Whether or not you realize Simon Viklund because the composer of the Payday franchise’s emblematic dubstep/EDM/techno soundtracks or because the voice of Bain in the identical collection, his title is all the time related to heavy-hitter motion video games. He’s identified for his work on Bandits: Phoenix Rising, Bionic Commando, Useless by Daylight, and naturally, Payday: The Heist and Payday 2.
For Polygon FM — our weeklong have a look at the way in which music and gaming interweave with one another — Viklund discusses his early inspirations and why wonky rhythms make good online game music.
Polygon: Was there a recreation soundtrack or track that impressed you to pursue creating recreation music? Are you able to set the scene of what that felt like for you, and why the music was so efficient?
Simon Viklund: I used to be considerably obsessive about NES music after I was a child, to the purpose the place I recorded Megaman 1-3 music off the TV to cassette tape in order that I might take heed to it after I wasn’t taking part in. The music on the NES was extraordinarily efficient as a result of the primitive sound chip pressured the composers to rearrange economically and depend on nice harmonies and melodies. My sizzling take is that the music within the 16-bit period wasn’t nearly as good as a result of the tech sounded extra like precise devices however not fairly — it was just like the uncanny valley of sampled devices — and composers began to over-rely on the instruments.
Are you able to break down one among your personal songs and its influences? Was it impressed by recreation soundtracks, different music, or one thing else?
I made a observe referred to as “Inject” that was written particularly for the title reveal trailer for Den of Wolves, a techno thriller heist co-op recreation we’re engaged on at 10 Chambers. We needed the trailer to go away the viewer with a way of “oh hell yeah, that’s bad-ass,” and I listened to half-tempo bass music for inspiration.
There’s this observe referred to as “Arbiter” by Draeden, which has what I’d name a trap-inspired beat, and I’m not likely into entice however I beloved what Draeden did and drew closely from that specific observe. “Inject” is principally drums and one synth melody, with a lot of the bass coming from an 808 that goes with the kick drum. In different phrases, there’s not loads [of] layers to it, and so every element actually has to shine. I spent a whole lot of time making the kick very punchy, the snare snappy, and many others.
One other facet was my thought to make the music sound kind of “wonky” and never pitch good or quantized (i.e. not rhythmically good). My thought was that it will assist the music turn out to be a bit extra ear-wormy beacuse it will kind of really feel “off.” I spent a whole lot of time making the groove sloppy timing-wise, and the synths screech and wobble a bit prefer it wasn’t intentional though it was. I had a whole lot of enjoyable exploring new concepts, pushing out of my consolation zone and studying new tips whereas making “Inject”!
What are the principle devices used to document the soundtrack for the Payday collection? How did you select these devices?
Payday has a whole lot of drum loops and distorted synths, however each as soon as in awhile there’s some actual electrical guitar and bass in there. After we have been creating Payday: The Heist again in 2010-2011, my intestine feeling mentioned the selection for the music was between leaning into the sport’s Hollywood film inspiration with cinematic music, or leaning into the “outlaw energy fantasy” with one thing extra rock ‘n’ roll. I went with the latter.
Is there anything we should always find out about your method to composing online game music?
It doesn’t come straightforward for me. It’s laborious. I don’t use undertaking templates, though in all probability I ought to. Each time I sit all the way down to make one other observe, it’s a clear slate, and I am going “How do you do that once more?” There are such a lot of instructions a soundtrack or a person observe can go, it’s straightforward to get selection paralysis. I would like time, I have to try to fail, and I would like different folks on the undertaking to assist me via the method — with course and assist via persistence. So the method is difficult, however I really like doing it!