{"id":126448,"date":"2022-07-11T14:00:53","date_gmt":"2022-07-11T14:00:53","guid":{"rendered":"https:\/\/developer.apple.com\/news\/?id=k4gkh1dx"},"modified":"2022-07-11T14:00:53","modified_gmt":"2022-07-11T14:00:53","slug":"behind-the-design-a-musical-story","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2022\/07\/11\/behind-the-design-a-musical-story\/","title":{"rendered":"Behind the Design: A Musical Story"},"content":{"rendered":"<div class=\"inline-article-image\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/07\/behind-the-design-a-musical-story.jpg\" data-hires=\"false\" alt><\/div>\n<p>Press play on Charles Bardin\u2019s <em>A Musical Story,<\/em> and you might find yourself traveling back in time.<\/p>\n<p>\u201cIt\u2019s all about the freedom of \u201870s music,\u201d says Bardin, the French composer\/developer who created the Apple Design Award-winning game along with Alexandre Rey, Valentin Ducloux, and Maxime Constantinian. \u201cWe were inspired by the sense that, back then, anything could happen.\u201d<\/p>\n<div class=\"inline-article-image\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/07\/behind-the-design-a-musical-story-1.jpg\" data-hires=\"false\" alt=\"That \u201870s game: A Musical Story\u2019s outfits and hairstyles were inspired by the \u201cfreedom\u201d of the decade.\"><\/p>\n<div class=\"typography-caption\">\n<p>That \u201870s game: A Musical Story\u2019s outfits and hairstyles were inspired by the \u201cfreedom\u201d of the decade.<\/p>\n<\/div>\n<\/div>\n<p>Those initial notes of inspiration led to the harmonious mix of music, narrative, art, and novel gameplay present in <em>A Musical Story<\/em>. The rhythm game explores the primal, powerful connection between music and memory, following the protagonist as he reflects on moments from his past. It\u2019s easy to spot the spirit of the \u201870s in the story\u2019s dreamlike visuals: There are vintage guitars, fashion, and hairstyles aplenty, painted vividly in neon-splashed excess and washed-out color. There are scenes that defy comprehension (at one point, cackling cartoon birds make an appearance). And there\u2019s a lot of great music.<\/p>\n<p>While <em>A Musical Story<\/em> was Bardin\u2019s first time designing a game, he\u2019s had a lot of experience with the genre. After studying at the Conservatoire de Musique de Lyon, he spent more than a decade creating (and covering) music for games. \u201cIn one game, you can mix everything. You can have electronic music with Japanese instruments and African drums,\u201d he says. \u201cI love changing things up like that.\u201d<\/p>\n<p><a href=\"https:\/\/music.apple.com\/us\/album\/a-musical-story\/1608510188\" class=\"icon icon-after icon-chevronright\">Listen to the soundtrack to &#8216;A Musical Story&#8217;<\/a><\/p>\n<p>In 2014, he launched a YouTube series called After Bit, in which he and his longtime friend and collaborator Ducloux interviewed prominent video game music composers about their craft and catalogs. Just three years later, the two began exploring a different partnership \u2014 the as-yet-untitled project that would become <em>A Musical Story.<\/em><\/p>\n<p>As longtime fans of rhythm games, the team knew their strengths \u2014 but wanted to explore a project that put more emphasis on the music itself. \u201cIn most rhythm games, the notes come down on the screen and you play them when they arrive,\u201d Bardin says. \u201cI love that, but it\u2019s also something you can play without any sound. I wanted [to create] a game that really relied on listening.\u201d<\/p>\n<div class=\"inline-article-image\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/07\/behind-the-design-a-musical-story-2.jpg\" data-hires=\"false\" alt=\"Meet the band: From left, art director Alexandre Ray, developer Maxime Constantinian, composer Valentin Ducloux, and developer and composer Charles Bardin.\"><\/p>\n<div class=\"typography-caption\">\n<p>Meet the band: From left, art director Alexandre Ray, developer Maxime Constantinian, composer Valentin Ducloux, and developer and composer Charles Bardin.<\/p>\n<\/div>\n<\/div>\n<p>With that in mind, the team began prototyping scenes where the player would play short sequences of music using an intuitive two-button system. The simplified controls helped players focus on the music, rather than placement of their hands or physical patterns they needed to remember.<\/p>\n<p>These explorations also helped define the core narrative of the game for Bardin and the team: What if its mechanics could play into the story? \u201cWe thought: Let\u2019s dive into a character who\u2019s trying to remember something,\u201d he says.<\/p>\n<p>Rhythm games aren\u2019t traditionally known for their storytelling prowess \u2014 there aren\u2019t many places to insert dialogue and exposition outside of song lyrics, and it\u2019s all too easy to tune those out when trying to accomplish a tricky combo. Instead, <em>A Musical Story<\/em> uses visuals, musical motifs, and the occasional vocal moment to express an important moment or pivotal scene.<\/p>\n<blockquote class=\"article-quote\">\n<p>I wanted a game that really relied on listening.<\/p>\n<p><cite>Charles Bardin<\/cite><\/p><\/blockquote>\n<p>For example, early on in the game, you play a song called Her, in which the protagonist \u201cgoes to a pub, sees a girl playing music, and instantly falls in love with her,\u201d says Bardin. \u201cIt begins with just a Rhodes piano and some bass and drums, but as you move closer to the stage, you hear more and more of the music. When you get close enough, you discover her face and her voice.\u201d<\/p>\n<p>That voice belongs to singer Priscilla Cucciniello, and the scene marks the only time vocals appear in the game itself (though they reappear in the credits). \u201cWe wanted this moment to be powerful,\u201d Bardin says. \u201cThis is the voice of the most important character in the game.