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"I have been given a lot of
creative freedom on the [ASSASSIN'S CREED] games and that has resulted
in a music style that has been carefully crafted with the optimal
amount of drama and originality."
Jesper Kyd
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COMPOSER JESPER KYD shares about his
early career in video game music and being the man behind the music
of the ASSASSIN'S CREED video game series. |
MM - Can you
share with us how you
first got into game
music? Your musical
roots are fairly
organic in terms of
the instruments you
play, so how did you
get from that
beginning to the more
digital world of audio
for
media?
JESPER KYD - I loved
playing the Commodore
64 as a kid and the
music this little
machine was able to
produce was amazing.
There is a real analog
chip in there, the SID
chip, and it has given
birth to a whole new
style of music. I
don’t think you can
say that about any
other computer or
console.
MM - Before you
became known for your
work on the ASSASSIN'S
CREED series, you were
responsible for
crafting the music for
a different killer —
in the HITMAN series.
How did you get
involved with that
franchise?

Hitman Contracts -
Music by Jesper Kyd
JESPER KYD - I was
part owner of a game
company in the 1990s
called Zyrinx. Our
games came out on the
Sega Genesis, Saturn
Saturn and PC and we
also did some work on
the 32X. There is a
link about the history
or Zyrinx
here. After
Zyrinx was dissolved
my friends went back
to Denmark and founded
IO Interactive and
began work on Hitman
Codename 47.
MM - Tell us a
bit about how you came
to the eclectic and
evocative musical
palette that has
become a defining
element of those
games?
JESPER KYD - I have
been given a lot of
creative freedom on
the AC games and that
has resulted in a
music style that has
been carefully crafted
with the optimal
amount of drama and
originality. Obviously
the inspiration for
the music style comes
from the games
themselves. It was
very clear to me from
the moment I met the
team on AC1 that this
was not a game like
others. The team put
so much effort into
creating a piece of
art, a living world –
inspired by historical
events. The first game
– taking place during
The Third Crusade
called for a tragic
mood to the
soundtrack. However,
people were intensely
spiritual during this
time period and I
wanted to capture that
as well with tracks
such as “Flight Over
Jerusalem.”
MM - Were there
specific lessons
learned over the
course of the HITMAN
games that helped you
with ASSASSIN'S CREED?
Would you have done
anything differently
if you could go back?
JESPER KYD - Well, the
HITMAN music was
written with the
interior perspective
of Agent 47 as well as
matching the music to
the elaborate
locations. These days,
the storyline in games
have become more
important and that
would have a bigger
influence on the
music.

