29. August 2024

Alternativní text obrázku

“Let's help each other so we can create something much more interesting!”

Interview with film and game music composer Tomáš Živor

Tomáš Živor is one of the outstanding young talents in film and game music. He composed music for the trilogy of computer games The House of Da Vinci, the CNN Prima News TV station, and a series of ads for Škoda Auto, for example. As a sound designer, he also worked on the successful fantasy film Princezna zakletá v čase 2 (The Princess Cursed in Time 2). At the international Composers Summit Prague 2023 he received the top prize in the composing category sponsored by OSA (the Czech Copyright Union).

Tomáš Živor discussed his career beginnings, the differences between film and game music, the Composers Summit Prague, and important professional and life lessons with Jana Arora of the Czech Film Commission.

Image tomáš-život-na-showcase-2_-by-jan-urbánek.jpg

© Jan Urbánek

How did you start composing music for films? 
 
It was a long, arduous journey. And it still is, but it's a wonderful one. I originally studied to be a landscape architect, but I've been playing piano since I was seven, and I composed my first piece when I was eight. I always wanted to create something. Unfortunately, I never found a good piano teacher who wanted to support that in me. She mainly wanted to teach me techniques, which, in retrospect, was a good thing, but she didn’t want to hear anything of mine, and I completely lost interest in playing the piano and composing. When I was trying to decide what to do next, I chose landscape architecture. It was creative and beautiful. But music has always played a role in my life. I taught myself and composed only for myself. I got a job in the United States during my landscape architecture studies. It was near Philadelphia, which I loved exploring during the weekends. I once went into a piano bar and asked if I could play. The bartender said sure, go for it. I played some of my pieces and improvised a bit, and they liked it so much that they hired me to play there twice a week. For me, a twenty-year-old, it opened up a whole new world. I told myself I should try it when I return to the Czech Republic. So I went back to the Czech Republic, and that very evening I sat at the keyboard and recorded my first album on my computer. And I told myself, now’s the time to start working on my musical dream. I finished my landscape architecture degree and applied to the Prague Conservatory. After that, I knew I couldn’t do anything else. A person knows what's in their heart. At this time, I decided that my dream was to compose music for films. But there wasn't anywhere to study this in the Czech Republic, and I wanted to develop further. Even though I was of a “more advanced age”, I knew I wanted to learn more and new things. I wanted to try to study abroad. And while I was at it, how about at the best school in the world? At that time, it was the Berklee College of Music, where I spent three semesters studying film and game music. 

Where did the impulse to create film music come from? Was it during your studies at the Prague Conservatory? 

In Prague, I studied only piano and conducting. At that time, I composed romantic and scenic things, so film music naturally opened up creative opportunities for me. I needed to learn orchestration and instrumentation, how to work with the dramatic aspects of a scene, and how to capture emotions and the scene. I thought about what I wanted to do next. I like to dream big, and somewhere in my imagination, film music and Oscars shone in the distance. That was followed by the decision to go to Berklee. When I returned to the Czech Republic, I made an active effort to find work, but it was pretty tough. I sent my portfolio out to hundreds of e-mail addresses including game developers. Thankfully, one got in touch with me (ed.: Blue Brain Games), and I still work with them today. We’re working on our fourth game together. 

What’s the starting point for creating music for a film or a computer game - is it the script, the visuals, or everything together? 

It works differently with films than with games. With films, you start with the script or with the film itself, which is either a rough cut or - ideally - the final cut, but it usually doesn't work that way. Adjustments are made on the fly, and you constantly receive new material. With game music, it’s more interesting because the process is significantly longer. So with films, you work for one or two months; with a game, it's for two or three years. It's a long process - everything has to be programmed, animated, textures created, lighting, etc. Ideally, the composer should be brought in right at the start. Then, you see the storyboards and what a scene should look like. It’s always the most creative part because you talk about the story and how the music should work with it. Now, I’m working on the music for the game The House of Tesla. It’s a logical game about the inventor Nikola Tesla. There are all kinds of exciting opportunities for music. I even had the opportunity to develop the principle of how music should work interactively. You never know exactly what a player will do - and the music has to react to it.

When it comes to film, do you know how often the composer enters the process at the script stage and how often only at the rough-cut stage? 

If it's a new project with a director or producer you've worked with before, they’ll often bring you in right at the beginning. In other cases, they’ll hire you at the beginning, but they won’t start sending you material until it's in post-production. Sometimes, it's even best not to read the script. The first impression you get from seeing a film is the best. However, the beginning is always challenging because you see the whole film; there’s just dialogue, makeshift sound effects, and silence. You've got a blank page in front of you on the recording software, and you’re wondering how to fill it. What I've found works for me is to develop the main motifs for important plot moments and characters first, then build on that. They’re little snippets that you gradually put together to create a mosaic.    

