Ben Allen ![]() Mixing R&B ![]() Babydaddy • Dan Grech-Marguerat The Scissor Sisters' first album, recorded in a Manhattan apartment, sold 3.5 million copies worldwide. The follow-up sees them expanding their horizons, while keeping their DIY ethos very much intact. Artist/Producer ![]() Writing & Producing With Robbie Williams Despite his best efforts, Stephen Duffy's solo work never quite made him a superstar — but it did get him one of the best co-writing gigs around. Producing Kasabian & Arctic Monkeys ![]() Yellow Magic Orchestra goes Latino Yellow Magic Orchestra helped pioneer the use of electronic instruments and sampling. Now Uwe Schmidt, aka Señor Coconut, has used the same techniques to render their greatest hits as Latin dances, with contributions from all three original YMO members. Recording Morph The Cat ![]() Folk Music For The 21st Century The idea of bringing folk music up to date is not a new one, but few people have taken it quite as far as Jim Moray. His material may be traditional, but his approach to music technology is as modern as it gets. Andy Jackson David Gilmour's chart-topping solo album was recorded on his own Astoria houseboat, a floating slice of studio heaven. Engineer Andy Jackson describes the making of the album. Mike Elizondo ![]() The Current State Of Affairs What can we, as engineers or musicians, do to prevent our recorded legacy being lost? Record Producer ![]() Richard Aitken of Nimrod Productions ![]() Writing & Producing in LA The success of Avril Lavigne's debut album Let Go catapulted The Matrix to the front rank of songwriters and producers. Since then, they've moved in ever wider musical circles, culminating in their work with nu-metal pioneers Korn. Producing Hip-Hop Miami is now a hip-hop centre to rival New York and LA, and Cool & Dre are two of its most active beatmakers, songwriters and producers. Craig Bauer Craig Bauer has been part of Kanye West's career from the beginning, and as a mix engineer on the smash hit Late Registration album, he had to marry West's artistic perfectionism with his own technical standards. Roy Thomas Baker ![]() John Fryer ![]() Harry Gregson-Williams ![]() December 2009
Click image for Contents
Other recent issues: | MUSIC FOR VIDEO GAMESGerard 'Gez' Gourley of SmartdogPublished in SOS November 2001 People + Opinion : Artists/Engineers/Producers/Programmers Gez Gourley specialises in creating sound for console games whether it be orchestral music or crashing cars...
Some people work for a living, whereas others are paid to indulge their hobbies. At least that's how Gez's friends seem to view his position as Music Director at Smartdog, the Leamington Spa-based console games developer. While two rooms full of graphic designers and programmers toil over their hot VDUs to create ever more exciting and eye-catching games, Gerard handles all the music, dialogue and sound-effects recording on his own. A hot VDU is involved! I caught up with him in the middle of a heatwave, when his sweltering studio turned out to be one of the coolest rooms in the building. There are obviously a lot of people who want to know how to land a job like this, and what qualifications are needed, so I quizzed Gez as to his musical background. It turns out that although he persisted in learning to play the piano, he didn't exactly enjoy his school music lessons: "The teacher insisted on playing Queen's 'Bohemian Rhapsody' over and over again until we knew it inside-out. I still do to this day. But I was also very interested in computers and bought a little keyboard so I could do some music on the Sinclair Spectrum. The Spectrum only had one music channel, so it could only play a melody, but I loved it. I've had all the computers, from the Sinclair ZX81 and Spectrum, through Orics and Commodore VIC 20s, Amstrads, everything. I've always been into the computer world and after school I went on to work for a games company called Players. I did loads of games for them. It's a case of a hobby becoming a career. "My relationship with Smartdog began at another games company called Codemasters where I met up with Dave Thompson I'd previously written a game for him as a freelancer. Dave then left Codemasters along with a couple of other guys, Ashley Routledge and Dave Saunders, who are now also part of Smartdog. I stayed on at Codemasters for a while, then moved to another company called Big Red Software who were just down the road and I worked there for a few years until I noticed an ad in the paper where Smartdog were looking for a musician. It was within walking distance of my house, so I went to see Dave Thompson and told him I was interested in the job and he gave it to me. At that time Smartdog was a small independent company, whereas now it's much bigger and part of a group of companies [the Titus Interactive Group, made up of Titus, Virgin and Interplay]. There were only around five of us then, but now we have over 30 people working here." Smartdog Studio In most respects, other than the vast sample library, Gez's studio resembles a typical home studio setup based around a Pentium III PC running Cubase VST. There's a rack containing a small number of carefully chosen synths and a couple of effects processors, while a Yamaha O3D functions as the main mixer. The O3D is digitally linked to a Yamaha DS2416 soundcard in the computer, allowing both computer tracks and external MIDI instruments to be mixed to hard disk within the digital domain. The monitoring system comprises a pair of Genelec 1029As perched on the desk with a matching subwoofer underneath. I was curious to know whether this monitoring arrangement was accurate enough.