Jesper Kyd at the
Assassin's Creed
Recording Session
MM - Focusing on
the original
ASSASSIN'S CREED to
start with, what kind
of direction did you
receive to help guide
your approach to the
music? Did you have
very specific
guidelines or were you
free to explore?
JESPER KYD - There
were 3 main keywords I
was working with -
Tragic (the tragic
events of the
Crusades), War and
Mysticism. As the
music writing
progressed it became
clear to me that
mysticism added such a
unique flavor to the
game that it became a
very important element
in the score.
Mysticism also helped
set the score’s mood
and atmosphere even
further apart from
other games.
There is also the
Animus side to the
game which (though not
featured that much in
AC1) we still wanted
to make clear for the
player. The escape
music was very much a
collaborative effort
with the team looking
for something sci-fi
during the escape
scenes. In AC1 during
the escape, this is
where the Animus
simulator is the most
fragile or maxed out
and the screen
glitches the most etc.
We wanted to emphasize
this with music and so
the sci-fi music is
most apparent during
these sequences. While
the score is rooted in
Middle Eastern ideas,
I was very careful not
to use actual Middle
Eastern music scales
(except for a couple
of cues in Damascus).
We didn’t want the
score to be a
traditional Middle
Eastern sounding
score.
MM - The game is
a fine balance between
contemporary elements
and the historic plot;
were you worried that
the two would
conflict? Did you feel
like it was part of
your job to smooth
them together with the
music?
JESPER KYD - No I
wasn’t worried about
this. The team has
always encouraged me
to push the boundaries
of what the
contemporary sound of
ASSASSIN'S CREED can
be.
MM - What is the
balance of live vs.
sampled instruments in
the ASSASSIN'S CREED
score? What kinds of
processing techniques
did you employ on the
live elements?
JESPER KYD - In
Brotherhood, 90% of
the music is live. I
primarily instruments
that were around
during the Renaissance
for the AC Brotherhood
score and then
filtered these sounds
with analog equipment
and computers to make
the score more
contemporary and
modern.
MM - Could you
give us some examples
of the tools that you
find yourself
returning to again and
again when producing
music?
JESPER KYD - I use
Cubase SX, Sound
Forge, a lot of analog
hardware – both
effects and synths. I
stay very close to
analog and modular
type electronic sounds
which are often mixed
low in the background.
I like to create a
thick, interesting
sound – made of
elements you can’t
quite place or figure
out how was done. I
really get a lot of
kicks coming up with
unusual ways of
processing sound and
then using this
process on a very
traditional instrument
such as a viola da
gamba. This approach
can be heard in subtle
ways such as in the
Desmond Miles track
which features the
viola da gamba.
MM - Were you
already fairly
comfortable with
ethnic musical styles
or did you need to do
research to inform the
score? How
"legitimate" are the
world elements in the
score in terms of
historical accuracy?
JESPER KYD - My
compositions are
historically accurate
when the game calls
for it. There is a
scene at a party in AC
Brotherhood which
consists of some
purely period inspired
music I wrote – used
to give the feel of a
real band playing.
Also, I wrote a
Tarantella called
“Florence Tarantella”
for the game which is
written in the proper
way a Tarantella
should sound.
I am already fairly
comfortable writing in
different music
scales. FREEDOM
FIGHTERS was written
with Russian scales,
HITMAN 2 includes
music written in Asian
scales and select
ASSASSIN'S CREED 1
tracks uses ancient
Persian scales.
MM - Did you
make use of any
particularly
interesting or
uncommon instruments
in the score?
JESPER KYD - Well, AC
Brotherhood uses a lot
of uncommon musical
instruments and ideas.
We recorded huge
Renaissance flags
swinging in
synchronization. These
flags were recorded in
a big traditional
church in LA with our
own set of
microphones. We also
recorded all kinds of
string-based
instruments in the
church as well as
percussion and choir.
MM - How much
access did you have to
the work-in-progress
game as you were
putting the score
together? Do you
typically prefer to
have a lot of
reference materials to
work with or just work
from descriptions?
JESPER KYD - I like to
have access to a lot
of material when it’s
available. If no
material is available,
I can still write,
however I will have to
fill in a lot of the
blanks myself and
there’s more in-depth
dialogue with the
team.

Assassin's Creed II -
Music by Jesper Kyd
MM - When the
sequel, ASSASSIN'S
CREED II, came to be,
how early were you
brought in to start
work on it? Did you
know from the end of
the first game that
you'd be doing more
for the series?
JESPER KYD - I think
it was around early
summer 2008 when I was
brought onboard. I had
around 15 months
before the score
needed to be done –
around the same as for
AC1.
MM - Was the
experience of working
on the sequel similar
to the first or did it
feel like a totally
new thing? Are there
any shared elements
between them?
JESPER KYD - The
Brotherhood Theme from
AC 1 is back in a new
form and there is a
dream sequence with
some re-arranged music
from AC 1. But that’s
it, so it was a brand
new score and a brand
new sound. The
contrast between the
Middle East Third
Crusade during the
Middle Ages vs. The
Italian Renaissance –
the difference is
massive.
MM - In general,
do you prefer working
on brand new projects
and exploring new
creative directions
each time or do you
enjoy returning to
franchises and
expanding upon the
work you've already
done?
JESPER KYD - I love to
go back and expand on
the work. A good
example is AC 2 vs. AC
Brotherhood. The time
period and location is
the same, however I
was able to really
explore the time
period by going back.
Working on the
ASSASSIN'S CREED
titles doesn’t feel
like working on a
sequel because usually
each game takes place
in a different time
period and setting.
MM - In many
ways, ASSASSIN'S CREED
II seems like a
project with a bigger
scope — deeper plot,
improved gameplay,
larger environments —
how did that grander
scale affect your
approach to the music?
JESPER KYD - I assume
you are referring to
AC1 vs. AC2. The AC1
primal mysticism had
disappeared and a
deeper, more elegant
and refined mysticism
emerged in AC2. After
the success of AC1 the
team really wanted to
improve the AC
experience and that is
the result in AC2.
Suddenly the buildings
were taller, there was
a night cycle, water
became part of the
experience, the
dramatic storyline
really made you
identify with Ezio and
his family. These are
all improvements and
so the game was
becoming more epic and
also more dramatic.
The music needed to
closely follow this
development and so
with that perspective
I took on AC2.
MM - Did you
have more resources
available to realize
the sound of the
sequel? More
opportunities to use
live musicians, for
instance?
JESPER KYD - Yes, we
had a live budget that
allowed us to work
with a Hollywood
orchestra as well as
world class solo
performers etc.
MM - Who was the
spectacular singer you
used for the main
female vocal elements
that show up
throughout the score,
and how did you decide
that her voice was
going to be a key
element in the
soundscape?
JESPER KYD - Her name
is Melissa Kaplan and
I have recorded with
her on many occasions.
She also sang on AC1 –
the female Middle
Eastern vocals. I know
Melissa’s style very
well and for the
ASSASSIN'S CREED
scores I wrote the
female vocal parts
with her in mind.
MM - If the
album releases are
anything to go by, it
seems as though there
is a lot more music in
ASSASSIN'S CREED II
than in the original.
Among all the music,
do you have a
favourite track that
you're most proud of?
JESPER KYD - Actually,
there is a bit more
music in ASSASSIN'S
CREED 1 than
ASSASSIN'S CREED 2 – a
full collection has
never been released
though. Ezio’s
Family really seem to
connect with people
and their feelings
about Ezio. This track
alone has almost 1
million plays on
YouTube with over
5,000 comments. It’s
like there is a small
community attached to
this song. Things like
that really amaze me
and what I take from
that is that we must
have done something
right – that the track
somehow extends
people’s experience of
Ezio outside of the
game. And I think
that’s the power of
music. People could be
at work listening to
this track and it
reminds them of the
game and might make
them go home after
work and play the game
again.
MM - There are
also more recognizable
themes in the sequel:
was that a conscious
decision on your part?
Is thematic or motivic
writing something you
consider integral to
your style?
JESPER KYD - I go
wherever the project
takes me. It was clear
to me that the events
in Ezio’s life were
life altering – this
is the story of why
Ezio became an
Assassin. Drama
doesn’t get more
powerful than that and
I knew we needed
something really
thematic for the scene
where Ezio sees his
brothers and father
hanged. This event was
the inspiration for
“Ezio’s Family.”

