Composer Success Series Inon Zur Asbjoern Andersen


This special series is all about helping you succeed as a composer - from offering inspiration, advice on getting started and advancing your career, to creative tips and tricks, helpful resources and lessons learned, from some of the industry's most successful composers for film, games and beyond.

In this interview, you'll hear what it takes to get started and succeed in the game industry from Emmy award-winning and three-time BAFTA-nominated game composer Inon Zur, who recently released the score for Square Enix's Outriders. Zur also scored blockbuster game franchises including Fallout, Dragon Age, Prince Of Persia, and The Elder Scrolls.


By Jennifer Walden and Asbjoern Andersen, images courtesy of Inon Zur
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Award-winning composer Inon Zur is internationally renowned for his emotionally dynamic original game scores for Fallout, Dragon Age, Prince Of Persia, The Elder Scrolls, and more! His most recent score for the epic sci-fi action RPG Outriders (Square Enix) features heavy orchestral soundscapes blended with futuristic musical sound design.

Inon’s iconic themes and avant-garde scores for the Fallout series have been described as “sophisticated and atmospheric” (Classic FM) and received two BAFTA nominations. His best-selling soundtrack for Fallout 4 is celebrated as one of the best original video game scores by BAFTA, The Game Awards, and Classic FM. Recently, his original score for The Elder Scrolls: Blades received top honors at the Hollywood Music In Media Awards.

Classically trained with a flair for powerful, melodic orchestral writing, Inon conducts and records world-class orchestras and his music is also performed in symphonic concerts. He has produced and collaborated with artists including Florence + The Machine and is signed to Sony Music with his debut major-label album release Into The Storm.

Inon’s upcoming soundtracks include a neo-classical and multi-ethnic score for Syberia: The World Before (Microids), as well as several other major projects currently in development.

Find out more about his work at www.inonzur.com.


 
• How did you get started in the composing industry? What was your first game score and what was that experience like for you?

After I relocated to the United States from Israel and finished my music studies at the Dick Grove School of Music and UCLA, I had a few opportunities to compose music for student films; one of them was featured at the Sundance Film Festival.

So for my first game, I composed a Klingon opera!

Professionally, I started my career in television and film, composing hundreds of TV episodes for Power Rangers, Digimon, and Escaflowne on the Fox Family channel. In 1997, I got my first invitation to score for video games which was for Star Trek: Klingon Academy. It was a great experience that opened up a whole new world to me as I was always passionate about recording with live orchestras and games provided this opportunity. So for my first game, I composed a Klingon opera!

 
• Any advice you’d share on how to land a composing job in the game industry?

In today’s industry, you need to diversify your efforts in many directions in order to land a gig. First off, you need to be trained and capable in composing, since the competition is fierce.

Then, you need to concentrate on 3 main areas:

1. Develop personal relationships with people in the industry that trust you and can give you an opportunity. Usually, if you form a successful working relationship, this will lead to more jobs with the same people, and can launch your career.

…you need to think about ways to expand your outreach to people.

2. Be creative in connecting your social media to your job search. You have to be very active, but not in posting meaningless info. Rather, you should try to show your capability and your experience, as well as showcase your music as much as possible. Obviously, you need to think about ways to expand your outreach to people.

3. Be very active at conventions, conferences, societies and other industry events that can give you visibility and start endorsing you in the industry. Don’t miss a chance to introduce yourself to the industry and be prepared to have an impressive presentation of your music when the opportunity arises. That includes the best demo reel you can create, a smart and simple website that shows everything about you and your abilities, IMDB page and any other online presence that can support you and your quest.



Outriders: Inon Zur - The Music of Outriders [PEGI]


Special feature on the music of Outriders with Inon Zur

 
• What were some essential lessons you’ve learned throughout your career?

1. Never say no to a gig.

2. Always deliver on time and on budget.

3. Be a team player with the studio, understand that the production is the most important thing, and your music is just there to support it.

4. Learn to accept criticism, don’t argue when the producer calls for changes, just do what they want because usually they really know what they need for their project.

Learn to accept criticism

5. Always try to come up with new and interesting materials, don’t fall into the usual “go-to” musical schemes and solutions. Remember that your team expects you to create something which will be unique to their project, so you need to work hard to develop a special music signature and soundscape for every project you are working on.

6. Make sure that your contract is well-negotiated, and your legal rights are being respected. Never give up your music credit and make sure you can always collect at least the writer’s shares for your music.

7. Be fun to work with. Producers really like to have a good personal relationship with their composer, so make sure you respect that.

Try as much as you can not to complain

8. Try as much as you can not to complain, even when things are not exactly going in the direction you imagine they should go. Always look at the big picture when it comes to your working relationship with the company.

9. Last but definitely not least: enjoy what you do. This will be reflected in your music.

 

Highlights from A Sound Effect - article continues below:

 
  • Cinematic & Trailer Sound Effects Cinematic World Play Track 600+ sounds included $99
    Cinematic World┃SFX Library┃Trailer

    This cutting-edge library was created in collaboration with several award-winning sound designers, whose credits include Disney+, Diablo 3, The Outsider, Soul, Starcraft 2, Heroes of the Storm, Hearthstone, Assassin’s Creed Valhalla, Mortal Shell and many others.

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    All sound effects come in 24bit 96kHz, including detailed naming conventions and rigorous Soundminer-embedded metadata.

    All source sound effects were recorded with professional high-end equipment, including Sound Devices 788 with ORTF setup of Sennheiser MKH 8040’s and MKH 8050, as well as Rode NTG8, LOM Elektrosluch, DPA 4060 and Sony PCM D100.

