Musical Influences From All Over The Shop…And Across The Street

This is an example of some of the odd ways in which I come across inspiration for music when working on films:

Episode 40: Game of Thrones

Within that link is an interview with the composer for Game of Thrones – and I can tell what you’re thinking, Game of Thrones is a lot different to either Immort or Descent in scope, story, genre and importantly, musical style. Well, that is all true, but, in this interview he talks about composing music for the title sequence that Game of Thrones is famous for – and this where it starts to tie in slightly as Immort has a title sequence which I just recently received. One of the things he talks about is how he wants to represent the show within the music, so traveling is a large part of the show and as such that is represented, as is mystery and so on. This is something that I’ve attempted to do with Immort, however, this was a task made difficult by directorial decisions regarding the music. Originally, the music was all fairly dark tonally, in fitting with the atmosphere and story being portrayed in the film, however, the director didn’t want any kind of sense of threat during the chase scene…which has resulted in much cheesier and poppier music being written for that scene. Now, because the title scene comes in before that scene happens I needed to reference that style of music, while mixing it with the darker stuff later on in the film which the director liked. This proved to be quite the challenge, but something that this interview again helped with, though not through any kind of deliberation. It was mentioned how he changes key, which gave me the idea to change key briefly to help lift the tone a bit so to speak.

 

Another thing which is interesting to note is that again, for inspiration with this new direction some of the music has taken I looked at the score for Mass Effect, a game which doesn’t quite lie in the same kind of genre as this film, but nevertheless I felt could be helpful just in terms of instrumentation and how to keep something keep an action sort of feeling, but without playing to threat too much.

 

Stuff on Music

The Hollywood Reporter has some roundtable conversations with composers available for viewing on YouTube, which are very helpful sources of information for the way in which composers work in the industry.

In this one for example many topics are covered, from how the composers feel when showing directors their work, to challenges they faced on specific films to how they find inspiration for the music and how they decide upon which style of music to use on a film and so on.

One of the key things to take from this is the degree of experimentation on display, especially in the creative process of deciding how something should be scored. For example, Hans Zimmer using organs in the Interstellar score because it was a complex instrument, much like the complex ideas presented in the movie. Odd ideas such as that help to show that ideas for music can come from anywhere and as such there is no right or wrong way to go about doing something. An example of this in my work this semester is on Descent, in which I use a Waterphone – an instrument I had no idea even existed three weeks ago, however, I stumbled across it and liked the sound and therefore ended up using it in a few moments in the score, which wouldn’t have happened if I hadn’t have been experimenting with sounds.

Another aspect which comes up several times is the idea of understanding the film that you’re scoring. Both John Powell and Hans Zimmer talk about this, with Zimmer saying that him and Christopher Nolan talked mainly about the story rather than music as such, which helps to further the point that understanding the message of a film and the ideas it wants to portray or characters it wants to show are vital to working out how to score something. Some directors however take a different approach, with Elfman saying that Tim Burton doesn’t really talk about the music until there is something to hear, rather he just shows the film to Elfman who then starts working on the score. Both of these approaches are things I’ve worked with in the past, with the two films I’m scoring for this project being a combination of the two. But even in the cases where the directors haven’t had so much idea as to where to go with the music, gaining an understanding of the film has been key to how I’ve gone about scoring the films. This also ties quite nicely into another concept which is that of thinking about the film, where as Zimmer puts you kind of “invent a language” for a film “once you’ve got it under your nails”. This is referring to something that I’ve found that helps a lot but may seem oddly counter productive and that is just letting the film sit in your mind for a while, thinking about it from time to time and gaining a vision for the film, allowing yourself the time to work out what it is you want to do, or can do and why it needs to be done for this particular film. On Immort for example, I produced some music back when it was an animatic which upon showing the director he wasn’t overly keen on. However, between that point and the point when I scored the film I thought about it a lot, not actually sure what I could do with the music. The ‘failure’ so to speak of the conceptual piece I produced earlier helped to point me in a direction and got me on the process of working out the tonality of the score and what it needed to for the film. This process continued as I saw rough cuts, looking at the aesthetic and acting, working out what music could add to the film, how it could be interpreted by the audience and whether that was suitable or not. All this meant that by the time I could start work on the score, I knew a good deal of what I wanted to do and upon working out instrumentation it was a matter of filling in the blanks I’d created for myself while I went through the thinking the film through stage. This is something that is re-iterated by Trent Reznor as well where he brings up the idea of inspiration often striking randomly and to do with something that might be going on at that time – an example of which is again in Immort’s score, the double bass lines, the idea for them came from me having watched The Hateful Eight and then the following day having a good idea involving double bass due to a piece of music I enjoyed from the film using the same instrument.

