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Interviews
BILLY MARTIN - COMPOSER
Interview conducted by Randy Sluganski
I can honestly admit that it was not that long ago that I could not
tell you of any one memorable song I had ever heard in any game – and
I’ve played hundreds of games. Then I played Syberia. Since
that day my viewpoint on game music has been greatly enhanced.
It was more than a matter of me not hearing some of these often
sublime, but wonderful tunes, but more that the industry has only
recently come to recognize the importance of music in games.
Since that day I’ve played the music from Syberia on my computer
literally hundreds of times. LucasArts was then kind enough to send
me a compilation of their game music and more recently some riffs
from Curse of Atlantis, Post-Mortem and Pharoah’s Curse have
all caught my ear. It’s honestly like discovering a whole new
world within the gaming experience.
Even stranger – as though he knew of my recent discovery – composer
Billy Martin contacted Just Adventure. As you are about to discover,
Billy Martin is a prolific and award-winning composer of not just
game music, but also television and film. Billy had composed some
1920’s jazz for Microid’s Post Mortem and though his
composition was not selected, I thought it might be the opportune
time for our readers to learn more about the process of adding music
to our favorite games. Billy was more than willing to respond to
my inane questions. We hope you enjoy the interview and keep reading
after the final question for a biography of Billy Martin’s
career and a list of his composing credits.
Billy Martin – The Interview
When composing the score for a game, how far along in the development
of the game are you brought in? Is it from the alpha or beta stage
or are you involved from the very first day of development?
The earlier the better.
If I’m brought in early, I can make
suggestions about how the music will be integrated into the game.
I’ll have suggestions about how much music is needed, how the
music can interact with the sound effects, and what areas don’t
need any music at all. In practice, I’ve been brought in pretty
late sometimes. I have come in when most of the levels are already
completed, and there is a quick scramble to finish the music.
The majority of
your game compositions have been for children’s
titles at Disney and Ubisoft. Do you find yourself taking a different
approach when doing a children’s game as compared to a game
meant for adults?
I try not to think of
it differently. I just try to stay true to the feeling of what’s happening on the screen. I think it very
seldom works to try to make it sound like “children’s
music”. There might be moments in a children’s game that
are sillier or funnier than you would find in most adult games, and
you can let the music relate to that, but overall kids don’t
want to hear music that is corny any more than adults do. I think
a good example of this is the Buzz Lightyear game I scored last year,
Disney/Pixar Learning 2nd-3rd Grade. The music is straight out of
the Star Wars, space adventure tradition. Now Buzz Lightyear is a
funny character, and there might be some temptation to make the music “funny”.
But I think it works better to let the music provide the space/adventure
backdrop, to be the straight man so to speak, and let Buzz be funny.
Whenever I was in doubt about how to approach the music, I tried
to imagine what kind of music Buzz would choose to be his own soundtrack,
and then I would just write that.
Some of your soundtracks have a very jazzy feel to them.
After listening to some of the selections from your ‘Lunch With Picasso’ cd,
do I detect hints of a jazz upbringing?
Yes, I’m a saxophonist, and I’ve spent many years playing
in jazz groups. I’ve also studied the classical repertoire,
and I have a degree in Music Composition from Indiana University.
I also sing and play the guitar, and I was in a rock band that had
an indie label deal for a while. I think it’s important for
a composer to be comfortable as many different styles of music as
possible.
You had done some music for Post Mortem that was not used. Is it
typical for a game company to approach several different composers
and then choose the score they like the best?
Obviously the ideal situation
is that they like something you’ve
done before and they just call up and want to hire you. But often
there are several people being considered for a job. I can sympathize
with their situation, it’s very difficult to imagine what kind
of music someone that you’ve just met would write for your
game. So it’s not uncommon to write one or two pieces as a
demo to give them an idea of what you would do if they hired you.
Again, it would be ideal to be paid for the demo Of course if they
do pay for it, then they own that piece of music whether they hire
you to score the game or not. If they don’t pay for the demo,
then at least you own the music, and can use it somewhere else if
you want to.
Other than Tommy Tallarico and The Fatman, very few game composers
are household names in the gaming community. Who, in your opinion,
is more deserving of recognition and why?
You mean besides me? (laughs)
I think that music is becoming a more high-profile element in games,
and will continue to do so. As games
continue to be made into movies, and Film/TV composers cross over
into the game world, new talent is bound to come to everyone’s
attention.
How does the creative process differ between scoring a movie or
television show and scoring a game for the interactive entertainment
industry?
