GAME MUSIC THAT TELLS A STORY:
How I composed the music for the Echoes of the Plum Grove game trailer.
I should start by saying... I have no idea. That's right, every time I start a creative project, I literally have no idea what to expect or how on earth my brain will think in the creative way that it needs to for any particular project. I'll be the first to tell you how daunting that feeling can be. And oftentimes this can lead to writer's block right from the get-go. In my opinion, the goal with any creative project is to lean into how daunting it may seem at first, allowing you to free up some much needed brain space for creative thinking. That might seem counter-intuitive, but just hear me out.
Acknowledging first what the end goal is, and then how much work is needed to achieve it, will enable you to compartmentalize everything that needs to get done. Allowing you to lay it all out in an organized fashion. Anyone in any creative field will be the first to tell you how important organization is. When a creative project is organized, the end goal no longer seems as daunting, allowing freedom in creativity and ultimately ridding yourself of that potential initial writer's block.
How does this apply to organizing a project like writing the music to a game trailer? First off, ask yourself... what is the end goal?
CREATING YOUR COMPOSITIONAL BLUEPRINT
STEP 1: DEFINING THE END GOAL
The end goal can look different for everyone, but for me, it's not finishing the music. It's completing the emotion of the story being told.
I know that sounds super hipster, melodramatic, and probably annoying. But for me it's true. Music is made to serve an emotion, always. At least that's my opinion on music, be it for film, tv, games, or in a band setting. When I write music for my band Among Authors or any other music project, I constantly ask myself the same question throughout the entire process... "Is the emotion coming through in the music?" If not, I re-evaluate the process and re-work the project until the answer is a definitive 'yes' to that question. It's also important to note that when talking about emotion, that word can often be misconstrued to mean one thing, sad. This is not what I mean when speaking about emotional story telling through music. Yes, sad music is lovely and something I personally indulge in, but life is full of so many other beautiful emotions, and it's your job to figure out which emotion the project is trying to convey.
For example, if you feel overwhelmed about your particular creative project and feel like everything is on fire, then your current emotional status might be one of eminent danger, but I can assure you, you've got this... I mean, just look at this fella, painting in the flames, he seems to thrive under pressure. Only, let's try to extinguish a few of those flames before we even get started, shall we?
Once you've figured out what your end goal is, then it's time to move on to the next step... eating, drinking lots of water, and sleeping. No seriously, don't forget to do all of these things, your body will thank you later. I forget all the time, and my body does not thank me. I'm willing to bet many of you are also like me once you get into the zone, but remembering to do those three key things for your body will save you many aches and pains, and end up serving you well in the creative thinking department.
Okay, onto the next official step in the process...
STEP 2: TRAILER BREAKDOWN
What is a trailer breakdown? First off, that's not some fancy industry term, it's my own simple terminology and I'm sure many people have called this crucial step many different things. However, it doesn't change how insanely important this step is for composing music to a trailer, be it film, tv, or video games. Especially for something like the Echoes of the Plum Grove Kickstarter trailer, which was essentially fully edited before I got my hands on it.
Trailers that are fully edited visually before any music is written to them, poses a massive challenge for the composer, in that you often times have very specific story beats that you're trying to hit in a matter of seconds, with no wiggle room for re-editing the video later to match the music.
This being the case for me, it was crucial that I did a thorough trailer breakdown within my DAW (Digital Audio Workstation, I use PreSonus Studio One). This first step in the breakdown consisted of inserting the video into my Studio One audio project. I then watched the video within my project and added markers on a time ruler for all scene changes and story beats I felt would need various changes in the music to convey the story properly. You can see in the screenshot below some of the various markers (in grey) at the top in the time ruler. I was descriptive enough when labeling them that I was quickly able to glance at them and remind myself of which scene was coming up and what it entailed.
A bit later in this article I'll dive deeper into what all of these markers or changes in a trailer can mean for the actual music, instruments used, and decisions taken to make a cohesive composition that tells the story in an emotionally convincing way. But first, lets finish our organization, creating tracks within our session.
STEP 3: CREATING ALL TRACKS AND INSTRUMENTS
Congratulations, you are finally at the very first creative step of a long creative journey with your trailer! Here is where you outline the instruments you plan to use, the tones you think will work best, and ultimately the tracks you'll create to get it all done.
Okay, so maybe creating ALLLLL the tracks and instruments before you start writing the music is an overstatement. BUT, you should give yourself a healthy head start so you can move quickly and creatively throughout the writing and recording process.
At this stage in the game (ha, pun intended, get it, because we're talking about a game trailer) you need to try to conceptualize the audio by watching the the video, possibly multiple times over. Get familiar with the silent video and really try to put yourself into the world that's being shown.
In my case, finding the right instruments to use was made a bit easier since by this point, I had already been working on composing the entire soundtrack for the game, so I already knew most of the instruments I wanted to use for the trailer. So for me, this part of the process consisted of opening my original session with all of my soundtrack work, and creating a template that I could use for my trailer session.
That all being said, there were still plenty of new things to think about in this trailer, and plenty of tracks and instruments I needed to create from scratch.
Regardless of your situation or trailer project, in my opinion the process is the same, conceptualize what the audio will sound like tonally by using the silent video as a reference.
Pay attention to the major details, like whether a certain scene is sad, happy, fun, etc. But more importantly, pay attention to the small details that can often dictate the types of sounds and instruments you might want to use for a particular scene. For instance, whether or not a scene is outside, what type of weather is occurring, or which season it's in. Is the character in a forest, a cave, on top of a cloud? Are you inside? If so, what's the decor look like? What's the time period? What are the characters doing, how are they moving? These are all questions you should ask yourself when creating your sonic palette and blueprint for your composition.
Once you have a good amount of tracks and instruments created within your session, then it's time for the funnest part, writing the music! You can always add more tracks and instruments later, or delete some you may not end up using. Having fluidity when writing music is essential.
COMPOSING THE MUSIC
STEP 4: THE START OF SOMETHING BEAUTIFUL, A MOTIF
What is that that beautiful thing you're starting you may ask? Well it's not the beginning of the trailer, it's the motif! Even in a singular piece of music that is a minute and a half long, you should always ask yourself early on if a motif can be worked in. This will allow the listener to feel familiar with the music and ultimately remember it. When it's a short piece of music, this can almost be thought of like a chorus in a pop song. But on larger projects with multiple songs, a Motif is a version of a main theme that can be altered in different ways to keep the listener familiarized with the music, yet surprised by how it evolves and changes throughout grand scope of the project.
A motif is defined in music as a short succession of notes producing a single impression; a brief melodic or rhythmic formula out of which longer passages are developed.
Let's start by watching the fully finished trailer with all the music. Then I will circle back and deep dive into all the various components of the music and why I made the decisions I did, with timestamp links to each section of the video I'm talking about.
Okay, here's the finished trailer with the music!
Now that you've watched the finished trailer with the music, notice how my motif comes in during all the outside scenes where the character is walking through the various parts of the world. The first motif section is introduced at the 00:23 second mark, and them comes in again with some new instrumentation at the 1:00 minute mark.
This would be a good time to enable your virtual instrument of choice (one of which I'm hoping you already added to your session). This instrument should be one that allows you to write fairly quickly. In my case this is a piano virtual instrument. Keep in mind you can obviously use a real instrument for this process as well. Whatever will get you thinking quick and efficiently!
Having a motif can also help set you up for composing the rest of the trailer, so dig in and see what you can create!
STEP 5: HITTING ALL YOUR MARKERS
Alright this is the big one, the step that should probably be it's own article! It's not though, soooo, keep reading...
In this step I am going to cram in all the most important markers I felt I had to hit in this trailer. I'll lay them out in bullet point style with timestamps to each marker in the video so you can reference what I'm talking about. Let's go!
TO WRAP IT ALL UP
I would like to finish with this, and maybe I should have led with it instead, but oh well, it's at the bottom of the article now!
I am not classically trained, I taught myself how to play piano. In fact I hated my high school band class growing up. I also taught myself how to record and mix music. I play by ear and use life as my inspirations, as we all do. My life has been so focused on my band Among Authors. But I absolutely love games and the stories they can tell. I feel so fortunate to work on my first game soundtrack for Unwound Games and Echoes of the Plum Grove. It has been such a learning process, one of which I will also write another article about, detailing my time spent writing a 25+ song soundtrack for the game! But, for now, you just get an article about one of the trailers I worked on instead! :)
If you have a game that needs music, or sound, please reach out to me via my sound design company BleepBloop Audio! I would love to help make your games go bleep bloop!
Here's the final trailer with music one more time, in case you missed in the middle of the article:
Talk soon!
Ian Ketterer
Composer & Sound Designer at BleepBloop Audio