EA's Dead Space remake is set to take players back through the USG Ishimura for another round of adrenaline-fueled gameplay. The first Dead Space game released in 2008, and spawned two direct sequels: 2011's Dead Space 2 and 2013's Dead Space 3. A decade later, the first game has been remade in the Frostbite engine, and features gameplay improvements inspired by mechanics developed in the sequels.
I saw a quote where you said it took eighteen months to do this. That's so much longer than a film or TV score takes. You said you hadn't done a game before, and you had to step into a universe where there is music and a soundscape already established. What was the most challenging thing about this for you?
You mentioned you weren't involved in the implementation of the music. As someone who is new to composing for games, how do you structure a cue when you don't have a scripted scene to line it up to? Trevor Gureckis: Yeah. I have a lot of synths. I sort of always have a hybrid orchestra vibe. I even sometimes work with my orchestrator to have the orchestra imitate the electronics, which is a cool melding of the two. I'll make a synth patch, [or a] crazy line, or something, and then he'll come up with the woodwinds doing something that kind of sounds like that, and we'll mix it together or decide how we want to work it out in the mix later.
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