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AudioExclusive Interviews

Arkadiusz Reikowski: Building a Soundtrack Through Experimentation

November 7, 2017 — by Rachel Rayner

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Arkadiusz Reikowski is the soundtrack composer of the recently released cyberpunk video game Observer. Originally a performer for several Polish bands, Arkadiusz is a self-taught musician; however, over the past eight years, he has composed the soundtracks for nearly thirty games, including Kholat, Layers of Fear, and Husk.

He said the process for creating a videogame soundtrack changes depending on the project. For Observer, Arkadiusz was brought on board early in the game development process. “There wasn’t really any gameplay yet, just a storyline and some art,” he said. “We obviously had a lot of talks about how and what we wanted to achieve through sound and music. It was a comfortable situation.”

“I always start with colors and overall tone of the game,” He said. “These are the elements that are most important when I decide in what scale the soundtrack should be and what instruments I’m going to use. With Observer it was really interesting because in the end, the music turned out to be a lot darker than at the very beginning. I thought I would use much more melody and lighter themes but they didn’t quite fit the tone of the game. So we stayed with these dirty, heavy, dark themes.”

The grungy themes fit with the aesthetic of Observer, which takes place in a future version of Krakow beset with violence, war, and poverty. The half-human half-machine Detective Daniel Lazarski hacks into the minds of people both alive and dead to uncover clues in his investigation. The dark and surreal scenes in people’s minds firmly set the game in the horror genre.

Arkadiusz said that he tries to create shapes in his music, and in this particular soundtrack he focused on shapes that can barely be seen, something caught by the corner of your eye, but you can’t be sure of what it is. This is particularly fitting for a horror game. “The emotions told through music are like shapes coming into existence. But also like colors that you can feel and almost be touched by them,” he said. “Weird, I know.”

The Inspiration

The game is reminiscent of Blade Runner, and Rutger Hauer who even does the voice of Daniel Lazarski. Arkadiusz said his favorite part of the project was meeting Rutger. “We listened to the music from Observer together. So when he told me that it is really good I knew that we were in the right direction. Also, I just love cyberpunk. So doing a score like this was a real blast and a pleasure,” he said.

Arkadiusz watches Blade Runner at least once a year, but Ghost in the Shell and Akira also inspired his compositions. “I’m deeply in love with Ghost in the Shell and the Akira soundtrack and I wanted to create similar emotions while scoring Observer,” he said. “The game itself is heavily inspired by Ghost in the Shell, but you know…who doesn’t want to be inspired by such a masterpiece.”

Improvised Compositions

With the exception of the singing, all the music in Observer is electronic. This was a departure from his previous work that often featured piano and voice arranged in simpler textures than the ones found in Observer. Arkadiusz said that it was challenging switching to mostly electronic music, but he really wanted to do it.

“Just before I started to work on Observer I bought a Moog Sub 37, and it was my first hardware synth ever,” he said. “I was really happy to put it to work. The love for synths still lasts and is stronger than ever. I like losing track of time and just improvising on my Moog and Dave Smith’s Prophet 6.”

He said the approach to composing for electronic instruments was not very different from composing pieces for real instruments. “I think they all serve a similar purpose – to create emotions and underline what is happening on the screen. But when you write for real instruments you need to be more focused. When it comes to real instruments, I often use a piano. I record pieces on piano and then do mock up and then orchestrate them (although I rarely orchestrate my tracks myself),” he said.

The major difference was how much he improvised while writing electronic music. “Playing on a synth is sometimes like child’s play. Lots of experiments and generally having fun with creating the sound from scratch. When you write a melody for a cello or a piano, you know exactly what kind of melody you’d like to achieve. Experimenting on a synth is interesting because often one sound can create others, which are different but at the same time they fit your vision of the music. Or they don’t and you have to turn the knobs a little more.”

Screenshot from Observer

Even the pieces in the Observer soundtrack that appear to have required complex planning were the result of improvising. One of the first tracks features a choir reminiscent of early church music. A set of voices introduces a short theme that is soon taken up by other voices and weaves together in complex patterns. Arkadiusz said that it was all improvisation though.

