a
lot of growth to be
done in our industry.
So no matter what
happens, we will
always (hopefully) be
scoring games. It’s
our true passion!
CC: All the best to
you both and thanks
for taking the time
for this interview!
Cris & Sascha: Thanks
for the interview! I’m
sure we’ll catch up
with you again soon.
We’ve got some huge
titles being released
shortly and some new
projects that are
currently underway.
*Special Thanks to
Greg O'Connor-Read
(Top Dollar PR)
Get more
game music goodness

|