The Music Of Unreal Tournament 3
6:00 AM | Cord Kruse | Comment on this story
Music 4 Games is now offering a new interview with Unreal Tournament 3 audio director Mike Larson and composers Rom Di Prisco, Jesper Kyd, and Kevin Riepl. The lengthy Q&A covers a variety of topics related to the music in the next installment of Epic's popular first person shooter franchise.
M4G: What was the music brief for the gameís score? Are there any musical references to the previous Unreal games?The Mac version of Unreal Tournament 3 is still in progress. Click the link below to read the rest of the interview and check out a few screenshots from the game.
Music 4 Games: UT 3 Q&A
Mike Larson: Epic has released several Unreal titles over the years, and our feedback indicates an overwhelming majority of users preferred the music from the original UT (1999) over any other Unreal franchise title since. From that we decided first and foremost we wanted UT3 to be a return to electronica and a step away from orchestra hybrid tracks. Instead of rehashing the theme all over the place we instead focused on stylistic variety trough alternate genres and references. This works in UT3 because it isnít a linear single-player dramatic experience; instead UT3ís focus is multiplayer with standalone maps. On top of that I was looking for a clear distinction between the Gears of War and Unreal franchise soundtracks: Gears of War = orchestral. Unreal = electronic
M4G: What do you think is the most unique aspect of the score for Unreal Tournament 3?
Mike Larson: An interesting note is that the music heard on the†UT3 Soundtrack CD isnít actually the same as whatís heard in-game. For CTF and ONS, we used a dynamic music system which required the tracks to be authored in the following manner: after a full length music track was approved, the composers reconstructed it into six emotionally based two- minute segments for Action, Ambient, Suspense, Tension, Victory, and Pre-Victory, often involving additional production per segment to create a better defined, identifiable emotional context. So in-game youíre actually hearing those segments crossfading in and out of each other based on game state changes; on the Soundtrack CD youíre hearing the unedited full length versions. Also, the in-game music was unmastered with a slightly flatter frequency response leaving more headroom/bandwidth for game sounds. The Soundtrack CD music has been mastered and the extreme lows + highs have been pushed giving it more of a full frequency, higher fidelity all-encompassing sound..
Unreal Tournament 3
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