Assassin's Creed
Unreal Tournament 3
Kane & Lynch: Dead Men
The Chronicles of Spellborn
Hitman: Blood Money
Tom Clancy's Splinter Cell: Chaos Theory
Hitman: Contracts
Freedom Fighters
Hitman 2: Silent Assassin
Minority Report: The Video Game
MDK2: Armageddon
Hitman: Codename 47
MDK2
Reaction Quake 3
Composition Credits (Film
Rectified
Impulse
Sweet Insanity
Night All Day
Death of a Salewoman
PURE
Day Pass
Cycle
Awards
2006 MTV Video Music Awards Best Video Game Score
BAFTA 2005 Best Original Music Award (British Academy Award)
"I was given almost total creative
freedom and it really helped in getting a unique sound for Assassin’s
Creed."
Jesper Kyd
As the official launch date for the
highly anticipated game ASSASSIN'S CREED approaches, we are able to
ask composer JESPER KYD a few questions about his musical score.
Assassin's Creed by
Ubisoft
CC: When did you first
start on this and when
did you complete your
work?
JESPER KYD: I started
about 2 years ago,
writing the score
periodically and I’m
still working with
Ubisoft on a few
ASSASSIN'S CREED
related projects.
CC: Talk about how the
score evolved from the
time that your first
started until it was
completed. In other
words, how different
was the score, in the
end, when compared to
your initial ideas.
JESPER KYD: The first
music I wrote for the
game was written for
the E3 2006
presentation. This
music was written
fairly quickly and the
game was still in the
prototype state.
The themes for each of
the 3 cities and the
Assassins’ stronghold
were written first.
Then whenever a
gameplay element was
complete, I would go
and score this. This
means I had some time
to plan everything
throughout and came up
with a massive
instrument rule set
for all the locations
and moods in the game.
This rule set defined
what instruments and
music scales were used
and where to use them;
and it turned out to
be especially helpful
once the score started
to become really huge.
CC: How involved were
the games' producers
in coming up with the
palette for the score?
JESPER KYD: I was
selected by a team of
over 200 people and
they all had an
influence on the music
direction. The palette
was my own but certain
things were asked of
me before I began. The
tragic Christian sound
of Acre, the Muslim
sound of Damascus
without using Muslim
music scales, and the
melting pot of
Jerusalem were all
ideas of the team. A
deep, atmospheric and
spiritual sound was
also something the
team was looking for.
Beyond these
templates, I was given
almost total creative
freedom and it really
helped in getting a
unique sound for
ASSASSIN'S CREED -
especially the primal
and almost ritualistic
meditative sound of
the Assassins’ own
religion, which was
cool to bring out when
you stalk and follow
your primary targets.
CC: Reportedly, a
flashback/dream aspect
to the storyline, did
that aspect influence
your composition? If
so how?
JESPER KYD: Yes, these
modern elements can be
heard throughout the
score. Sometimes it’s
very subliminal and
other times (during
the escape sequences,
for example) the music
gets really modern.
CC: You mentioned that
you created unique
music for each city in
the game (Damascus,
Acre, Jersusalem).
Was it simply the
storyline that
determined how you
would musically
identify each locale
or were there other
factors?
JESPER KYD: There were
other factors
involved. Acre is a
mostly
Christian-populated
city and western music
influences can be
heard quite
predominantly here. We
recorded with a
massive choir at the
Bastyr Chapel for the
Christian City. When
venturing deeper into
the game, the “Acre
Underworld” music
starts,
under-the-surface kind
of music, which is
used for example, when
interrogating or
following people in
Acre. This style
includes whispered
Latin chants and
prayers as well as
primal instruments
such as stones, bells
played in unusual
ways. Each city uses
different instruments.
I recorded authentic
Muslim prayers and
vocals for Damascus as
well as a ton of
authentic old Middle
Eastern instruments.
CC: Did you compose to
final sequences
(cut-scenes),
storyboards,
conceptual art or all
of the above?
JESPER KYD: Yes, all
of the above. When I
wrote the city themes
I used a lot of
concept art. For
gameplay mechanic
music, gameplay videos
were very helpful. The
cut-scenes are written
to film sequences.
CC: Was there anything
outside of the game
itself that you used
as reference material
or inspiration for
your score?
JESPER KYD: I
researched the time
period extensively and
it really helped to
determine what
instruments were
around in 1191 and
interesting to learn
what the differences
in music were between
Christianity and
Islam.
CC: You've written
scores for numerous
successful video games
and films now. Has it
gotten easier for you
to blend both acoustic
and electronic
elements into a
cohesive whole as time
goes?
JESPER KYD: Yes it
has. It takes a lot of
experience to get the
balance right and I
feel I am getting to a
point where the
different elements fit
better together. So we
don’t have to work as
much on the mix and
this way it sounds
more natural.
CC: How was this
project different from
your other numerous
game scores?
JESPER KYD: It was a
rare opportunity to
write a historical
score, especially one
that deals with 3
different religions
(Assassins, Islam, and
Christian). It was a
really enjoyable
challenge to come up
with the sound of a
third religion for the
Assassins. This was a
very unique project.
*Special thanks to
Greg O'Connor-Read (Topdollar
PR)