“The recording session with the band was such a creative and unique experience that I will remember for a long time,” he said. “We sat in the studio and listened to track and thought about what we could do with vocals there. I was prepared before the session, but it turned out that we created something much more interesting by just going with the flow. Those tracks refer mainly to Adam and his mind and they appear only during the ‘dream-eater’ sequences.”

In it, the choir sings in what almost sounds like a real language. “The language was made specifically for this occasion,” he said. “We thought that it would be really interesting, especially for Western audiences. The themes are based on Slavic mythology and chants. They created this unique, dream-like but also dark and ritualistic atmosphere. The only guidance was my background track with drones and such. Then we just sat in the studio and started to improvise. At one time I hade to play an additional rhythm, but in general the voices came into existence really naturally and without notes.”

In parts of the soundtrack, Arkadiusz created a background layer of what sound like real instruments, such as strings, and slides the pitches and distorts the sound to match it with another layer of electronic sounds. It creates a trippy, unbalanced feeling, and it is easy to imagine it being used during a mind-hack sequence.

“It was the result of playing around in post-production,” he said. “There are times when you record something and even put something else in by accident. Just before removing the part of it you realize – hey! That sounded nice, let’s just leave this as it is. I like those kinds of nice surprises.”

Improvising on electronics allowed Arkadiusz to compose complex pieces containing layers of juxtaposing textures, rhythms, and sounds, but he had already set the groundwork for it in some of his previous work. “As far as I remember I created something like this in Kholat,” he said.

Every project brings new skills and experiences that he can use on his next project, even if he doesn’t realize it. “You know, it’s just like in Skyrim,” he said. “You keep using this hammer and suddenly pop! And your skill is better.”

For more of Arkadiusz’s work, visit his website at www.arkadiuszreikowski.com.

 

 

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Southeast Asia Part 1: Philippines and Malaysia at Indie Prize Singapore 2017

April 24, 2017 — by Yuliya Moshkaryova

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Five games from Philippines and twelve games from Malaysia were invited to the international Indie Prize showcase during Casual Connect Asia 2017 in Singapore.

Game Title: The Letter
Developer: Yangyang Mobile
Platform: Desktop Win, Desktop Mac
Website: http://www.yangyangmobile.com/
Country: Philippines

The Letter is a non-chronological, horror visual novel game with seven playable characters. It also features full English voice acting, several branching paths with more than 10 endings, highly animated character sprites and backgrounds, and quick-time events.

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Hopeless: The Dark Cave - Horror Game Gone Cute

September 9, 2014 — by Industry Contributions

Upopa Games is an indie games company from Israel. The three team members, Niv Touboul, Or Avrahamy, and Gideon Rimmer, met in Bezalel Academy of Arts and Design and formed an instant bond due to their mutual passion for games. Hopeless: The Dark Cave is their first game (though they’ve since released two more games, and others are on the way). Gideon Rimmer, game designer and artist at Upopa Games, explains how to make a horror game cute and not depressing.


Hopeless: The Dark Cave is a cute and funny horror game. The player controls a single blob, standing alone and scared in dark room, waiting for its doom. Shadows creep in from the edges of the screen, and you must decide quickly whether it’s a monster coming to eat you or a friendly blob giving you more firepower (and another body in the way). Shoot a monster and you’re safe (for a while), shoot a friend and you’ll have to face the consequences.

Non-Tragic Deaths

As Hopeless: The Dark Cave is the first game we published as a team, and we are a very small team, we wanted to keep things simple. The game had to be 2D, endless, with an intuitive and simple mechanic, but also to stand out and be memorable.

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Upopa Games are a small team and want to keep things simple.

True horror games create anxiety in a safe environment by making the player feel disempowered. Hopeless: The Dark Cave is all about disempowerment as well, but in a casual, humorous way that tries to appeal to a wide audience, and doesn’t conform to the “horror game” standard grim and realistic look.

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The blobs have been designed to evoke strong emotional reactions in the players.

We knew right from the start that we want the game to evoke strong emotional reactions in the players, making them feel a real connection with the characters. Our art director Niv Touboul designed the blobs to be cute for the player to relate to them, but not in a childlike manner, so their deaths would be funny and not tragic. I drew the monsters, which needed to provide a strong, clear contrast to the blobs: big, red, dark and angry, vs. small, yellow, poorly armed and timid.

