{"id":3125,"date":"2017-10-20T19:35:00","date_gmt":"2017-10-20T19:35:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/308048"},"modified":"2017-10-20T19:35:00","modified_gmt":"2017-10-20T19:35:00","slug":"dont-miss-deconstructing-the-gothic-horror-music-of-bloodborne","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/10\/20\/dont-miss-deconstructing-the-gothic-horror-music-of-bloodborne\/","title":{"rendered":"Don&#8217;t Miss: Deconstructing the Gothic horror music of Bloodborne"},"content":{"rendered":"<p>What does it take to score a game like\u00a0<em>Bloodborne<\/em>?<\/p>\n<p>According to SCEA&#8217;s\u00a0Peter Scaturro, who served as senior music producer on the game, it&#8217;s roughly:<\/p>\n<ul>\n<li>2.5 years<\/li>\n<li>6 composers<\/li>\n<li>130 minutes of music<\/li>\n<li>Production across 3 continents and 5 Sony campuses<\/li>\n<\/ul>\n<p>He shared those statistics at GDC 2016 as part of a behind-the-scenes rundown of how the lauded soundtrack for From Software&#8217;s striking action-horror game was produced.\u00a0<\/p>\n<p>It was a fascinating talk, especially because the trio of presenters dug into everything from\u00a0the musical style and orchestral approaches in the score to the dissonant harmonies, the horror-inspired melodic gestures, the &#8220;wall of sound&#8221; approaches and the blood-curdling action music.\u00a0<\/p>\n<p>The presenters also spoke frankly about the challenges of working across continents with multiple creative teams from different cultures, and shared some key lessons learned from the process.<\/p>\n<p>So if that sounds like something you might enjoy,\u00a0take this opportunity to\u00a0<a href=\"https:\/\/www.youtube.com\/watch?v=5yncMReF8QA\">watch the whole thing\u00a0for free via\u00a0the official GDC YouTube channel<\/a>.<\/p>\n<p>In addition to this presentation, the\u00a0<a href=\"http:\/\/www.gdcvault.com\">GDC Vault<\/a>\u00a0and its new\u00a0<a href=\"https:\/\/www.youtube.com\/channel\/UC0JB7TSe49lg56u6qH8y_MQ\/feed\">YouTube channel<\/a>\u00a0offers numerous other free videos, audio recordings, and slides from many of the recent\u00a0<a href=\"http:\/\/www.gdconf.com\">Game Developers Conference events<\/a>, and the service offers even more members-only content for GDC Vault subscribers.<\/p>\n<p>Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via\u00a0<a href=\"http:\/\/www.gdcvault.com\/inquiry\/\">a GDC Vault subscription page<\/a>. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the\u00a0<a href=\"http:\/\/www.gdcvault.com\/demo\/\">GDC Vault group subscription page<\/a>. Finally, current subscribers with access issues can\u00a0<a href=\"http:\/\/www.gdcvault.com\/contact_us.php\">contact GDC Vault technical support<\/a>.<\/p>\n<p><strong><em>Gamasutra and GDC are sibling organizations under parent UBM Tech<\/em><\/strong><\/p>\n","protected":false},"excerpt":{"rendered":"<p>What does it take to score a game like\u00a0Bloodborne? According to SCEA&#8217;s\u00a0Peter Scaturro, who served as senior music producer on the game, it&#8217;s roughly: 2.5 years 6 composers 130 minutes of music Production across 3 continents and 5 Sony campuses He shared those statistics at GDC 2016 as part of a behind-the-scenes rundown of how [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":3126,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-3125","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/3125","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=3125"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/3125\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/3126"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=3125"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=3125"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=3125"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}