Interviews
May 31, 2007
TMNT Game Composers Cris Velasco and Sascha Dikiciyan Reflect on Making Turtle Music Power
“We crafted it in a way that would merit listening to it even outside the game.”

Since the days of the TMNT arcade game, the Teenage Mutant Ninja Turtles property has been one of extreme importance to its growing fan base. Many of today’s hardcore gamers grew up reading the comic book, watched the cartoon attentively, and played every game they could get their hands on.
I know this because I too am a TMNT addict.
One of the subtle, though certainly not any less important, parts of the TMNT equation is its music. For the new game based on the movie, released in stores earlier this spring, Ubisoft chose a different path. Rather than stick with one composer, acquire bits and pieces from several artists, or purchase a collection of pre-recorded works (all three being the common practices for game, film, and TV composition), Ubisoft chose the composing duo of Cris Velasco and Sascha Dikiciyan.
“It's one of the only true collaborations that I'm aware of,” said Cris Velasco, referring to their joint music creations. “Each of us has our own hand in every single cue. I'm typically covering the orchestral and choral music while Sascha takes care of the electronica, industrial, percussion, etc.”
Having worked on the score for Dark Messiah of Might and Magic and the main cinematic title for Splinter Cell: Double Agent, Cris and Sascha had previous experience in game composing.
“On TMNT, there was a lot of music to write so we developed a certain rhythm with our work,” said Chris. “At first I came up with the different themes that we would use throughout the score. Specifically, I created themes for the Turtles and then a darker theme for the Nightwatcher. After that, Sascha would typically start a cue. He'd lay the foundation for the whole cue. I'd then take this track, add orchestra (western and eastern sounds) and then give him stems for each group. Sascha would then take my stems, add them back into his arrangement, and tweaking his sounds until we had a cohesive track.”
“Sometimes,” he continues, “what I gave back to him would already be a perfect match, ready for mixing.” But there were other times when Sascha would re-write whole sections when Cris had an idea that he wanted to explore that “didn't quite mesh with his original track.” Cris said that they went back and forth to get each track just right.
“The end result is an 80-minute score that we're very proud of. While the individual tracks themselves have a lot of variety, there's still a sense that each cue belongs to TMNT. There's definitely a ‘big picture’ to the music.”
TMNT is not the only game to use more than one
composer, but it's rare that both composers receive equal recognition. So let
me ask you – how did you two work on this game? Was it a 50/50 effort?
Cris Velasco: Sascha and I have been
working together as a team for about two years. In that time we've written
music for about 14 games so we're very used to the collaboration by now.
Do you write together, individually or both?
CV: We both work on every single cue
together while still maintaining our own respective studios.
Is it harder or easier to work on a score in this fashion?
Sascha Dikiciyan: Well, I think it’s
for the better simply because each of us can focus on what we are doing best.
Cris knows his orchestra really well while I've been doing electronica for
years. So it’s really the best of both worlds. Sometimes we have our
differences but we are both open to ideas and suggestions so it keeps things
interesting.
What are the benefits of having more than one composer work on a
particular project? Ex: are you able to write more music? Is there greater
diversity? Do you get done faster?
CV: For us, it's not a matter of
efficiency. We get a combined sound that neither of us could do on our own.
This is where the attraction lies. We approach our music as a true
collaboration of different styles interacting. We both only concentrate on
where our strengths lie. In this way, I believe that we are able to produce
some very high quality music. Neither the electronic nor the orchestral sides
suffer.
The composing duo pose for a studio shot.
Tell us about the equipment (PC, software, etc.) and instruments used
for TMNT.
CV: My basic studio setup includes
one main DAW and a few slave PC's that are running my sample libraries. I also
purchased a Les Paul guitar that was played on the TMNT score. I'm endorsed by
Steinberg and have been using Cubase as my sequencer for years.
SD: I use several PCs as well as
Macs. I've used a lot of Native instruments stuff on TMNT like Massive or FM8.
But I also recorded a lot of live drums and used those for several tracks. My
main DAW is a quad-core pc with Cubase and every plug-in known to mankind.
What other instruments have you worked with (in any other project)?
Anything particularly unique?
CV: More often than not, I’m given
the opportunity to record our scores with a live orchestra. For a composer,
this is always the best scenario. There's nothing like standing at the podium
or sitting in the control room and hearing an orchestra play your music. It's
the best feeling in the world. As far as unique instruments go, we're working
on a new score right now that will have some unusual surprises thrown in with
a more traditional orchestra. Unfortunately, I can't say more than that right
now, but check back with us this summer.
Are there any sounds or instruments you'd like to experiment with?