When you look at the big
picture (which I like to do), there is no difference at all. You’re
writing music to create an emotional response in the people hearing
it, a response that relates directly
to what they are seeing on the screen. Now there are differences
in how to accomplish that in a game versus a movie, but I like to
think of those as merely technical problems to be solved, not creative
differences.
Can you describe the feeling of hearing a 70-piece orchestra perform
a piece you wrote?
There’s nothing else like it! I prefer to conduct the music
myself (since I know it better than anyone else), and that’s
even better. A rock band can be more powerful in terms of actual
decibels, but there is something about an orchestra that is really
amazing. Having that many people, each of whom is a master of their
craft, simultaneously put all their years of experience into interpreting
the music puts this incredible amount of “life” into
the sound.
There is a huge market in Japan for videogame soundtracks and compilations
from the Final Fantasy series, the Zelda series and Kingdom Hearts
are all bestsellers. What in particular needs to change in the U.S.
for game soundtracks to be successful?
In general, game companies
don’t understand how to market
soundtracks—which is understandable, it just hasn’t been
their job. It’s inevitable that some huge selling soundtrack
is going to come along (just like Titanic did for films) and change
the way everyone thinks about game soundtracks.
Is there still some negativity in the music community towards professionals
who score music for games? For a long time, the acting community
looked down on anyone who acted in or did a voice-over for a game,
but now we have people like Ray Liotta doing voice-overs for Grand
Theft Auto Vice City.
There is a lot of interest in writing music for games these days,
I would say that it is becoming respectable. Some big names from
the film world are starting to get involved. Don Davis, who has written
the score for the Matrix movies, is also scoring the Matrix game.
You have said that you create music to tell stories. Can you explain
in more detail how music can tell a story?
Some people would say
that music expresses things that can’t
be put into words. Certainly you can convey very fine shades of emotion
and tone in a few seconds that would take pages and pages of dialog
to explain. Music is like a direct pipeline into your feelings. That
is an extremely powerful tool to have at your disposal when telling
a story.
You were recently the first game composer ever elected to the Board
of Directors of the Society of Composers and Lyricists. What do
you think was the turning point where game composers finally began
to receive recognition?
Awareness of the importance of music in games has been growing gradually
for a long time. Last year, Ray Colcord (who was SCL president at
the time) was the audio keynote speaker at the Game Developers Conference.
At that conference, he announced that for the first time composers
of game music would be eligible for membership in the SCL. If I had
to point to one watershed event that symbolized the growing acceptance
of game composers, I would pick that one.
You are also a member of the Game Audio Network Guild (G.A.N.G.),
a non-profit organization that promotes excellence in interactive
music and sound. How will the formation of G.A.N.G. help change how
those outside the gaming community view videogame music?
G.A.N.G. is going to be
very important. One thing that G.A.N.G. is doing to promote game
music is the creation of the annual G.A.N.G.
Awards, whose winners will be announced in March at the Game Developers
Conference. These awards are sort of the “Grammys” of
the game world. The awards are for excellence in audio, and they
are voted on by our peers: other composers, sound designers, and
others who are involved in game audio. I was thrilled to find out
that two games that I scored last year (Disney/Pixar Learning 2nd/3rd
Grade w/Buzz Lightyear, and Treasure Planet Training Academy) have
been nominated in the Best Edutainment/Children Audio category.
On May 16th, 2003 the world’s first-ever live symphony concert
to play videogame’s music greatest hits will take place at
the Hollywood Bowl. Can you tell us a little about this event – who
will be involved and how has the reception been from the gaming companies?
I’m not involved
in putting this concert together, but it sounds like it is going
to be a great event. I definitely plan to
be in the audience!
Well, I’ll
be looking for you, so save me a seat and thank you for your
time!
Billy Martin--Biography
Whether conducting a 60-piece orchestra on the famed Sony sound
stage or crafting an electronic score in his own technically appointed
studio, composer Billy Martin creates music to tell stories. It may
be music that mirrors the drama of a feature film, annotates the
hyper-kinetic motion of an animated network series, or delivers the
apocalyptic doom of a futuristic computer game; in all projects,
Martin's music moves in sonic counterpoint to the on-screen action.
His outlets include such media icons as Walt
Disney Pictures, Universal,
Fox, the Cartoon Network, Nickelodeon and ABC. Simultaneously, he
composes for new media with a range of projects for companies including
Ubisoft and Disney. As a songwriter, he has contributed songs to
feature films including Outside Providence and Selena while television
series from Touched by an Angel to Murphy Brown have also featured
his lyrics and music. In addition, he has composed and recorded a
substantial library of background music.
