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Featuring
a live orchestral soundtrack recorded in Prague, the music for Spider-Man:
The Movie game was composed and conducted by award-winning composer
Michael McCuistion who has been composing for animation and superhero
action motion pictures for several years. He has received numerous
accolades for his action oriented musical scores including 2001
Emmy Award for the futuristic Warner Bros. series Batman Beyond.
He is also composing music for the Batman/Superman and Superman:
The Last Son of Krypton movies and has worked as an orchestrator
on some of the top Hollywood films with A-list composers Howard
Shore, Elliot Goldenthal, Michael Kamen and Danny Elfman. We
spun him a few questions about weaving film score quality music
for games...
Music4Games: We've received A LOT of enquiries about the music
from Spider-Man: The Movie game soundtrack. How did you get involved?
Michael McCuistion: I received a call from the audio director at
Treyarch, Sergio Bustamante II. I had worked with him on Treyarch's
"Max Steel" and he was aware of my writing on the Warner Bros. "Batman
Beyond" and "The Zeta Project" TV series, so when a superhero project
came to Treyarch it was a natural match.
M4G: What was the most unique aspect of the Spider-Man project?
How was it different from the others that you've worked on?
MM: I think this project was rather unique in that we really tried
to capture the cinematic scope of the movie in the music for the
game. To do that authentically involved hiring a full symphony orchestra
in addition to using more contemporary electronic elements. The
basis for the music was the orchestra with the electronics taking
a secondary role for most of the score rather than the other way
around. I guess you could say that in "Spider-Man: The Movie Game"
the orchestra is the "star" of the music, just as it has been for
most Hollywood superhero films.
M4G: How much inspiration did you take from the soundtrack of
the movie?
MM: None, since the music for the movie had not been written yet
when we finished the music for the game. In film, the music is one
of the last elements to be finished, usually a few weeks before
the film is released, whereas in video games the music has to be
completed months ahead of the release date. The only thing we knew
was that Danny Elfman would be composing the music for the film,
but of course that music did not exist when we were working on the
music for the game.
M4G: How much direction were you given on this project and where
did it come from; the games' developers, or the movie rights owners?
MM: Sergio Bustamante (at Treyarch) was the main creative force
behind all of the sound. It was a very exciting process; we had
many long concept meetings and even discussed temp music to be used
before I had written original music for the game. I also had meetings
with the creative director Chris Soares whose overall concept for
Spider-Man was deeply rooted in the film. He was able to get some
still shots from the film's production - this was important to me
since my background is primarily composing to picture. The senior
producer Gregory John was also present for most of our meetings
and contributed to the overall direction of the score.
M4G: What was the biggest challenge you faced on the project?
MM: Getting the music done! No, seriously, it was a logistics challenge
since we had the live recording session in Prague and then synth
tracking here in Los Angeles, not to mention the mixing and delivery
requirements. Bringing all the necessary elements together for a
project of this scope is always a challenge. But with the right
team, it works great, and we definitely had the right team.
M4G: Tell us a bit about the overall process of composing, orchestrating
and performing the music for this project. Who, and what, was involved
at the various stages of production?
MM: It all began with meetings I had with Sergio and the gang
at Treyarch. We talked about Spider-Man's character attributes and
his motivations, the way he moves, what makes him different from
other heroes. We also discussed in detail the villains of the game
and the different levels of game play which would require different
musical treatment. We settled on a master music list that included
all of those requirements plus generic pieces for use throughout
the entire game. Then I assembled my team for music production.
This team included my principle orchestrator Nerida Tyson-Chew (a
fantastic composer in her own right), Paul Chew (handling technical
logistics for score preparation and the scoring session itself),
and Nerida's copyist Greg Ellis in Australia. Here in Los Angeles
the rest of my team included engineer Mark Mattson and orchestrator
Larry Rench. I would write music for the various levels and then
present the music to Sergio and the Treyarch gang. If minor adjustments
were needed those would be made after that first meeting. Then each
piece of music was sent to Nerida in Australia for orchestration
and copying. She produced the large paper scores that I would be
conducting from in Prague and then forwarded the score to the copyist
who copied out each part for each musician in the orchestra. Needless
to say with 17 individual pieces and 60 orchestral musicians, this
was a lot of work! After all the music had been written, approved,
orchestrated & copied, Sergio and I flew to Prague to record where
we were met by Nerida and Paul (who incidentally flew the OTHER
direction around the world to meet us there!) with the full set
of scores and parts. We had a double session day with the orchestra,
then Sergio and I flew back to Los Angeles where my mixer Mark Mattson
was waiting the next day to begin mixing the live elements with
the electronic tracks. When that was complete, Sergio came by my
studio for some minor tweaks and the final master was delivered
to Treyarch the following day.
