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"...I would hope, perhaps in
some small way, is that BIOSHOCK might influence some game developers
thinking process about music in video games. Maybe they will recognize
a paradigm shift in game music."
Garry Schyman
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As 2KGames continues to get rave
reviews for their ground-breaking effort BIOSHOCK,
Tracksounds speaks with
composer GARRY SCHYMAN about his work on the project, his thoughts
about a potential paradigm shift in the gaming industry, if he'll be
involved with a "Bioshock 2," and his
most recent project DESTROY ALL HUMANS: PATH OF THE FURON. |
CC: Are you surprised
at all with the
success of the game
or the very
positive response to
your music for the
game?
GARRY SCHYMAN: Hmmm. I
have to say that I am
not completely
surprised. I suspected
that this game would
do extremely well.
It's probably doing
better than anyone has
expected and everyone
who worked on the game
is certainly happy
about that. But I
really did believe
that it was a very
special project. Early
on I read or someone
told me something that
Ken (Levine?) said,
which was that we were
going to be working on
something very special
and unique. Sort of a
"if we make it, they
will come." Or maybe
they won't, but
whatever the case this
project is not going
to be a cookie-cutter
game. So understanding
that - I'm not
completely surprised,
but very pleased. I
remember Ken's
statement effecting me
in a very positive
way, because I knew
that everyone was
trying to be as
creative as they
possibly could and
hope that world
responds.
CC: Now you've worked
on this project off
and on over the course
of some 7 months. Did
that on/off process
help or hinder your
writing process?
GARRY SCHYMAN: I've
worked in television
and films as well as
games and one of the
things that is nice
about games is more
time to work on a
project. So there is
time to be really
creative and come up
with stuff...and also
to have a life, which
is kind of nice, since
I have a six year old
at home. So 7
months is fairly
elongated. That
wouldn't be my what I
would choose in an
average project
because it just ties
you up for so long.
But that's how it just
worked out this time.
It happened to work
out with my schedule
too, so I was able to
hang in there.
CC: Why was it so
long?
GARRY SCHYMAN: Well,
the developers were
really in crunch mode
for almost 9 months.
They were really
working hard on the
game. They were just
taking more time than
they had originally
anticipated. They had
all sorts of technical
issues they had to
resolve, so I'd work
for a few weeks and
then there'd be a few
weeks where they
really didn't have
anything for me to do.
In the end it all
worked out. Although 7
months is a little
long, it's not all
that uncommon in the
game industry. I know
composers who have
been on games for a
year.

Big Daddy and Little
Sis' from BIOSHOCK
CC: Now having the
time in between, did
you find yourself
rethinking or
second-guessing some
of the things you had
already completed?
GARRY SCHYMAN: There
were a couple things
that I went back and
toyed with because I
had the time to do it. I went back
and polished up one or
two cues a little or
got a little better
recording of
something. Mostly, when I was
finished with
something and they
were happy with it, I
would prefer to
move on and not keep
dwelling on it.
CC: With having the
work spread out over
those months, did that
allow you to hone your
employment of
specific techniques
like musique
concrete? Would you
have been able to do
that had everything
been compacted down to
a couple of months?
GARRY SCHYMAN: I think
in this case, if I had
had only a couple of
months something
definitely would have
suffered a little. I did require
a lot time to find a
lot of the sound
elements and play with
them. Still, sometimes
its not good for the
creative process to
have too much time. It
just unfolded this way
this time and I'm
really glad that they
took the time to get
the game right. You
know, I am just adding
my little piece to the
puzzle and if they
don't make a good
game, well I'm captive
to that. It's the same
for when you score a
film, you can't write
a good script for
them. You can't be a
good actor for them or
edit it for them. You
can only do the music,
so you are really
dependent on them to
give you something
really good. So in
this case, I'm really
glad they took the
time because it ended
up being a better
game.
CC: You mentioned that
you've worked in the
film and television
industries as well.
Would you say that the
game industry is your
preferred niche?
GARRY SCHYMAN: There
are good things and
bad things about all
of them. I have had
some of the most
interesting creative
opportunities in my
career come as
game projects. I have
gotten to do some
really cool stuff, so
I am really happy to
be scoring games.
Still, I also love
scoring films as I
like scoring to
picture. I grew up in
the industry scoring
to picture so I have
gotten very accustomed
to that. Ideally, I'd
have the opportunity
to do both, but if
someone told me I
could only score games
for the rest of my
career, I'd be very
happy about that.
CC: And is that
principally because
you have more room for
creative expresssion?
GARRY SCHYMAN: I can
only go by my own
opportunities, but I
think I've had some
very interesting games
to work on -
particularly in
regards to music. And
maybe that's luck or
serendipity or perhaps
now I'm getting the
reputation of doing
interesting projects.
CC: Now in employing
musique concrete for
BIOSHOCK, that starts
flirting around the
edges of sound design.
Did that cause you to
have to collaborate
more than usual with
the games' sound
designers?
GARRY SCHYMAN: I
worked with the audio
director, Emily
Ridgeway, almost
exclusively. The music
of course, is not
wall-to-wall musique
concrete. There are
bits and bits and
pieces here and there.