Terrified Blobs Lose a Life

The gameplay in Hopeless: The Dark Cave is mostly about fast reflexes, with a fair amount of luck and some strategy thrown in for good measure. In order to keep the game exciting and challenging, we had to limit the number of blobs that can be accumulated and the number of shots the player can fire.

The blobs represent the number of lives one has in the game. Run out of blobs and lose, so we couldn’t just give the player an unlimited number of them. We came up with the idea of saving a bunch of blobs once the player gathers a certain number of them. This not only kept the difficulty level in check, but also provided a further sense of achievement and progression.

We considered an ammo mechanism to limit the number of shots, but that seemed too cumbersome, and running out of ammo would mean ‘game over’ within seconds. Our solution was giving the blobs anxiety levels: the more shots missed and friends killed, the more terrified the blobs become. Get them too scared, and eventually they wouldn’t be able to take it anymore and will blow their own little heads off.

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The anxiety levels of the blobs

Instead of an “anxiety meter,” we made a separate animation sequence for each anxiety level, making it visually clear that the blob is scared, and giving them more character. And of course, the suicide animation had to be funny and cartoonish.

Publishers considered blob suicide a risk

We love to see players reacting to the blobs killing themselves. However, while it came to marketing the game, the suicide which we thought to be one of the best moments in the game was viewed by potential publishers as a risk. And so we decided to go full indie and market the game ourselves with no budget.

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Monsters have been designed as opposed to the Blobs

One Million Downloads on a Tight Budget

We decided to release Hopeless on a Friday 13th (December 13th, 2013), because we knew that game reporters and reviewers would be looking for horror games, especially ones with a unique theme (i.e: everybody’s fed up with zombie games!).

”Everybody’s fed up with zombie games!”

Our emails to game sites and bloggers struck home, and we got some great initial press coverage. Later, in order to break the 500k barrier on Android, we cooperated with companies such as AppGratis and App of the Day, which highlight an app and give players who download it something for free. We like the model these companies offer because everybody wins: the players receive free content for their games, and the developer gets lots of new players without having to harm the game experience or spend a lot of money.

An unexpected ‘bonus’ to the large numbers of initial downloads on Android was lots of pirates! Pirating is a problem for every game developer, but I’m not sure how crucial it is for free-to-play games. In our case, the pirates actually did some of the work for us; when we released the game on iOS, we got a massive wave of legal iOS downloads in the countries in which we were most pirated.

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A massive wave of legal iOS downloads happened in the countries in which Upopa Games’ products were most pirated.

Listening to the Players, Exploring New Tools

After the initial release, we had to tackle two main issues: performance and players’ demand for more content.

When we first built Hopeless, we used sprite animation (the monsters were actually drawn frame by frame). It looked great, but the game slowed down and lagged just as the action peaked, especially on older devices. Our developer, Or Avrahamy, found Spine 2D, a great tool for creating bone animation, and we set to redoing the whole game animation. The process was very tedious and time consuming but well worth it. With bone animations, the game ran much smoother even on slower devices, and we could now easily add new skins and weapon options. It also halved the size of the APK, resulting in a much faster download, while still looking just as good as the original animations.

With bone animations the game ran much smoother even on slower devices, and new skins and weapon options can be easily added.
With bone animations the game ran much smoother even on slower devices, and new skins and weapon options can be easily added.

The original version of the game was well received but didn’t have much depth. We considered plenty of different ways to add more content to Hopeless, but soon learned that the balance between ‘too easy’ and ‘too hard’ is very delicate in such a simple game. We eventually opted for more weapon options, which we added over time, and a completely new game mode that is faster and more intense than the original. Combined with an in-game currency which we implemented later, these items give players something to aspire to and tangible achievements rather than just a higher score.

Working on Hopeless: The Dark Cave was a great experience. The team learned not only about making and marketing games, but also how to run an indie games studio.

In the months following the launch of Hopeless: The Dark Cave, Upopa Games released two sequels, Hopeless: Space Shooting (iOS/ Android) and Hopeless: Football Cup (iOS/ Android) which have somewhat of a different atmosphere. They’re now working on some other, very different, games they hope to release in the near future.
Hopeless: The Dark Cave (and its two sequels) are available on the iTunes Store and Google Play. The game is currently undergoing a massive update, which will be released very soon.

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