Assassin's Creed:
Brotherhood - Music by
Jesper Kyd
MM - ASSASSIN'S
CREED: BROTHERHOOD is
a continuation of
Ezio's story from the
sequel rather than a
completely independent
storyline. Did that
make things easier for
you? What new
challenges did
Brotherhood present?
JESPER KYD - It did
not make things
easier. We had covered
a lot of ground with
AC2 and I wanted to
make sure there were
still interesting
ideas to be added to
the mix. So I thought
a lot about how to
continue the music
style while pushing it
further.
MM - How did you
attempt to raise the
stakes and deliver the
necessary cinematic
quality in Brotherhood
without compromising
the musical identity
you set up for
ASSASSIN'S CREED II?
JESPER KYD - Well, I
follow along the same
path and pay attention
to everything that was
created musically for
AC2. The Brotherhood
score has to fit with
this music in case a
music track from AC2
is playing. So the
idea was to expand on
everything. There was
not a lot of evil,
operatic-sounding
music in AC2 and that
became one of the new
styles to create –
music for the Borgia
family. I also wrote
new music for the
Present, The Apple
Theme, Combat, Escape,
Location music for
Spain, the VR
simulator etc. All the
mission music is new
to match with Ezio now
being a Master
Assassin.
MM - Speaking of
cinema, what are your
feelings on the recent
trend of film
composers being called
to score for games? Do
you think it's a
positive movement?
JESPER KYD - A good
composer is a good
composer and I think
it’s about pushing the
art form as far as
possible, whatever the
medium.
MM - What is
your history with film
work? Do you enjoy it
as much as game work?
Do you seek out film
work as actively?
JESPER KYD - I love
working on both games
and films. They
require very different
kinds of music
approaches. I have
written 7 film scores
in a variety of
genres.
MM - Have you
encountered any
emerging composers
whose work you
particularly admire?
What kind of traits do
you look for when you
listen to other
peoples' work to
decide if you like it
or not?
JESPER KYD - I like
music that surprises
me – music where I
can’t quite figure out
how someone could
possibly get an idea
like that.
MM - If you
could offer one piece
of advice each to
budding game designers
and emerging media
composers, what would
it be?
JESPER KYD - The
quality of composing
has become very high
in video games so my
advice is to keep
working on your music.
Then compare it to
other composers that
you like as far as
mix, mastering,
orchestration etc. See
how your music holds
up and work on parts
that you feel are
weak. It’s very
important to have a
clear understanding of
the quality of music
you write at any given
time. To constantly
try to improve
yourself, to be honest
with yourself and to
constantly challenge
yourself - that is one
of the most important
things for me.

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