"People still think that to write music, you need huge studios with lots of equipment, but it simply isn't true. You just need a MIDI sequencer and a few carefully chosen instruments, and that's very much my philosophy. I've worked in studios where people have spent days trying to get a snare sound, and in the same time, I could have finished four pieces of music! It numbs the creativity. When you have the inspiration, you have got to be able to write straightaway if you have to spend two hours looking for a drum loop it all goes. So it's nice to have stuff that is straightforward and that I know works. "I mix directly into Sound Forge now, so my DA20 DAT machine doesn't see much use any more. I do all the final tidying up and processing in Sound Forge before burning the finished audio files to CD-ROM so I can take them upstairs to the programmers. "I use a Roland A33 as a master keyboard because it has a nice semi-weighted action. I just like the feel of it. I didn't want anything that felt too light because I play the piano and am used to a weighted keyboard. In fact I'd ideally have liked to have had a fully weighted keyboard in here, but this one is fine. We do have budget restraints, and all the studio gear here is provided by the company I don't have to bring in my own equipment. When we set up the studio, I just made a shopping list and created the studio from there, but of course it does get added to all the time. When I first came here, the budget was for a very basic setup with a PC, keyboard and a sampler. "Now I've added a Korg MS2000R and a Novation Supernova II because I like having hands-on control over the parameters and these things have real control panels with real knobs. The Supernova II sounds really crispy, punchy and to the point with nice strong attacks whereas the Korg is a bit smoother a bit more wishy-washy, which complements the Supernova well. There's also a JV2080 in the rack, though there are no expansion cards in there at the moment because they haven't been budgeted for yet. Perhaps when the budget for the next game comes up... There is an old Roland Orchestral expander module in the rack, and its sounds are based on the JV Orchestral expansion board samples, so I do have quite a bit of flexibility when I need to work on orchestral arrangements. Usually I'll use the modules to rough out the arrangement, then replace the sounds with high-quality orchestral samples. My sampler is an Emu Emulator III, and I chose that model because what I put into it comes out clean, whereas other samplers I've used seem to colour the sound. I've learnt that if you're under pressure to get a job done quickly, the sounds have to be clear so that when you come to mix, you don't have to waste time struggling with EQ or processing to get the sound you want.
"I load up samples as and when I need them for each project, because I class each game as being entirely different from the last one and try not to use any of the same sounds. When I do come to mix, the effects in the O3D are pretty good and I use them most of the time, though I also have a Midiverb 4 and a Behringer Ultrafex. The Midiverb 4 has a brilliantly simple user interface. Of course I also have some plug-ins that I can use within Cubase, such as the TC Native Reverb, which is fantastic, and also some nice delays. I have to be careful not to use too much delay when designing sound effects because of the memory restraints in the game itself, but for CD-based music, I can use whatever I need to." The Process So, how does Gez go about producing music for a platform like the Playstation, and what are its limitations? "Essentially, I have to produce a General MIDI sound set for the Playstation that can be used by its internal sound engine," explains Gez. "I have control over the ADSR envelopes via the Playstation. In some ways, it's a bit like the old Megadrive with little FM chips on board so it's not the best in the world, but the machine can also play back CD audio. In fact, for our new racing game Downforce currently in development, there's no internal music used whatsoever, it's all purely off CD. It's full-on sound production so you can can have as many music tracks as you can physically mix."
"The bass sounds come from the Supernova in this case, as it has that hard-hitting, insistent quality. The sound punches through well with the drums and you don't really have to do anything to it afterwards." Sound Effects I've already remarked on Gez's huge sample library of effects, but he doesn't always use library material. "Collecting your own sounds for use in the games is a lot of fun. I use a little MD recorder, and for Downforce, I recorded a real Formula One car by taping a little mic directly to the car body on the driver's side. There's a limit to where you can put the mic because of the risk of causing an accident, and they were understandably very particular in that respect. If the mic falls off and causes a crash, I'm in trouble! It worked a treat, and any vibration noise resulting from the mic being taped directly to the car just seemed to add to the effect. When you hear the finished product, it sounds very exciting."
"For the crashes, I went to the scrap yard and smacked a few cars around with hammers, punctured tyres, broke a few windows and things like that. To recreate the sound of the cars going over rumble strips, I recorded myself flicking a balloon, then compressed the result and repeated it at the correct intervals. It worked a treat. Of course beating up cars with hammers doesn't produce the low end of a real crash, so I layered up my own recordings with some crash sounds from library discs, where I filtered out the high end and just left the low rumble. At each point, you have to see if it fits in with the game visuals, but it usually does. We've got it down to a fine art now. "I'm a big fan of compression when it comes to sound effects because it makes everything stand out in the game. That kind of processing would normally be done in Sound Forge using plug-ins, and I also have the Hyperprism plug-in for when I really want something to sound heavily processed. You can put a sound into Hyperprism and come out with something quite different to what went in."