What criteria are most important for you when deciding whether or not to work on a particular project?

It's up to the project itself to get my attention. I'm not yet at a point where I can turn down many commissions, but I want to work on something that inspires, motivates, and fulfils me, or it's a challenge that will push me forward. What’s also important is the human element. I'm very communicative and outgoing, and I need to get along with people, which has always been the case. Communication during a project helps a lot. You have to know how to translate what they want when they say that the scene is too light. Or too blue. So, I translated that to mean it's probably cooler, maybe too much minor harmony. You create a common language together with the client.

Image tomáš-živor-na-showcase_by-jan-urbánek.jpg

© Jan Urbánek

Who do you work with on the crew or creative team, and what does that collaboration look like? 

In the games industry, the lead designer oversees the game’s overall development concept. Then you work with people from the sound department who create the sound effects and are in charge of implementing music and audio in the game. On smaller teams, that's often just one person. I assisted the main composer as an additional music composer for the film I was working on. I wasn't really working with the director there, but just with the composer, whom you have to connect to, how he composes to make it consistent. I have the film at my disposal, and then the composer and I go through the material he's already done. We sit down together at the piano and talk about what the central theme sounds like. Then, I'm tasked with developing a motif in a particular scene, for example, using a specific instrumentation. 
 
Are there usually more additional music composers on a team? 

In game music, there’s usually not much need for additional composers, or they haven’t been needed on the projects I’ve worked on. This is the most common practice in Hollywood. For example, Hans Zimmer has thirty people working for him, helping him compose music. Film deadlines are pretty strict. I've also had to create brand new music in two weeks for a composer fired from the project. That's an absolutely crazy deadline for an hour-and-a-half-long film. On average, a person can compose about three minutes of orchestral music per day. You have to be able to decide if you can handle it yourself or if you need more people to help. My friend Lukáš Pařík composed the music for the Czech film Princezna zakletá v čase 2 (The Princess Cursed in Time 2). Because the deadlines and the post-production materials were pouring in relentlessly, he gave me a call, and I helped him out by creating the sound effects for all the film’s magic, spells, and special effects. He knows that as a composer, I can be a chameleon who connects to him and creates music similarly. When I took on a few people on a couple of projects, I mostly asked them to put together some ambient parts and scene fillers, and I focused on the main parts. 

Is it advantageous for a film or game music composer to have their own distinct style or better to be more flexible? 

It's important to be able to do both. At Berklee, they taught us that a composer must have their signature musical style to be easily recognised. And knock on wood, it's worked for me so far. Clients come to you specifically because they want your style. This is how it is with 90% of the well-known composers in Hollywood. Even when composing music for a film, you never know what style it will be. The director might go from historical drama to science fiction. If you don’t have any experience with a particular genre, then I think it's a good thing to be a chameleon. For example, listening to existing soundtracks and being able to emulate their style helps because you're one step closer to the final track. 

What project has been the most interesting for you so far and why? 

Probably game music, namely The House of Da Vinci trilogy by the developers I'm working with now on The House of Tesla. It was my first game music project and a subject close to my heart. The developers took Leonardo da Vinci's inventions, his drawings, and created them in 3D. The player then had to solve puzzles based on da Vinci's inventions. I had to work in a completely different way. The game required a lot of ambient music that didn’t draw much attention to itself and helped create the mood. And, of course, there was space for a main theme and scenes that created the story. Working with the developers was amazing - the trilogy project has pushed me incredibly, not only musically but also regarding business acumen and as a human being. It's been eight years, and I use what I've learned here with every new project.  
 
Could you tell us more about how a sound designer works? 

I came to sound design through my work in the game industry, where they often consider you an overall audio person, so it was necessary not only to compose the music for the entire soundtrack but also to create all the sound effects. If you take a more comprehensive view of it, the music creates emotion in a film, and the sound effects breathe life into it. In the House of Da Vinci trilogy, I worked with lots of mechanical sounds because it was the Renaissance period - gears, various pulleys, clicking and sliding. I closed myself off for four days in my workshop at my cottage and recorded about 3000 sounds, which I then edited to create a bank of materials I could work with. The sound designer then modifies the sounds in the computer, combining them and transforming them in different ways to make it work. There was a lot of magic in Princezna zakletá v čase 2 (The Princess Cursed in Time 2), so I recorded lots of sounds of fire, pouring sand, and raking leaves so that once they were tweaked, they would sound like elements. Another exciting project for me was composing the music for a series of ads for Skoda Auto. I had a brief for the Skoda Octavia RS, which is the sports version. They needed to add sounds to the ad. They gave me the sounds they recorded when they drove the car - the engine rumble, etc. I took them and tweaked them to make them fit the clips perfectly - and they were disappointed that it sounded so ordinary. Then, I realized that you have to create a hyper-realistic effect in ads. I told myself if I have to overdo it, I'll overdo it. I took the sound of the car engine and layered many other sounds on top of that - a rocket launch, a Formula 1 car, a dog growling, a tiger, raking leaves, rocks scraping. And when I put it all together, it sounded like a really rumbly engine, and they were thrilled.  

