New World: interview with Ramin Djawadi, composer of the soundtrack of the game from Amazon Game Studios

Expected on September 28, “New World” is a 17th century massively multiplayer role-playing game inspired by British America. And it is Ramin Djawadi, well known to Game of Thrones fans, who composes the soundtrack! Maintenance.

New world: interview with ramin djawadi, composer of the soundtrack of the game from amazon game studios
Andre sJime nose

If the video games branch of the giant Amazon, under the banner ofAmazon Game Studios, has suffered several big storm warnings in recent months, he still holds the bar with his game New World. Announced in 2016, this massively multiplayer role-playing game, the release of which has been postponed several times to be now stalled for September 28, takes place in the 17th century. The players colonize a fictitious land called Aeternum, inspired by British America.

Here is the latest trailer for the game, which introduces its universe.

To develop its vision and especially the sound environment of its game, necessarily immersive given its nature, the team ofAmazon Game Studios enlisted the services of the famous composer Ramin Djawadi, creator of the sumptuous soundtrack of Game of Thrones (2 Primetime Emmy Award key) and Westworld, to name just two examples. He is supported in his task by Brandon Campbell, who has often worked in tandem with Ramin Djawadi on the soundtracks of Game Of Thrones and Westworld exactly.

Upstream of the official announcement of their collaboration in the development of New World by signing the soundtrack, we were able to ask the duo a few questions.

AlloCiné: To begin with, I would like to know what relationship do you have with video games? Is this something far back in your childhood? Did you grow up with it?

Ramin djawadi & Brandon campbell : We both grew up playing video games, and we love to play them. It’s funny because, when we started working together years ago, sometimes we would leave the studio a little earlier, we would each go home and go online to play together!

Ramin, you were the apprentice of Hans Zimmer, who has worked on video games on several occasions. What did you learn from him?

Ramin djawadi : I feel really lucky to have had the privilege of working with Hans. What I learned from him goes far beyond the art of writing music for a film. There are so many other elements that are a big part of the job, like being super organized with all the music that needs to be written, the recording sessions, the technical aspect of the studio and the creation of demos. It was an incredible experience.

New world: interview with ramin djawadi, composer of the soundtrack of the game from amazon game studios

Amazon Game Studios

You have already composed video game soundtracks on several occasions. What do you like or find interesting about this exercise?

Ramin djawadi & Brandon campbell : The difference with a film or a series is that in a video game, there is little or no synchronization with the image. It gives us greater freedom to express our musical ideas or develop themes, etc… It’s a change of pace and approach to composition. At the start of “New World”, we didn’t have any images to compose directly on. Instead, we tried to capture the mood, the emotions and provide additional “meaning” to the player, whether it was exploration, danger or adventure.

When and how did you come to work on “New World”? Can you tell us more about your collaboration with Amazon Game?

Ramin Djawadi & Brandon Campbell: Patrick Gilmore contacted us and explained the main lines of the game he was working on, giving us the overall view he had of it. We both found it super interesting and we jumped into it with enthusiasm. At first the game was still in development so there were no videos. We relied on concept art, renderings of weapons, sketches of animals and creatures, as well as descriptions and explanations from our amazing audio director, J-Ed [NDR : Jean-Edouard Miclot, le directeur audio du jeu]. There was a first step of exchanging ideas and experimenting until we found our common “musical language”.

Below, a making-of of the game’s music …

I imagine creating music for a video game is a little different than creating music for a movie or series. How do you work?

Ramin djawadi & Brandon campbell : The biggest difference is the lack of synchronization with the image and, suddenly, musically that makes one less parameter to respect, we are not linked to a cut, an image or a synchronization. But if not, the creative process begins the same for us. We like to start our projects with lots of suites, themes and ideas. The goal is to identify our melodies but also our general “sound”, which we then present to producers, directors, studios, etc … It is a starting point that helps the creative team to understand our intentions when we compose the music of the scenes and levels and develop and reference certain patterns.

New world: interview with ramin djawadi, composer of the soundtrack of the game from amazon game studios

Amazon Game Studios

Clint Mansell, who composed the music for Mass Effect 3, said of his work: “What’s interesting about this exercise is that you have a lot of things that change depending on what the player is doing. imagine a general symphony and be able to cut it and divide it into several parts, for example to bring a feeling of pain if necessary “. Do you share his perspective?

Ramin djawadi & Brandon campbell : It’s much better said than if one of us had to explain it (laughs). But yes, we still have to think in layers. We have no control over the speed at which a player will move, then suddenly dive into the action or interact with the environments, etc … We try to create music that works when you strip it or add layers that add a certain feeling, such as tension or excitement.

Given that this is a massively multiplayer role-playing game with a lot of environments and atmospheres I imagine, do the different environments serve as guidelines for composing the music?

Ramin djawadi & Brandon campbell : Yeah, and that was one of the funniest things to do while working on this game! Once we had our melodies and themes, we composed all the different arrangements. We tried to emulate different landscapes and scenarios, from mountainous terrain with action, to the tranquility in the swamps, or the mystery in the forest. It gives us a lot of opportunities to experiment with different instruments and styles.

For many years, many developers primarily wanted music composed with a synth that looked like an orchestra, rather than using real instruments to make the soundtrack; and it was not just a question of cost. Fortunately, things have since changed. What do you think of this development? Is there always an empty space to push the boundaries when it comes to creating video game music?

Ramin djawadi & Brandon campbell : We really like working with musicians. The performances of the incredible musicians and soloists are what make our soundtrack so special. With technology continuing to improve and change, it’s going to give us new ways to compose and interact with music in games.

Below, the soundtrack of the game, to listen to:

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