[ s u d d i . c o m   s o u n d   d e s i g n   s t u d i o ]  m a n c h e s t e r   e n g l a n d 

                                                                                     [ designingsoundsince1989 ] 

 

For the original article please go to www.gamasutra.com

The Following article is taken from Gamasutra's website originally published August 2003. 

All text and images are (c) Gamasutra 2003.

 

Game Development Gallery

Music and Sound Effects


Game Development Gallery


Music & Sound Effects Gallery


Suddi Raval
Sound Designer
Warthog

Home: Stockport, U.K.

Email: suddi@email.com

Web: http://www.suddi.com

Current Projects:

I am currently working on Loony Tunes Back In Action for the Gamecube and PS2 which is set to release by Christmas 2003.

Credits:

AllStar Baseball 2002, Scooby Doo & The Cyber Chase, Simpsons: Tree House Horror, Rugrats In Paris, Supreme Snowboarding GBA, Ken Griffey Baseball, Wayne Gretzky's Hockey, Wetrix, Mario Artist, Separation Anxiety: Spiderman and Venom, Foreman for Real, Cutthroat Island, Tinstar, The Tick, Inferno.

 

 

 

 

Bio:

I have always been interested in two things: computer games and music. Having dabbled with basic programming as a kid I was fairly certain it was not the thing for me. I have always been a huge fan of electronic music and spent the bulk of my youth listening to Electro, Kraftwerk and seminal British acts like John Foxx. Unlike most people who were frustrated by the lack of detail in computer games, I was inspired by it.

I never really considered music as a possible career path until the influx of House music from Chicago began making its way into the UK in the late 80s. I went out and bought these obscure records spurred by my amazement at the originality and complexity of the sounds, which I later found to be produced by machines like the TB303 and Juno 106 (both of which I am proud to say, I now own in my analog keyboard collection). It was around this time that I started writing my own music at home. But it wasn't until I met my partner in music, Jonathon Donaghy, that I found the perfect collaborator and what was missing in my music.

With Jonathon already having strong music industry connections, we immediately started to record our tracks in the studio. With the single ambition of aiming to hear our record in the Hacienda (a local nightclub that helped shape the modern international dance scene), we pressed our own records and distributed them ourselves on a "white label", the name given to the type of record that has no printed label or cover to minimize cost (hence the name), something that was quite rare back then in early 1990s.

Within a matter of weeks our dream came true; not only was the Hacienda playing our record frequently, but also their DJ, Mike Pickering, was trying to sign us to Deconstruction Records, which had a very strong reputation for taking underground records and putting them into the mainstream charts.

As other labels got wind of the track, we found ourselves in the middle of a virtual bidding war amongst the major record companies. Mixmag the dance music magazine spread across its front page "Together: signed at last! Or are they?" We had to make the right choice for our careers to progress in the direction we wanted and this wasn't about money but credibility.

Pete Tong, now famous in the UK for his Radio 1 Essential Selection show contacted us, claiming he knew of us before he heard the record and wanted to sign us. His label FFRR was part of Polygram and, therefore, had more muscle in the industry. After weeks of protracted negotiations, FFRR won the bidding and our single Hardcore Uproar was rushed into shops where it ended up number 12 on the UK singles chart for eight weeks despite no support from Radio 1, which is rather ironic today as Pete Tong is now one of their main guys. It was the 2nd biggest dance record of the year and because of its lack of availability just prior to its release it became the most sought after dance record of the year. The original white labels still change hands for silly figures.

There were many more Together records and some rather minimal techno tracks under the name of "The Ultimate Escape Project", among other guises. I became involved in many live performances and remixes, one of which was for a computer game called Inferno on which I collaborated with Goth band, Alien Sex Fiend. Although, strictly speaking, this was my first game project, it was more music industry than game industry as I had no exposure other than simply handing over the master track recordings of Alien Sex Fiend's work.

Wanting to further my knowledge in music and studio technology, I joined a college called the School of Excellence. After completing the course there I was offered a position teaching studio technology. Always looking for new and interesting experiences, I took the position while still managing to record dance records.