Billy's early musical
education flourished on an axis of orchestral and pop influences.
In high school, he wrote songs and experimented
with multi-track recording before enrolling as a national merit scholar
at Indiana University. “I was having fun studying composition
and playing saxophone in jazz bands,” he recalls, “at
the same time I was writing songs with the idea that I'd form a band,
get a record deal and be famous. That's what you do right?”
After college, he moved to Los Angeles to pursue the dream. He founded
a band, nailed the requisite indie deal and hit college radio with
an album's worth of self-produced material. When the record label
went kaput, Martin played local gigs and sessions. Then came an unexpected
career possibility.
Billy relates, “I
knew some people who were writing underscore for various film and
TV projects. They kept twisting my arm, saying,
'I'm too busy to finish this episode this week -- can you help?'
Once I had the opportunity I knew that it was the way for me to express
myself and to do exactly what I wanted to do.”
It was Billy's musical
multi-tasking that led to his evolution as a full time composer. “I
went through a phase doing so many things - as a sax player, a
singer, working as a composer, writing
for games, working for other composers as an orchestrator, extracting
MIDI files as a copyist. In the midst of that I knew I wanted to
do the writing myself because no performing or playing was that gratifying.”
Working successfully in
so many visual mediums, it is evident that Billy must bring something
very special to the table. What is it? “I
think it's probably the take-out food I bring with me to the spotting
sessions,” he laughs, “if not that, then it's an instinct.
It's always best to talk about the emotions behind what is going
on and describe the story in those terms. A director can direct me
just like an actor. I'd rather talk in terms of making things light
or dark, scary or happy. Ideally, a director will be very comfortable
with that because I'm comfortable translating this language into
the musical expression that will give them what they want.”
These days, self-described
as “blissfully married with four
daughters,” Billy is in demand as a composer for both big and
small screens, with an expanding range of projects that engage him
professionally and creatively. He concludes, “Shostakovich
said you need to write everyday if you can. If you can't write something
then orchestrate; if you can't orchestrate copy the parts. I do something
related to music every single day. I've learned to trust my instincts
-- to believe that the first thing I come up with is the best thing
-- and it usually is.”
Billy Martin
Composing Credits:
Games
| Tom & Jerry In:
Infurnal Escape |
CineGroup/Warner
Bros. |
| The Book of Pooh |
Disney Interactive |
| Disney-Pixar Learning:
Buzz Lightyear 2nd & 3rd Grade |
Disney Interactive |
| Disney Learning Adventure:
Search For the Secret Keys |
Disney
Interactive |
| Treasure Planet |
Hulabee
Entertainment |
| Tarzan Untamed (AIAS
Award nominee) |
Ubisoft |
| Zoog Genius |
Disney
Interactive |
| Phonics Quest (AIAS
Award nominee) |
Disney
Interactive |
| Mickey’s Active
Learning Series |
Disney
Interactive |
| Jungle Book Rhythm
and Groove |
Ubisoft |
| Winnie-the-Pooh Early
Learning Series |
Disney
Interactive |
| Lion King II: Simba's
Pride |
Disney
Interactive |
| Aladdin's Reading
Quest |
Disney
Interactive |
| The Great Reading
Adventure |
7th
Level |
| Hunchback of Notre
Dame: Topsy Turvey Games |
Disney
Interactive |
| The Great Word Adventure |
7th
Level |
| Arcade America |
7th
Level |
Film
A Song For Jade
Winner, 2001 Black Filmmakers Hall of Fame Award |
CalfeyeFilms |
Requiem
Winner, 1999 Cine Golden Eagle Award |
Ungerfilm |
| A Small Miracle |
Motherlode Films |
| Land Before Time
VIII (additional music) |
Universal |
| Cinderella II (additional
music) |
Disney |
| Silent Predators
(additional music) |
TBS |
| American Tail IV
(additional music) |
Universal |
| Land Before Time
VI (additional music) |
Universal |
TV
| Steven Spielberg
Presents Toonsylvania |
Dreamworks/Fox |
| Entertainers—with
Byron Allen |
Syndicated |
| Richie Rich |
Film Roman/syndicated |
| Every Woman |
Syndicated |
| What A Mess (theme
song) |
ABC |
| Time Squad (additional
music) |
Cartoon Network |
| Butt Ugly Martians
(additional music) |
Nickelodeon |
| House of Mouse (additional
music) |
ABC |
Billy Martin is represented by Bob Rice of Four Bars Intertainment.
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