"I do some out-of-house work, and I can spend two days doing a particular piece of music, take it in to them and then get, 'Oh, didn't anyone tell you it's changed now?' Working in-house is quite different and I monitor the situation each day. There are changes, but the way it works is very organic at the moment. For example, in Downforce, as the game gets faster, my music has to get faster, so I monitor the game's development and make changes to suit. Then, at the end of the game, the music changes to something relaxing to help the player unwind and to bring them back down to earth like Air, with a bit of piano and vocoder. It just gives the player time to recover, then the game builds up again. You have to have a break from the full-on music from time to time, otherwise people just get annoyed and turn it off." The audio for music and sound effects has to share a CD with the code for the game itself, as well as the fancy graphics. Doesn't Gez always find that the game code writers want as much of the disc space as possible? "Yes they do, but I can normally get away with nine or 10 tracks, almost like an album. Games music is generally data-compressed to maximise efficiency, and each track can be up to three minutes long. The graphics do take up the majority of the space, so I have to push for space, but I usually get it. In some racing games, the sound is just a loop, but what I've tried to do is create tracks that build up to match the tension of the game, but at the same time, the sound has to be full-on straightaway. You don't have any room for quite bits or little hi-hat sections as they'd get completely lost behind the car noise. So, it starts full-on and then gets fuller!" The Future "Everyone asks when I'm going to get a real job, but I have an income, a nice car and a house as well as a job that's a lot of fun!" enthuses Gez. "It's not all about money and I have chosen to make this my career. Of course, like most composers, I'd love to do some TV or film work and I'm a great admirer of the top Hollywood composers like John Williams, Jerry Goldsmith and Hans Zimmer. Hans Zimmer is like the games composer of the film industry and he can really rattle them out. But they're good just listen to the Gladiator soundtrack. I'd love to move into doing things like that, but it seems that kind of project comes with age. Perhaps it's because when you're older you start to throw away the rules? Already I don't follow the rules when it comes to music as they can be very restricting, especially on the classical side of things. But people seem to look at you and say, 'You can't do films at your age!', and I think, 'Why?'" Published in SOS November 2001 | Sunday 22nd November 2009 Dan Austin & Jez Williams ![]() Black Eyed Peas For their fifth album, The END, Black Eyed Peas main man will.i.am took the band — and their long-serving mixer Dylan Dresdow — in a new direction, with stunning success. Jez Coad & Simple Minds Thirty years after their debut, Simple Minds returned to their roots as a live band and relit the old fires to record their most impressive album in years. U2 : 'No Line On The Horizon' ![]() Producing The Way I See It Artist and producer Raphael Saadiq has channelled his love of classic soul records to create something convincingly vintage, yet fresh-sounding and alive. Ronald Prent, Darcy Proper & Wouter Strobbe: Blu-Ray Audio Few artists so far have taken advantage of the Blu-Ray formats potential to deliver stunning audio quality. A concert film by Dutch metal act Within Temptation shows whats possible. Recording electronica live in the studio Live performance and spontaneity are everything for Animal Collective, so capturing the magic of their unique electronic psychedelia on CD was a huge test for engineer and producer Ben Allen. Lily Allen: 'The Fear' — Its Not Me, Its You ![]() Christmas In Transylvania For most bands and most record labels, trekking to the wilds of Eastern Europe to record a Christmas album would be a project that would remain filed under Nice idea, but... Glasvegas, however, are not your ordinary guitar band. Seal: Soul 'A Change Is Gonna Come' ![]() Lady Gaga 'Just Dance' Transatlantic number one Just Dance was not only a breakthrough for Lady Gaga, but also for her producer RedOne and mix engineer Robert Orton. Record Producer ![]() Rolling Stones 'Shine A Light' DVD ![]() John Cummings & Gareth Jones Six albums into their career, Glaswegian instrumental band Mogwai decided to take the producers chair themselves. Oramics In the early 60s, pioneering British composer Daphne Oram set out to create a synthesizer unlike any other. The engineer who turned her ideas into reality was Graham Wrench. Producing Almost Everyone ![]() Matteo Scumaci & Robin Haller The task of bringing Hanggai's Chinese folk music to Western ears was challenging enough in itself. But then things started to go wrong... AC/DC Black Ice How do you capture the essence of pure rock & roll? For Mike Fraser and AC/DC, the answer was simple: get the sound right at source, track to analogue tape, and don't mess about with the results! Craig Potter: Recording The Seldom Seen Kid When they began work on The Seldom Seen Kid, Elbow had no record label and no producer. Two years later, it's brought them mainstream success at last. Kings Of Leon: Sex On Fire ![]() |