![]() ![]() Here also Dynamedion came into play. Dynamedion handled the live recordings with the Budapest Symphonic Scoring Orchestra in Hungary as well as they scored the start-up phases of the game. After the music was composed and approved, we proceeded to prepare for the live recordings, after which the final music was mixed and implemented into the game.” I liked to begin by composing the more peaceful out-of-combat music first, and then I would compose the layers that were used for combat/battle and low health. The in-game music was composed over a fairly intense period, in which I was writing a large amount of music each day. In terms of how the dynamic approach affected the workflow, Jeff Broadbent told us that “the bulk of the music score was the in-game music which included music for out-of-combat (exploration) aspects of the game, and in-combat (battle) sections of the game. Implemented with audio engine’s like FMOD as in this case, this is a pretty great approach to game music in general to really connect players with a game’s characters. The important part is that we’re using this system not only for those three Champions and the cutscenes, but we also use it for every adventure track in the game – it adapts to the choice of your Champions per map.” In addition, each music track has a ‘low-health’ layer, which features dissonant strings and choir which plays when the player is low on health, as a warning signal.”Īs some other good examples, Stefan Randelshofer adds in the aforementioned Ubisoft interview that “when you see their introduction cutscene, you will hear each instrument group accompanying its Champion as a solo version of the main theme, but when you see them together, the instruments all play together in a bigger, stronger version to represent the Champions as a group. For example, choirs are used for the monk Anslem, brass is used for the knight Vargus, and various wind instruments are used for the desert archer Nusala. Hence, as Jeff Broadbent told us, “depending on which champions are in the player’s group, different aspects of the music score play.” In addition to themes “each music track has several instrumental layers to represent each champion. To constantly evoke this feeling of having a unique musical tone for every important character, the music had to be very dynamic. Even the main title itself represents the Champions as a group.” In an interview published on Ubisoft’s blog, Audio Director Stefan Randelshofer mentioned that “every important character has his or her own theme that we used heavily when the player encounters the character.” He added that “when you listen closely in the cutscenes, you will also find some hints about the story. The music in Champions of Anteria is very theme based. ![]() Exploring themes and an especially dynamic audio system But now let us get deeper into the whole scoring process. Jeff Broadbent told us that he started composing the music for Champions of Anteria in 2014. Working on the main theme and in-game music first, his job ended with composing the music for the cut scenes and trailers in early 2016. Shortly thereafter I was introduced to Audio Director Stefan, and we’ve had a great time working together since!” Based on the demo music I composed I was selected as a composer for the game. Having played the extensive demo of the game, I agree with pretty much everything that is mentioned in the review and so I hope you’ll get a rather good impression from it before we focus on the music from there on:Ĭomposer Jeff Broadbent has worked in the past on video games such as Planetside 2, I am Alive, Drakensang Online as well as blockbuster film video games such as Transformers: Dark of the Moon and Expendables 2 – and he also worked for Ubisoft Shanghai on Tom Clancy’s EndWar Online before his Champions of Anteria journey started: “Towards the end of 2013 I was contacted by Ubisoft Blue Byte and was asked to participate in auditions for Champions of Anteria. ![]() Yet, Champions of Anteria unfortunately is not very present these days and so I was happy about getting the opportunity to ask multiple Hollywood Music In Media Award-winning and Global Music Award-winning composer Jeff Broadbent a few questions regarding the game’s musical approach.īecause the game was many years in development including a 15 months long phase without any announcements after quite a few negative comments during the closed beta, it is best if you watch Cosmic Engine’s recent review first of all. Champions of Anteria combines base building with role-playing elements and pausable combat which I have not experienced in a similar mix before. Officially classified as a typical Real Time Strategy Game, Ubisoft Blue Byte’s Champions of Anteria definitely is more than that. ![]()
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