Not exact matches
Directed by the great Tomas Alfredson (Let the Right One In, Tinker Tailor Soldier Spy), with a screenplay written by the talented trio of Peter Straughan (The Debt), Hossein Amini (Drive) and Søren Sveistrup («The Killing»), featuring behind - the -
scenes work from the likes of editor Thelma Schoonmaker (Raging Bull), cinematographer Dion Beebe (Chicago),
composer Marco Beltrami (The Hurt Locker) and production designer Maria Djurkovic (The Imitation
Game), and listing Martin Scorsese (Silence, The Wolf of Wall Street) as one of its primary producers, how things turned out so disastrously I have no idea.
The video pairs beautiful footage of the
game with a special behind - the -
scenes discussion about the music by legendary
Composer Joe Hisaishi.
As such, composing for film or television will often involve more dramatic ups and downs in the music to closely match the
scene whereas in video
games, the
composer is usually composing music layers (ambient exploration music, combat music, tension music etc.) that will transition between one another,» he noted, adding, «Trailer music is unique in that the music needs to make a very immediate and direct impact on the audience in a short amount of time.
If you're anxiously waiting for Ni No Kuni II: Revenant Kingdom (we know our editor - in - chief Ron is), you'll be happy to know that Bandai Namco has released a new video for the
game, which highlights a behind - the -
scenes featuring
composer Joe Hisaishi.
Often times, especially in the indie
game scene,
composers are faced with the need to fulfill both roles as
composers and sound designers.
It's often hard as one who simply appreciates
game music and isn't in the industry to really know what happens behind the
scenes with regards to how
game music
composers and
game musicians are treated.
This offers a bit of clarity on exactly what does happen behind the
scenes for some
game composers, and not simply those just beginning to enter the
scene.
Length of time spent within
scenes and the timing of the events within them is therefore indeterminate — creating headaches for
composers and
game teams alike who a) wish to avoid annoying music repetition and b) want music to respond to the action like a movie score might.
The character designs and cut
scenes were created by Studio Ghibli, and
composer Joe Hisaishi — famous for his scores for Ghibli films — provided the
game's phenomenal soundtrack.
Anything by Danny Baranowsky, he was one of the first indie
game composers that I really looked to when that
scene started to blow up.