Hello everyone, exciting news! I have been collaborating over the last several months with game designer Thom Robertson (http://thomr.eochu.com/) to provide an original score for his innovative multiplayer starship combat game Artemis (http://artemis.eochu.com/). I strongly urge you to download the demo, grab a couple of friends, and reenact all of your favorite moments from science fiction’s epic capital ship battles. Writing the score for this clever and constantly-evolving game has been an interesting and exciting challenge, to say the least, and not just musically, but also conceptually.
Because the main gameplay mode of Artemis is, essentially, a defensive combat sandbox with randomized enemy locations, randomized defense objectives, and a random sector map, all of which can be approached in a variety of ways by a given crew’s ship, I felt that the music needed to be, above all else, flexible. I also realized that there would be two ways of handling the feel of the game’s music: a synthetic, futuristic, “atmosphere”-style score (like Jack Walls’ effective score forMass Effect) with few obvious themes and more subtle motifs, or a theme-driven orchestral score, more along the lines of Jerry Goldsmith and James Horner’s Trek scores, or John Williams’ Star Wars writing. I elected to go with the latter, feeling it was more in line with the “feel” of the project, and, after coming up with a unique theme that captured the epic naval swashbuckling feel of the best of the scores I was drawing influence from, I set to work, and that’s when I realized that, in order to have any chance of the music fitting the action the players were dictating on screen, I would have to devise a completely different way of writing.
More on this next issue, for now, enjoy the main theme for Artemis: The Spaceship Bridge Simulator, and stay tuned for the official soundtrack release on iTunes and Amazon, complete with new content, bonus WIP tracks, and early sketches!