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    RT Sonics’ libraries are awesome and irreplaceable – not only do they feature ready-to use-designed assets that stand out from the crowd, but also have immaculately recorded construction kits that I keep coming back to! You can tell that these libraries are created by sound designers, for sound designers.” –

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    Cinematic World features:

    Heavy Hits, Low Hits, Pulses, Clock Loops, Mech Suit Buildups and Weapons, Strings, Risers, Pings, Car Whooshes, Monster Roars, Bass Drops, Braams, Whooshes, Whoosh Hits and much more.

  • Dark ERA, ancient pagan music and the sound of the Vikings

    With Dark ERA, Eduardo Tarilonte – the master of mystical sounds – leads us back into the dark age where legends were born and where old northern gods still determined the fate of mankind. This library allows you to discover sounds to which the vikings and other already forgotten cultures and tribes were celebrating and singing their myths.

    The fascinating sound of Dark ERA ranges from the transcendental drones of the ancient stringed-harp Tagelharpa to the unmatched grace of the gut-stringed Lyre to the distinctive and characteristic sound of the Nordic bone flutes and the overtone flute Fujara. Goose bumps are guaranteed with the sound of war horns such as the wooden Lur, thunderous mighty percussion, a full ensemble of frame-drums as well as mystical throat chants.

    These instruments are complemented by an impressive collection of pulsating pads and atmospheric soundscapes which evolve over longer periods. These unique sounds ensure that Dark ERA can clearly be regarded as the next masterpiece created by Eduardo Tarilonte.

  • RAW CELLO FX features manipulated and mangled cello sound effects designed to provide the full character of the instrument and harmonic richness in order to create a completely unique set of organic samples between music and noise, intimate and vivid bold sounds expanding new possibilities out of this instrument.

    Different techniques and less-than-conventional microphone placement have been used to create gorgeous harmonics and a wide array of interesting sounds. We “played” with fingers and hands, different bows against the strings, objects and kitchen utensils, bowing, scraping or hitting single and multiple strings or parts of the wood body. 

    The collection features designed hits, bow, crescendo, screech, woosh, swell, bonus fx folder and is ready for trailer and soundtrack projects.

     

     

  • Realtime Pitchshifting PlugIn version 2!

    Elastique Pitch is the real time pitch shifting solution for RTAS, VST, AU and AAX. Powered by zplane’s élastiquePro pitch shifting engine which is used by millions of end users around the world, the plugin ensures the highest, program independent pitch shifting quality.

    Elastique Pitch focuses on the essential things: you won’t find any unnecessary or confusing controls or functionality. Instead, the plugin offers you quality, stability, and ease of use.

    In the second edition we´ve added a feedback delay and the infiniSTRETCH function of the new élastiquePro v3 engine. Both make it easy to use Elastique Pitch in a more creative way.

    The key features of Elastique Pitch V2 are:

    • multi channel: support for synchronous pitching of up to 8 audio channels
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    • phase coherence: absolute phase stability between all channels
    • MIDI input: for pitch control
    • formant shifting: shift formants independent from pitch
    • factory presets: for typical film pull-ups/pull-downs
    • AU, VST, AAX and RTAS support for Mac & PC

    technical specifications

    • audio format: 1-8 channels (I/O), 44.1-192kHz sample rate
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    • pitch range: ± 12 semitones = 50-200%
    • timbre range: ± 12 semitones = 50-200%
    • plugin latency: 150ms @48kHz
    • min. system CPU: 2GHz
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    • Host: Pro Tools > V8

    DOWNLOAD THE DEMO HERE
    WIN | MAC

  • A crush on music

    Distortion and saturation play a very important role in music production. From subtle, clean and warm tube or tape saturation to the wildest multiband guitar amp effects: FabFilter Saturn 2 delivers.

    Saturn 2 introduces a host of new features such as a redesigned interface with modulation visualization, new subtle saturation and linear phase processing for mastering, many new distortion styles, and more.


    Warmth, harmonics, color and dynamics

    FabFilter Saturn 2 offers a range of different high quality distortion models, inspired by the vintage sound of tubes, tape, transformers and guitar amps. In addition, you get five creative FX distortion styles to mangle your sounds in weird and unexpected ways.

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    Bring your sounds to life

    Add life and depth to your music using the extensive modulation section. By applying subtle modulation to crossover frequencies, dynamics, band levels or tone controls, great warmth and definition can be achieved.

    With all the XLFOs, EGs, XY controllers/sliders, envelope followers and MIDI sources you will ever need, you get practically unlimited modulation possibilities. Creating new modulation connections could not be easier: just drag and drop. And Saturn 2 visualizes all modulation in real-time to show exactly what’s going on.

    FabFilter goodies

    Finally, FabFilter Saturn 2 contains all the usual FabFilter goodies: perfectly tuned knobs, MIDI Learn, Smart Parameter Interpolation for smooth parameter transitions, interface resizing and full screen mode, support for Avid control surfaces, GPU-powered graphics acceleration, extensive help with interactive help hints, SSE optimization, and much more.

  • Animal Sound Effects Collections Animal Hyperrealism Vol I Play Track 290+ sounds included $170

    Animal Hyperrealism Vol I is a library containing sounds themed animal vocalisations, from real to designed creatures totaling more than 1300 individual sounds in 290 files.

    The sounds were partly recorded with animals trained for media production, partly recorded in zoos and wildlife centers. The asset list includes but is not limited to: african lions, bengal tigers, horses, donkeys, cows, exotic birds, owls, bobcats, pumas, dromedaries, wolves, dogs, geese, lemurs, gibbons and many more.

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    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • Cold Weapon Sound Effects Swordfighter Play Track 479 sounds included $25

    Swordfighter is a robust package with sharp sounding swords, heaps of variations and all the extras you need to make a fight come alive. