This is Where Your Sound Comes From: Talking with Composer Daniel Olsén
One of the secret sauces in any video game is the sound design. If you think back to your favorite games, from the chanting Simlish from The Sims to the oh-so-specific sounds of Halo’s numerous guns, you’ll recognize that the acoustics of these games can be as important as the visual elements. Sound design in games does some of the same job as visual design–just like silhouettes and color schemes can help you quickly identify players or objects you interact with, audio cues can clue you in on what’s happening in your gameplay environment. And just as vast skyboxes or moody landscapes can help set the emotional context for your game, a background score won’t just set the mood, but it also can become a legendary piece of music unto itself.
But where does all this audio goodness come from? When you’re reading the previews or checkout out the E3 coverage, you rarely get any insight into the process behind the sound design. So to peek in the life of those who build our soundscapes and spend as much time listening to games as they do playing them, I talked to Daniel Olsén, sound designer and composer for Simogo Games‘ Year Walk and Device 6, two games that grabbed attention and received praise for their techniques in establishing atmosphere and pushing the boundaries of storytelling. based out of San Francisco, began his career as a 3D artist, but as a child, he explains how music was part of his life growing up in Sweden.
“My dad was a DJ—he used to buy me keyboards and stuff when I was a little kid. And I learned to play the flute in school, but that was about it. That was the musical schooling I had. But as soon as I got my hands on my first computer, an Amiga, I would start writing music on a tracker, and then because I didn’t have any songs, I would load images and text files as sounds, and then I’d just make these crazy noises, and I’d cut those noses up and make rhythms and stuff.” Olsén started in the gaming industry as a 3D Artist at Southend Interactive, but got caught up in the typical challenge of a small development team–since they couldn’t afford one person for each individual job, Olsén was asked to put his musical background to work in developing sound and music for games as well. After working on R-Type Dimensions, Olsén was promoted to Music and Sound Director on the 2010 XBLA title IloMilo, a game he refers to repeatedly when we talk about the nature of working in the gaming audio world.
For starters, Olsén—and other sound designers–don’t even necessarily start their work on a game with the start of the project. “When I worked at Southbend, I was an employee at the company, so I was there from the start. On Alpha Zero—I came in when the game was halfway finished, and they wanted some music, and they’d had placeholders and everything. And for Year Walk and Device 6, it took a while before I could try the games, so I had to start writing without knowing on how the game would [play] at all.”
We talked about the process of sound design and composition for these games—Olsén’s mostly worked on iOS and XBLA Arcade titles, but even without a massive recording studio at his fingertips, he’s found interesting workflows that feel reminiscent of those old images he’d convert to sound on the Amiga. ” [For composition], how I always start is that I try to find some reference music, and for Year Walk and Device 6, we just created these playlists together to try and find what kind of direction we wanted and then I just sit down and start writing.It helps a lot to have that–if you can’t put the music in the game right away, you’d want a movie of the gameplay right away or something, so you can try to play your music while looking at the game.”
“Some things work awesome when you’re listening to it, but when you try it with the gameplay it might not work at all.”
When it comes to designing sound effects, Olsén recalls a particularly tricky bit of work on IloMilo, and explains that even the simplest sound can take hours and hours of work and iteration. “For IloMilo, there were these cute characters that walked around cubes in a puzzle game, and when you walked over a corner, I made a little sound for flipping over to the other side of the cube. It took a long time for me to find the right sound–I used a pitched up Cello going “weeeet!” and it was perfect. But it took a long time for me to find it.”
Our conversation drifts over toward some of the thematic uses for sound–what Olsén tries to do whenever he picks up his instruments and goes to work on a game. When discussing Year Walk–a moody game based on Swedish folklore—he talks about the need to balance out the mood generated by gameplay.
“For me it’s all about delivering different types of emotions and melodies and rhythms and sound. And the challenge is to find the right type of emotions to give to the game that you’re writing music for. For me, every game I write has a different voice. And different emotions that I want to emphasize.”
“I thought that the game without sound was extremely scary. First I thought I was going to write like, horror music, but because the game was so frightening by itself, I tried to make the game less scary within the music. I also drew inspiration from where I grew up in Sweden, with the old folk music and stuff, ‘cause that was the theme of the game.”
Those old Swedish folk songs bring us to talking about how much of Olsén’s work echoes back from his days as a kid—and how many sounds he feels like he’s heard before somewhere in his head. I tried to press on if he could remember any of the specific songs, but he couldn’t on the spot–the memories only seemed to trigger while he’s composing.
“That happens all the time. I mean, one way or another, whatever I’m going to play, someone has played it before. Maybe faster or slower or in a different context, but I think at least for myself, when I write music, it’s little pieces of feelings that I felt during my life and a few notes will make me feel something from 10 years ago.
“And when I sit down and I play it, and I have a similar sound, and I play those notes, it’s–I recognize it. And it’s something that I like. So I continue to evolve that.”
Olsén admits that when it comes to getting into sound design, his strange path doesn't leave him with room for advice on anyone else who wants to enter the field. But when asked for some insight on why someone would choose sound design and composition over–say, being in a band, he talked about how his work in games feels much more personal than working with his bandmates. “I think the hard part about being in a band is that in my case, 4 people, that means 4 ideas on what the final product will be like. When I’ve been writing music for the games, it feels like I own themusic, it’s my own, even if I get a lot of feedback on it.”
To see Olsén’s work in action, you can check out Device 6 and Year Walk, or check out his site here.
(Originally published at www.jacehallshow.com)