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CORE
DESIGN SCORES WITH HERDY GERDY
Herdy
Gerdy is a unique blend of animated
fantasy adventure and mind-numbing
puzzle-solving that takes the player
on a magical journey through beautifully
rendered landscapes in order to rescue
the Acorn of Power from a ruthless
evil dictator. Not only did developers
Core Design break new ground with
Herdy Gerdy, unitising the PS2 awesome
terrain-based capabilities, but scored
an amazing soundtrack from original
Tomb Raider composers Peter Connelly
and Martin Iveson. Both stopped by
to give us an insight on the Herdy
Gerdy phenomena.
Who
are the artists responsible for scoring
the music from Herdy Gerdy ?
Peter
Connelly and Martin Iveson. Martin
has worked at Core Design for over
eleven years and has worked on many
projects including Fighting Force,
Eden, Jaguar XJ220, Ninja, Tomb Raider
and Thunderhawk on various platforms.
Peter has worked for Core Design since
1998 and has worked on the last three
Tomb Raider installments. Prior to
working for Core, Peter has worked
for several other companies full-time
and freelence.
What
were your influences when composing
the soundtrack ?
We
both work for Core Design full-time
and were mainly influenced by classic
cartoons, but it needed a more organic
feel. The general style of the game
gave us a lot of inspiration. Most
of the music needed to be subtle.
We had a different theme for just
about every level and each theme needed
a flute melody that would work with
main theme for when Gerdy played his
flute. We worked closely with the
level designers just to make sure
what we were doing was right.
Hergy
Gerdy is indeed a unique video-game.
How did you go about scoring such
a unique soundtrack ?
Peter
initially wrote the title tune as
a collage of ideas for the game, but
it seemed to work as a whole, so we
just kept it like it was. Peter: "I
started of with a simple melody and
the rest fell into place". The in-game
music was written with influence from
each level. We would load up a level
on our PS2 dev kits, walk round and
find inspiration from this.
How
were the tracks designed, was the
composition totally in-house ?
Everything
was done in-house including FMV and
Sound Effects. We'd mess around with
various sounds, lay down some ideas
then build from that.
What
hardware/software did you use ?
Hardware:
Sound/Instruments - Roland XV3080
(fully expanded), Roland JV1080 (fully
expanded), Akai S3000XL, Korg Trinity
(V3 Pro), Novation Supernova, Waldof
Microwave XT. Outboard/FX - TC Electronic
M2000, TC Electronic Fireworx, TC
Electronic Finalizer, TL Audio Valve
Compressor, TL Audio Valve EQ, Ensoniq
DP/4. Mixing Console - Soundcraft
GHOST (56 Channel). Software: We used
Cubase VST 5 to write the music, Soundforge
5 to edit sounds/sound effects, Vegas
Audio to edit FMV's.
What
are you next projects ?
Our
next project is Tomb Raider - Angel
of Darkness for PS2 and PC.
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