It became sort of a
"color" of music,
almost like a
percussive instrument.
I found this website
where this doctor who
treated people with
lung diseases had put
the sound of sick
people's breathing -
their labored
breathing. I mean it
was some really crazy,
really scaring
sounding stuff -
especially when you
take it and manipulate
it a bit. And I used
it as an instrument.
You almost can't tell
that it is breathing,
but it has a really
scary quality. Of
course, if Emily heard
something that would
be in conflict with
what she and the rest
of the sound team were
doing, she would have
told me. I don't think
that ever happened
though.
CC: You do something
interesting things in
the engineering deck
sequences.
GARRY SCHYMAN: Yes -
there I found and used
another site that
gives away free sound
effects. I found sounds of
this old machinery
that had very
percussive qualities
to them. So I took
them and chopped them
up and used them as
percussion instruments
on the engineering
deck. Although it does
maintain some of that
"machine" quality,
you
might not even know
that it was actually a
sound from a machine.
CC: Would you say that
this project changed
you at all as far as
what you want to do as
a composer, whether it
be within the video
game world or
elsewhere?
GARRY SCHYMAN: That's
an interesting
question. I think,
perhaps, it has.
Composers write music
for a project and you
have to fit that
project. The projects
don't fit you, as the
composer. You have to
be a chameleon and you
have to accommodate the
project. You have to
please the people who
are hiring you. What I
would hope, perhaps in
some small way,
is that BIOSHOCK might
influence some game
developers thinking
process about music in
video games. Maybe
they will recognize a
paradigm shift in game
music. Now if they
call on me to do the
work, it would be very
cool if I could
continue to do things
that are creatively on
the cutting edge.
CC: So are you saying
that inquiries you are
getting or discussions
you have are telling
you that game
developers have
recognized this
paradigm shift in
gaming music and are
wanting to do
something similar?
GARRY SCHYMAN: I
cannot really say if
that is true or not,
but just like in film,
people are always
looking at what is
successful and then
emulating it. This was
a very risky venture
for 2K Games and they
really did take some
chances in making
BIOSHOCK.
So, it's pure speculation
on my part, as I have
not had someone come
up to me and say, "I
want something just as
different as BIOSHOCK."
That said, I have
gotten a lot emails or
calls from people
saying they really
enjoyed the music. For
me, there's only a
hope that a change
like this could be the
outcome.
CC: The game
developers and
marketers have done an
incredible job for
this game. Even
the BIOSHOCK website
is a cut above. On it
they released some 12
tracks of your score
for free (which was a
great and appreciated
surprise). It was a
pretty bold and brave
move, when they could
have sold them on iTunes or
something like that.
Do you know what
prompted this
decision?
GARRY SCHYMAN: My
understanding is that
there was a sense that
some were disappointed
that the CD that came
with the Special
Edition of the game
didn't feature any of
the score. One of the
things they have been
great about is how
they respect the
gamers and really care
about how they
experiencing the game
and project as a
whole. So I think they
decided that since
there was a demand for
the score, they'd just
give to it everyone.
But they never came to
me and asked what I
thought about that
move.
CC: Is there a more
complete release
coming on CD?
GARRY SCHYMAN: There's
no plan for a CD that
I'm aware of.
CC: Now, I haven't
finished BIOSHOCK
myself, but I'll ask
you anyway. If there
is a sequel, BIOSHOCK
2, do you see yourself
involved there?
GARRY SCHYMAN: If they
ask me, I would be
very likely to say
"yes." It was really a
great project and if a
second game was even
close to being as good
as the first, I'm sure
it would really be a
fun, creative
opportunity. No one
has said anything to
me and I haven't heard
anything official
about a sequel, but I
think there have been
some articles online
about the potential.
Of course, whenever
you have a successful
game, there's an
inclination to turn it
into a franchise.

Those pesky humans get
it again. This time in
the 70s.
Destroy all Humans:
Path of the Furon
CC: So now you've
switched gears and are
completing DESTROY ALL
HUMANS: PATH OF FURON.
Was that a difficult
switch to make after
completing BIOSHOCK?
GARRY SCHYMAN: It was
perfectly welcome. I
really enjoy doing
different things. If
had to write the same
type of music for
twenty years, I'd be
very depressed. I
enjoy the constant
shift in styles and
approaches to music.
It was kind of nice to
change things up.
CC:
So how is DESTROY
ALL HUMANS coming
along?
GARRY SCHYMAN: This
third game is set in
the 1970s, and so I've
gotten to do some
really fun things with
it. I just had an
orchestral session on
Monday and Tuesday of
this week and had some
of the best players in
LA. They were
performing some truly
complex tracks. That
era of scoring was so
interesting and I have
just immersed myself
in it. And it's really
been fun, but now I'm
ready to move on to
something different.
I'll be done in a week
to two weeks at most.
CC: Thank you so much
for your time today
and congratulations on
the work you've done
for BIOSHOCK. I know
that gaming and score
fans are looking
forward to hearing
more from you soon.
GARRY SCHYMAN: Thank
you very much.
*Special Thanks to
Greg O'Connor-Read
(Top Dollar PR)
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