This is in relation to learning outcome one, relating to professional practice as a composer, including things such as those mentioned above and time management skills, working out how long to spend thinking about a film, experimenting with sounds and so forth before you actually need to start working on the music and how long you should then spend recording it. While this wasn’t touched on above, it plays an important part in the workflow process of a composer, with different composers having different routines and workflows, all dictated by the time allotted for the scoring of the film to take place.

 

 

 

Bad Planning and Time Shortages Lead to Aliens…

The other day, I was pointed in the direction of a documentary about the making of Aliens, specifically the section about James Horner, the composer for the film.

It was during this section where he commented on the poor planning of the film and the subsequent chaos it caused with the job he’d been hired to do. When he came onto the project he was given six weeks to score the film, including recording time. By the time he arrived in England to begin the process however, he found that much less than having picture lock ready for him, they hadn’t even finished shooting yet.

 

Here is the link to documentary, with the relevant section around 2:09.

I found this to be an interesting watch for several reasons. For one, it explained the difficulty in writing music for film and then subsequently having to change it to fit the timings of a film is said timings have been changed, something which I’ve come across on several occasions in the past, in a much better way than I’ve ever been able to. The description of which helped give me confidence in an issue from the perspective that even the professionals find that difficult, which is a reassuring thought.

The next important point from this was the fact that all this chaos was happening on a multi million dollar blockbuster film and on a film that has gone on to remain widely respected. As such it tells you to never expect things to go swimmingly in this business and the best you can hope for is that the people you work with are understanding. This plays well into the project we are undertaking at the moment in the sense that while everything is currently going well, in a week or two it may not be the case. This especially applies to me as a composer for two of the films, not to mention films I’m working on outside of this project. Once directors hear music, they often ask for changes to be made, sometimes incredibly small things, other times larger things. Normally, I don’t find this to be too much of an issue, after all, if I’m only involved in the film as a composer, the music is my only concern and often my point of contact is straight with the director, which leaves me feeling freer to organise meetings and send material straight to them, which then of course, gives me more time to make adjustments and generally talk to them more about the music. In this project however, I feel like I haven’t had that same relationship with directors, which is in part down to the volume of work we have to do and the number of films I’m working on, but also, in part down to the way we are operating, with different audio leads for each film, something that generally a composer doesn’t deal with, they answer straight to the director/producer or in some cases a music supervisor.

 

Overall, this post was to highlight that finding out things like this about big production and big name composers helps to make me feel better about the state of things, giving me confidence in what I’m doing and the way in which I’m doing things. This was in relation to learning outcome one.

End of Location Work

Over the course of the last month and a bit we have been focusing mainly on location work for Immort, Descent, Feel Good and Remember.

The fact that there was five of us in the group really helped out in this regard as it meant that we had enough people to spread out over the various shoots, this was especially helpful when people were unavailable due to an R&D visit or other similar issue that caused people to be busy.

On location I mainly acted as the boom op on the shoots I attended. For Immort, despite being the lead Sound Designer on the film, I decided that Rory’s greater experience on set and with the 633 made him the better choice to be in charge of the location work. On the one shoot Rory couldn’t attend, Gaz took over from his role, with me remaining as the boom op despite at this point me being completely happy using the 633 the reasoning behind this being that it was a re-shoot and having already done this once and gotten good results, I figured that I was better off continuing in the role as I knew whereabouts the shots would be happening and where I could stand and so on.

It was interesting being in a position where in terms of Immort, with me being the lead Sound Designer on the film, Rory would normally be under me in the chain of command so to speak. However, on set it was the other way around. So I answered to Rory on the aspects of location sound, however, having an eye on the whole picture of the sound of the film I also had to make sure we were getting everything I needed for things like the dialogue edit.

