Tomb Raider Legend at GDC
The everlasting problems of any blog is essentially its content or the lack of it. I completely repressed all memories of it until a french journalist (Thank you Gia To) kindly reminded me of its existence. I have decided to rejuvenate it with new, improved, super enhanced, power-boosted and more regulary updated content.
So… Where were we… Ehm… Oh yes!
The Tomb Raider soundtrack is progressing with rapid speed. The game currently holds over 3 hours of orchestrated music with a variety of electronica elements. The final game will have about 3 hours and 30 minutes of music, however thats not all. The game will contain a variety of micro-scores that enhance the detail of the aural environment in the game.
The term “micro-score” is really starting to grow on me – as it allows me to get the same control over the music as you would have in a static scene of events, like motion pictures.
GDC recently informed me that the accepted my submission for a lecture on micro-scoring. I am absolutely thrilled about this, since it allows me to formalize parts of my methodology into framework that other people can understand.
You can read more about my lecture by pressing this link.
In short the session is about:
Tomb Raider Legend (PS2/PSP/PCXbox/Xbox2) represents one of the most known brands in the game industry. The expectations for the next-generation Tomb Raider game are high and so are the expectations for the games soundtrack. The soundtrack for Tomb Raider Legend consists of over 180+ minutes of feature film music with all main characters having personal themes and signature instruments. All locations and destinations have highly recognizable ambient- and musical settings and implementation of next-gen interactive (true adaptive) music is applied at a new and unprecedented level. This session describes the making of the Tomb Raider Legend soundtrack, including detailed description of next-gen (true adaptive) audio technologies and many examples of interactive scoring. The audience becomes familiarized with a term known as micro-scoring, which is a compositional methodology developed to cope with the complex demands of next-generation game music.
(from http://www.cmpevents.com/GD06/a.asp?option=G&V=3&id=409736 )