CV: I'd love to one day record a live
children's choir. I think they can be very haunting. I'm also looking into
using an erhu player for another project we're currently writing. The erhu is
so expressive that a sample, no matter how well recorded, just can't do it
justice.
SD: Yeah I’m always looking for news
ways to create new drum sounds. Maybe not an instrument per se but I'd love to
go to the factories that build planes and record a lot of the machines used
in the process. I’m sure a lot of them would make great samples!
You're both credited for writing the score for Dark Messiah of Might
and Magic and the main cinematic title for Splinter cell: Double Agent. These
were titles that got you into the game industry, correct? Tell us about that.
CV: Actually, those were just two of
the titles that we worked on last year. I got my start by writing for the
Battlestar Galactica game back in 2003. The game that really helped launch my
career though was probably God of War. Since that time, Sascha and I have
worked together on games like Hellgate: London, God of War II, Spyhunter:
Nowhere To Run, Marvel Ultimate Alliance, and many more. Dark Messiah did
however mark our first live orchestral recording together. It also was our
first official soundtrack release and one of the highlights for me in 2006.
SD: I've got my break writing music
for Quake II in 1997. That was my first professional job as a composer for
games. After that I worked with people like Tommy Tallarico on games like
James Bond and others.
Give us a little history. How and when did you begin working together?
CV: It's kind of a funny story. Two
years ago Sascha had a potential project that required the
orchestral/electronic sound. He posted a call for orchestral demos on a
somewhat obscure message board. For some reason, I just happened to come
across this post on the very day he put it up. At first I was hesitant to
actually send out any music because I didn't know who it was. I gave him a
link to my website though. After receiving tons of submissions, Sascha decided
to contact me. Without ever hearing of each other before, it turns out our
studios were both in LA, about 10 minutes from each other. We decided to demo
for this one project together and realized that the sound we had together was
pretty good. Since that day we've been hired to write music together on around
14 titles.
SD: It’s really a pretty cool story.
I mean, just pure orchestra was never my strength. So one day I just thought
why not try to find someone who can. And yes, I did get a lot of submissions,
some were good but Cris’ work stood out because it was just really good.
I think that was March 2005 so we've been working ever since then. It’s been a
great ride so far.
Do you plan to continue working as a team?
CV: We've got a great sound
together. We've been very busy since our partnership and we definitely plan on
sticking together. If anything, we're expanding our focus in the future. I
think we have a lot of interesting ideas that you'll be hearing in the near
future.
SD: Oh yes. I think I can honestly
say that I’m happy to work with someone else. While there are people who do
everything themselves, I do appreciate the different ideas and views someone
else can bring to a cue. Plus Cris knows what he’s doing and we'd be stupid
not to continue working together. It just works!
Do you have solo projects that you want to pursue or might want to
pursue in the future?
CV: Besides writing for games I am
also involved in scoring and producing independent feature films. I have also
written for numerous national television commercials and trailers.
SD: Yes! I have a side project called
"Toksin" where I produce breakbeats and remixes for people like BT, Deep Sky
and others. If anyone’s interested please check out
www.myspace.com/toksin.
Like most of the recent Turtles games, TMNT has not received much
critical acclaim. As a fan of all forms of entertainment, I look to every
aspect of a game for enjoyment -- gameplay, sound, story, and visuals.
Generally, if the gameplay sucks, I'm out. But if the soundtrack is really
strong, I'm more likely to stick around till the end. What last words can you
tell players about TMNT that might encourage them to give it a shot, if only
for the music?
CV: What most people don't realize is
that TMNT is a game geared towards kids. There are a lot of original Turtles
fans out there that are now thirtysomethings that are a bit disappointed in
the difficulty level of the game. Their children will love it though. Too bad
the kids aren't writing the reviews! We tried to write a score that was fun
but still had an air of sophistication to it. We crafted it in a way that
would merit listening to it even outside the game. This is definitely not a
typical score for a kid’s game. If you like orchestra, electronica,
industrial, heavy guitars, taiko drumming, choir, and ethnic solos then TMNT
will have something for you.
SD: It’s always tough as a composer
when the game you worked on so hard isn’t getting great reviews. I think in
this case like Cris was saying, the problem was that people forget it’s
supposed to be a kid’s game. Not to say that you can’t appreciate it as an
adult but TMNT is a kid’s game. I think personally Ubisoft did an excellent
job and we tried to just write a lot of good, fun cues. We are still trying to
get a soundtrack release.
Thank you for your time.
Cris Velasco –
www.monarchaudio.com
Sascha Dikiciyan – www.sonicmayhem.com
TMNT (360)
TMNT (GBA)
TMNT (GC)
TMNT (NDS)
TMNT (PC)
TMNT (PS2)
TMNT (PSP)
TMNT (WII)

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