Image tomáš-živor_by-jan-urbánek.jpg

© Jan Urbánek

In films, sound design and soundtrack composing are always separate, right?

Yes, sound design is divided into realistic sounds and sound effects. Realistic sounds are created separately in the studio. Imagine a room, like a junk shop, with a floor made of different materials, and all the sounds of footsteps in the film, doors closing, and all the realistic sounds are recorded there. And then there’s the other category - sound effects - where sounds are transformed and modified on the computer. 

Does your experience as a sound designer help you when composing?

Absolutely - more than I expected. You're always trying to create an original sound; these days, budgets often don't allow for recording with live instruments. You work with virtual instruments, and because they always sound the same, you try to modify them to make them more interesting. For example, while working on The House of Tesla, I recorded the sound of a Tesla coil, which is enormous and throws off electrical charges. You can tune it to a specific tone so that it can be used as a kind of musical instrument. I recorded its sound and modified it in the computer to create a synthesiser. I've modified it in twenty different ways where it creates stretched areas or short ones. It’s not a Tesla coil anymore, but it was the base sound. It's the same with traditional instruments. Take a flute, for example, and use a bunch of various effects, and suddenly, it sounds like a beautiful ethereal surface that can link scenes beautifully, yet you don’t even notice that it's a flute. 
 
What software do you use in your work?

I work primarily in one program called a Digital Audio Workstation. Everyone uses it. There are many programs, but this one is the be-all, end-all - you can record and edit anything. And within the program you use virtual instrument plugins. Over the years, I've built up a vast library of hundreds of instruments I can work with. Other programs offer effects that can be applied to the instruments. For example, this massive company called Spitfire Audio specialises in orchestral instruments, strings, woodwinds, percussion, and pianos. You can then work with the instruments directly in the program. This company is just one of two hundred that exist. I often work with a sound bank of string instruments from six different companies, because each one offers a different sound. When you compose, you always think about making it sound realistic, like a certain number of people in an orchestra in one room. 

How has your experience with the Composers Summit Prague been? What are the benefits of the conference, in your opinion. How did your participation in last year's Composers Summit competition and your win benefit you?  

The concept of Composers Summit Prague is wonderful because it brings together composers from all over the world. Instead of envying each other because someone is working on this and someone is working on that, let's help each other to create something much more interesting. Composers from all over the world travel here to share their knowledge. You can also get to know people, which is really important. My experience to date has been excellent, especially last year, because I already knew some composers (ed.: from the first Composers Summit). My competition win helped me a lot too. Not that I got a bunch of commissions at once, but it was an opportunity for me to conduct the Czech National Symphony Orchestra in the Municipal House. It was another opportunity for me to present my successes and projects. A person never stops learning, and it's best to learn from the best. At the conference, it's great that I make friends with other participants, but there’s also the opportunity to meet the main stars. When you start chatting with them, you realize that they're absolutely normal. You share excitement for music and they have the “drive” that can give you a kick. When you see how they behave and perform, you can see that a person with humility can go very far. And they transmit a certain energy that works in yet another, invisible way. I am grateful to Elia Cmíral for the opportunity to learn from him on collaborative projects. It started with the film The Wind and the Reckoning, where I worked as his additional composer. I could see his humanity and the way he worked with the scenes. Watching him work and then having him describe it to me was the best school a person could have. It doesn’t matter that I wasn’t the main composer because I believe that thanks to this collaboration, I was able to learn more and make so much progress. I've been building on that knowledge ever since.   

How did you participate in this year’s third Composers Summit Prague? 

I participated in the composers’ showcase, presenting the primary musical theme from the new computer game, The Secret of the Deep. It was the 3.5-minute concert version. I had to make quite a few modifications to it to create a custom version (ed.: for the concert in the Czech Radio studio in Hostivař).

What advice would you give to a composer just starting in film music?

Watch films every day and analyze how the music works. That’s what I learned the most from. And then, be human and develop good communication skills because, if a director or producer gets along with you, they want to keep working with you. 

Labels