The Sound of Dread, From Weapons to Dead Space [Podcast]
I ask Ryan Holladay and Jason Graves how dread gets built before the scare, and why a game score has to wait on a player in a way a film score never does.
I sit down with two composers who make audiences flinch for a living. Ryan Holladay scored Zach Cregger's Weapons and this year's Resident Evil with his brother Hays. Jason Graves wrote the music for the original Dead Space trilogy, Until Dawn and Still Wakes the Deep. This is the first of Killscreen's Cross-Conversations: Horror, three free talks presented with MUBI that put people who make horror films and horror games in the same room.
We start with Bluebrain, the location-aware album Ryan and Hays made for the National Mall in 2011, which grew out of the way sound changes as you walk through Myst. Jason explains how a drummer's background carried him through his first audition for EA and into Dead Space, and both of them trace the vocabulary horror still borrows from Penderecki, Psycho, Jaws and John Carpenter.
Then the difference between scoring a film and scoring a game: Wwise and FMOD, and stingers that have to wait for the player. Jason walks through The Rig, the metal sculpture Matt McConnell built for Still Wakes the Deep, and Ryan talks about Abelina, the game he is scoring now. We close on audience questions and the tools they actually use, from handheld recorders to iZotope RX and Ableton.
Links
- Scoring Fear: The Composers Behind Weapons and Dead Space, the event page
- The Killscreen Horror Collection
- Teenage Sex and Death at Camp Miasma on MUBI, 30 days free
Hosted by Jamin Warren. Music by Nick Sylvester.