\u201d<\/p>\n<p><a href=\"https:\/\/music.apple.com\/us\/album\/her-feat-priscilla-cucciniello\/1608510188?i=1608510507\" class=\"icon icon-after icon-chevronright\">Listen to &#8216;Her&#8217; from the soundtrack to &#8216;A Musical Story&#8217;<\/a><\/p>\n<p>Each scene has its own distinct combination of music and visuals to move the story forward, but one interface element remains consistent: the circular bubbles you play to create the song in each scene. During their initial story explorations, Bardin was reminded of a French phrase \u2014 \u201cbulles de memoire,\u201d or memory bubbles. \u201cI always found that term really charming,\u201d he shares. It resonated with the rest of the team as well, and its visual representation became a core part of both gameplay mechanics and the overall feel of the game.<\/p>\n<div class=\"inline-article-image\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/07\/behind-the-design-a-musical-story-3.jpg\" data-hires=\"false\" alt=\"Will it go \u2018round in circles: Tap the bubbles in time with the music. \"><\/p>\n<div class=\"typography-caption\">\n<p>Will it go \u2018round in circles: Tap the bubbles in time with the music. <\/p>\n<\/div>\n<\/div>\n<p>As with the interface, mechanics, story, and visuals, the songs required a bit of a rethink on the traditional structures of a rhythm game. \u201cMusical games tend to rely on electronic or techno music, where the beat is very clear,\u201d Bardin says. \u201cWe wanted to prove that we could do it with more organic music \u2014 something that wasn\u2019t quite so thump-thump-thump-thump.\u201d<\/p>\n<p>Bardin and team spent a good bit of time shuffling through genres. \u201cWe wrote something like seven stories for the game,\u201d says Bardin. \u201cWe had one version that was more modern, a classical version with more piano, and one that felt a bit more like (the French duo) Air.\u201d<\/p>\n<p>In the end, Bardin simply went back to his own record collection, drawing inspiration from \u201870s heavy hitters like Pink Floyd, Led Zeppelin, and Jimi Hendrix, as well as the endlessly inventive sound of Radiohead.<\/p>\n<div class=\"inline-article-image\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2022\/07\/behind-the-design-a-musical-story-4.jpg\" data-hires=\"false\" alt=\"The game\u2019s soundtrack is inspired by some of Bardin\u2019s favorite bands: Pink Floyd, Led Zeppelin, Jimi Hendrix, and Radiohead. \"><\/p>\n<div class=\"typography-caption\">\n<p>The game\u2019s soundtrack is inspired by some of Bardin\u2019s favorite bands: Pink Floyd, Led Zeppelin, Jimi Hendrix, and Radiohead. <\/p>\n<\/div>\n<\/div>\n<p>To bring that vibe to the game, he recorded everything but drums on analog instruments: a Fender Rhodes keyboard, Hammond organ, and guitars with big, crunchy sounds. The songs were assembled in Wwise; the rest of the game was built in Unity.<\/p>\n<p>While the music of <em>A Musical Story<\/em> is designed to tell its story best in concert with the visuals and gameplay, when played back-to-back, the 26 songs form an hour-long concept album. \u201cIf you listen straight through, it never stops,\u201d he says. \u201cIt\u2019s one big piece.\u201d<\/p>\n<p><a href=\"https:\/\/music.apple.com\/us\/album\/a-musical-story\/1608510188\" class=\"icon icon-after icon-chevronright\">Listen to the soundtrack to &#8216;A Musical Story&#8217;<\/a><\/p>\n<p>But though it was conceived as a whole, the soundtrack has moments that stand out for Bardin and provide the backdrop to especially meaningful moments, like <em>Her<\/em>. It\u2019s the only song in the game to feature vocals \u2014 albeit vocals in an invented language, mixing together French, Spanish, English, and Esperanto.<\/p>\n<p>Even if the lyrics are obfuscated, they\u2019re still important. \u201c[They] mean something,\u201d Bardin smiles, \u201cthough I\u2019d never tell what. But if you take the time to understand the story, and what happens when you listen to the voice at the end of the game, you\u2019ll get it.\u201d For the record, we didn\u2019t get the answer from him either. But we\u2019re pretty sure it\u2019s something that would be meaningful in any decade.<\/p>\n<p><a href=\"https:\/\/glee-cheese.com\" class=\"icon icon-after icon-chevronright\">Learn More About A Musical Story<\/a><\/p>\n<p><a href=\"https:\/\/apps.apple.com\/us\/app\/a-musical-story\/id1584362594\" class=\"icon icon-after icon-chevronright\">Download A Musical Story on the App Store<\/a><\/p>\n<p class=\"sosumi margin-top-small\"><em>Behind the Design is a weekly series that explores design practices and philosophies from each of the 12 winners of the 2022 Apple Design Awards. In each story, we go behind the screens with the developers and designers of these award-winning apps and games to discover how they brought their remarkable creations to life.<\/em><\/p>\n<p><a href=\"https:\/\/developer.apple.com\/news\/?id=b4kk777r\" class=\"icon icon-after icon-chevronright\">Read the entire 2022 Behind the Design series<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Press play on Charles Bardin\u2019s A Musical Story, and you might find yourself traveling back in time. \u201cIt\u2019s all about the freedom of \u201870s music,\u201d says Bardin, the French composer\/developer who created the Apple Design Award-winning game along with Alexandre Rey, Valentin Ducloux, and Maxime Constantinian. \u201cWe were inspired by the sense that, back then, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":126449,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[55],"tags":[],"class_list":["post-126448","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-apple-developer-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/126448","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=126448"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/126448\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/126449"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=126448"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=126448"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=126448"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}