
007 First Light - Official 'Music Dev Diary' Beyond the Light Episode 4
Audio Summary
AI Summary
Welcome to Beyond the Light episode 4, where we delve into the soundtrack and in-game audio for 007 First Light. Ari introduces Dominic Vega, the audio and missions director at IO Interactive, and The Flight, the composing duo behind the game's music.
Dominic Vega, who has been with the project for about four years, explains that the core of the Bond experience revolves around the character and his mission. The audio department begins early in the concept phase, thinking about musical motifs for characters, the sound of different locations, and necessary sound sources to record. They also consider accents, acoustic layouts, and how elements like reverberation and reflection will function in the game. Linear mock-ups are created, and extensive source recording takes place, alongside prototyping in the engine from day one. This iterative process involves close collaboration with designers, with the audio team inspiring other elements of the game and vice-versa.
The in-house audio team, small and involved from the project's inception, works alongside the development team. They also collaborate with external experts, including The Flight (Alexis and Joe), who composed the original music. Top Foley artists are brought in for character sounds. The team recorded real-world sounds like Aston Martins and handguns early in pre-production. Live musicians were also crucial, with Joe and Alexis working with soloists for specialty instrumentation, and recording the entire brass segment at Abbey Road Studios with some of the world's best players.
Alexis and Joe, known as The Flight, share their approach to composing for 007 First Light. Their goal was to create something classic yet with their unique touch, avoiding a sound that would quickly date. They aimed for a "modern timeless" quality, recognizing that the Bond franchise has evolved through many musical tastes. Growing up in the UK watching Bond films, they feel an innate understanding of the "Bond sound." They quickly incorporate live instruments into their creative process, starting with a bass or guitar, jamming to develop ideas, and then writing for the orchestra. The music is then sent to an orchestrator before being recorded at Abbey Road.
The iconic "Bond sound" is characterized by brass and strings. Many of the UK-based musicians in the brass and string sections have previously played on Bond films or games, bringing an inherent understanding of the style. Recording James Bond music at Abbey Road with 40 of London's finest musicians is described as a "bucket list" achievement for a composer, especially a British one.
Dominic emphasizes the importance of bringing the "real world" into the soundtrack, not just through music but also sound effects. This involved recording Aston Martin drive-bys and engine revs at an airfield north of Stockholm, and pistol sounds in snowy conditions to capture specific, non-reflective audio tails. The use of live musicians adds a unique "color and flavor" that enhances the on-screen experience, drawing players into the world and reinforcing the fantasy of being James Bond. The Flight's ability to incorporate specialist players for specific elements adds an extra layer of care that audio enthusiasts and Bond music lovers will appreciate. The goal is a "handcrafted" sound that feels like playing a film, rather than something artificial or hyper-processed.
Bond is described as a "sonically rich IP" with a "vault" of themes and material. However, for this origin story, the decision was made for Bond to "earn his themes." The opening of the game, where he is not yet 007, has a distinct feel from later stages where he has completed missions. The musical approach evolves as the player progresses, gradually introducing more of the well-known Bond themes.
The game's diverse settings inspire different instrumentation ideas. While strings and brass are constant, each level has a specific palette, incorporating unique instruments to reflect the setting. Discussions revolve around balancing classic Bond sounds with modern pushes. Levels are broken down into musical pieces, starting with an introduction, then exploration, stealth, and action. Themes for specific characters, friends or foes, are also woven in. Cinematic moments allow for grand, impactful music, fully embracing the "Bondiness" and established themes.
Instead of a subtle underscore, the music for 007 First Light is designed to be "music forward." Each mission is intended to feel like its own "record," with a distinct theme, idea, and high point. As Bond performs "Bondi" actions, he earns sonic motifs. The world itself is a significant character, influencing sound design and acoustics. Music is integrated into the space, sometimes as diegetic sounds from radios, and other times embedded in the underscore. The Flight skillfully blends diverse musical styles, such as Southeast Asian music, with classic Bond motifs, creating a rich and varied sonic landscape. The concept of a "needle drop" is used to mark significant moments where the music takes center stage, like a record changing.
Sonifying Bond is challenging due to his dual nature: comfortable in high-octane action sequences and equally adept at subtle, understated operations. The sound team enjoys working on the high-octane elements, aiming for surprise, awe, and impact in climactic moments. The challenge lies in balancing hero dialogue, incredible motifs, and loud sound design simultaneously. For the subtle aspects, the team at IO Interactive, having refined this over the years, focuses on elements like voice design, how NPCs react, and using acoustics to draw the player's attention to key sounds, such as a voice playing from around a corner.
Gadgets present another delicate challenge. The team aimed to redefine what a gadget looks and sounds like for a young, modern James Bond, moving beyond past generations' futuristic fantasies. The analogy used was that gadgets are often housed in pocketable items that could pass security. A sound designer, described as a "mad scientist" experimenting with toys and electronics, handled the source recording for gadgets. These sounds are an amalgamation of synthesized and organic elements, grounding them in the game world.
Dominic's ultimate hope is that players will appreciate the high audio fidelity, feel excited, and want to turn up the speakers or put on headphones to fully immerse themselves. He hopes the sound design takes them on the game's "globe-trotting adventure."
The episode concludes by encouraging viewers to check out other episodes on the channel and pre-order 007 First Light for a free deluxe upgrade, releasing on May 27th. They promise more content to come.