M4G: Who made the decision to record the soundtrack in Europe,
using The City of Prague Philharmonic Orchestra, and why?
MM: We talked about many different orchestras and the final decision
was made by Sergio.
M4G: What would you say are the benefits and drawbacks of games
companies using an East European orchestra rather than some of the
American or British orchestras that are, perhaps, more familiar
with large film soundtracks?
MM: I'd say the main benefit is that you might be able to stretch
your budget a little farther, at least in theory. The main drawback
is communication (the language barrier) and the technology, which
is simply not as up-to-date as what you'll find in Britain or certainly
here in Los Angeles. These issues need to be carefully examined
since both technology and communication play such an important part
in the live recording process, thereby affecting the budget. There
is a stylistic difference in the playing since there is already
a deeply rooted film tradition in some orchestras, particularly
here in Los Angeles where this kind of recording would be second
nature. I am so happy that we were able to find a way to record
with live musicians and bring that depth to the music rather than
trying to to approximate the sound solely with electronics.
M4G:
How would you describe the music for the game and what inspired
and influenced you?
MM: The music for Spider-Man is intentionally large in scope. I
wanted to create the feeling of a theatrical experience while playing
the game, so that the player would feel the same kind of exhilaration
that would be felt in a big-screen cinema. There are definite musical
themes associated with several characters, especially Spider-Man
and the Green Goblin, whose themes appear in several different game
levels and in several different incarnations. The fact that the
music relates so closely to the characters and the environments
of the different levels I hope allows the player to get emotionally
involved with the action. A great deal of time was also spent creating
musical energy and movement in the orchestrations that would relate
to Spider-Man's web-swinging and fighting pace. Treyarch was very
supportive of these concepts which made my job that much easier.
As I said before, I took most of my inspiration from conversations
I had with Sergio and the visuals provided by Chris, not to mention
my experience with larger-than-life heroes from my work in television
and film.
M4G: In general, who or what are your biggest musical influences
and which other film or game composers do you currently admire?
MM: I think musically I've been influenced by almost everything
I've ever heard, from classical music to heavy metal and everything
in between. The great thing about writing for a new project is that
I get to forget about everything I've heard and then create something
that will hopefully strongly relate to the project in a fresh voice.
I admire any composer who can put his individual stamp on a project
and create memorable music that truly relates to the player/audience.
M4G: Have you recently played any games that blew you away in
terms of music?
MM: I guess the question would more accurately be "Have you recently
played any games?" Time has been a little short, thankfully, for
me lately. Actually, I was a huge fan of early video games (especially
primitive hand-helds). Lately I'm hearing music I recognize and
then later find out it's from a video game rather than a CD or a
soundtrack. That's pretty cool.
M4G: You've scored music for various characters such as Spider-Man,
Superman and Batman. What is it about you and superheroes?
MM: Good question. I guess I can just relate to the scope of expression
that's required for these larger-than-life characters. I always
enjoyed writing for large orchestra and writing powerful, action-oriented
music. I'm also fascinated by these characters' complex psychological
makeups - you know, what kinds of emotions give them human qualities
and vulnerabilities and what motivates them to do the things they
do. Maybe I'm a psychologist at heart. But I'm also really a kid
at heart and superheroes are just plain fun!
M4G: How does scoring for film / TV and animation compare with
composing for an interactive game?
MM: It's very different. With film and television, the form of the
music is dictated by the form of the picture and the way the picture
is edited. With interactive gaming, that form is continuously changing,
never the same way twice, so the music has much more freedom to
flow organically from itself rather than being constrained to a
locked picture. Plus the music for the game usually exists before
the game is complete, so the music has to be able to stand on its
own since there's nothing definite to write around.
M4G: What is your philosophy on scoring for games? What is the main
aim you have in mind from the start?
MM: I want to involve the player emotionally in the game. Music
can add so much life and humanity to the amazing technology that
is available in gaming today. Emotional involvement, on whatever
level big or small, can blur the lines between fantasy and reality,
and if the music helps a player believe that he is "inside" the
game he's playing even for only a moment then I've been successful
as a composer.
M4G: What plans do you have for the future and what do you see
happening in the future of game music?
MM: Currently I'm composing for the "Justice League" animated series
on Cartoon Network and I have a few irons in the fire for projects
in the spring [2003]. I can honestly say that I see a big future
for game music. I was blown away when I first saw the visuals and
gameplay for Spider-Man, and with technology moving ahead at light
speed I see interactive gaming as a growing force in entertainment
media in the future.
M4G: Thank you very much for your time and good luck with all your
future projects!
MM: Thank you also very much, and enjoy the game!
Interview conducted by Alex Hyde-Smith
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