Over the course of our work on location I became familiar with the 633, something which I wasn’t beforehand, having only used it very briefly before, so in a sense that was my biggest take away from the location work, learning how to confidently use a new piece of gear, which is potentially greatly beneficial for any location work I take on in the future. My other big take away is that I feel that my skills as a boom op have improved. Being the boom op is a role that comes with a fair amount of pressure, stemming from the fact that you need to stay alert over long periods of time, making sure that you’re holding the boom properly and in the right position consistently while also making sure you are aware of lighting and camera set ups so that you can avoid getting in shot or casting unwanted shadows. As an extension of this you also need to keep track of dialogue and movement so that you follow the actors appropriately.

Now that the location work is over post production tasks are now at the forefront, which at the time of writing my main responsibilities for the next week or two consist of:

  • Composing the music for Immort
  • Composing the music for Descent
  • Completing the dialogue edit for Immort
  • Starting sound design aspects on Immort and making sure everyone else is aware of the plans for the film and what is required Foley wise and sound design wise.

This is in relation to learning outcome two.

Immort – Location and Post Planning

The majority of the shooting for Immort has now taken place, with one day of pickups remaining. This allows me to reflect on the process of the location work and begin thinking about once more about post production and how things will work there.

First off then is the location audio side of things. The easy way to put this is that things on set went very well. Despite me being the lead Sound Designer on this particular film, I decided to defer to Rory for the location sound recording aspect. This is because, while I have done location sound on several films before and taken the lead in doing so, Rory had more experience than me, so to this end it made much more sense to defer to his judgement while on set, so to sum this up simply, Rory operated the mixer while I was the boom op. This worked out rather well I felt, with communication between both us and the rest of the film crew being very good. Filming days were not rushed, but well planned out and sound was not overlooked at all, which made it much easier for us to do our job well. By this I mean that while on set we could easily gather information on what is happening in each shot, the shot number and scene number and we were also given ample time to work out the best way for us to set up for each scene – checking for boom shadows, checking the framing of the shot, hiding radio makes and making sure that doors for example would close quietly during takes so that we could capture the dialogue cleanly.

With only one day of shooting left to complete for this film, we will soon be handing over the audio from location to the director who in this case is also the editor. This will be done by creating a mono mix of the audio gathered on location, with the files named so that he can easily match the correct takes with his own video files. Once this is over we will be handed an OMF of the session from which we will begin our dialogue mix.

In terms of post production and the direction of the sound, I’ve been doing a lot of thinking having seen what the aesthetic of the film is like and having ascertained a better idea of the type of film this will be once it’s complete. While many of my ideas need to be okayed by the director still, I feel as though I have a good idea of how to progress from here. This will be discussed further with the director at a spotting session which will take place once the non-VFX cut of the film is finished. I’ve been keeping the rest of the group up to date with my thoughts on the sound design for Immort by posting word documents which detail the sound requirements for each scene on our Google Drive folder.

I tend to quite often act primarily as a composer on film projects and this being a Sci-Fi was the perfect excuse for me to branch out and start thinking more about the sound in the movie on an overall level. This led me to Randy Thom’s blog – https://randythomblog.wordpress.com/ – where he posts thoughts on aspects of sound design. One aspect that is particularly appealing to me is the post about Cacayanga, described as “a sound or set of sounds that seem authentic, but embody a mystery that pulls you deeper into the story in part because they aren’t immediately identifiable.” This concept is appealing for two reasons, the scenes in the film set in the city street are the main part of the film that can take advantage of this – this is because who knows what the future sounds like? No one, which gives us the opportunity to create a soundscape ignoring the usual commotion of a big city like London, instead taking into account the world that the director is creating and combining that with some sounds that will help to sell the world by making it seem populated, but also helping to really distinguish that this is the future and a far off future at that. The other reason this is interesting for this film is the nanobots themselves – they are a key driving point in the film and they sound like a mass of whirring noises, but at some points they will have to be used in peoples bodies, repairing them and such like at which points they will need to be fleshier at which point we once again loose reference as to what that would sound like, giving us free reign again to create sounds that draw people into the world.

As an end note to this post, I want to clarify one aim of the sound design in Immort – this is to help with the worldbuilding in the film, by creating a soundscape that is believable, we can immediately immerse people in the film, helping them to buy the concepts presented in the film, something which is vital to do in a Sci-Fi film such as this.

This is in relation to learning outcomes two and three.