As my career progressed I had almost forgotten my videogame roots until the Art Director of Software Creations, Ste Pickford, contacted me. We had met at the Hacienda and were good friends. He wanted to speak to me about the possibility of scoring the soundtrack to a game was working on called Venom Spirit. It involved mapping rendered graphics onto sprites years before the release of Rare's Donkey Kong Country on the Super Nintendo.

After meeting Ste's brother John Pickford, the creative director the company, they explained that they felt the electronic nature of my writing style fit perfect with their vision. They showed me some of the ideas they'd put together for the main character and as they explained the idea to me, I realized that I absolutely had to take this opportunity.

I was expected to learn how to program the sounds and sequences using a language similar to Z80/assembly language. Although the package called Creations Music Driver was very flexible, it was a rather daunting experience that required months of training. Eventually I finished the project, and after some time passed, I began my first solo project called Spiderman and Venom: Separation Anxiety, which, lucky for me, was a dance project.

Incidentally, Ste and John Pickford left Software Creations not very long after I joined to set up the hugely successful development studio Zed Two. Although I was working fulltime for Software Creations, I was lucky enough to work with them again on their first game Wetrix.

In the eight solid years of work I did for Creations I worked on no less than 21 titles. I am now specializing in sound design at Warthog where I have been given the opportunity to give games a new kind of realism. Coincidentally, Warthog recently acquired Zed Two, so there may be new work for me in the cards someday with my old friends.

 

Why I Got into the Industry:

It was unintentionally really: I was asked to remix a track on the Inferno soundtrack after the art director at D.I.D. heard some of the dance music I was making at the time.

Tools I Can't Live Without:

Sonic Foundry's Sound Forge helps me create the building blocks of all my sounds. I then use Steinberg's Cubase to sequence these sounds into some sense... or sometimes some nonsense.

Favorite Game Audio:

Super Metroid: because of memory restrictions, this is very primitive in terms of today's game audio... but you cannot take away the brilliance of the ambiences they used in the music. A classic front end with an excellent score.

Inspiration:

Although clubs are where I hear most of the music that influences me, I'd say films have been my biggest influence throughout my life as my love for sounds started when I was too young to attend clubs. Films that have influenced me include everything from the sound of Star Wars to The Matrix. Hardcore Uproar was heavily influenced by John Carpenter's film, Assault On Precinct 13. I'd blame John Carpenter's early films for my having a love of twisted sonics.

Music I Listen To While Working:

It's impossible for me to listen while composing music but if able to, I would choose The Future Sound Of London. They should make game audio... actually they were used in the first Wipeout. Hardly surprising since, in my opinion, they are the ultimate sound designers. I find it interesting they deny being musicians, opting for the title "Collage Artists".

Hardcore Uproar
Hardcore Uproar is not one of my game soundtracks. It is the track that started my career in audio. I co-wrote this track with my partner Jonathon Donaghy, in the band Together. Despite only being intended as an underground track to be played at Manchester's Hacienda nightclub it rocketed to the top of dance charts nationally in the UK and was soon after commercially released due to public demand. It reached number 12 on the UK's singles charts. [MP3]

Wetrix (N64)
Looking back at the time I had when writing this game's music I almost feel like this was my first album. This was a great project as I was given a lot freedom by the Pickfords at Zed Two. I was asked to listen to Autechre when doing this, which I stole subtle influences from. I laugh today as it contains two trance tracks - a genre that I claim to be disappointed in because of its lack of progression. Software Creations in-house sound tools were used for this. [MP3]

Seaworld: written for Mario Paint.
I was already a big ambient fan when I did this so creating the watery textures for this was a joy. The bulk of the sounds were taken from a Korg T3 and was sequenced using Cubase and an Akai sampler then converted onto Software Creations in-house sound tools. [MP3]

Inferno
IThis was the start of my game career. I never thought I would do anything else but music for clubs at the time I did this. Although it is, strictly speaking, a remix, it was an interesting experience as Alien Sex Fiend who wrote the original track credit me as a writer as so little of the original source material was used. Accepting this project was one of the best moves I ever made. [MP3]

Hexen (N64)
The brief was "scary" - I only converted this to N64 (i.e. I didn't write it) as the publishers of the game wanted to use the same score as the PC version. All vocals and sound effects were compressed as far as they could go without losing any quality. Aggression in game audio is always fun to do. Again the in-house Software Creations sound tools for N64 were used for this audio.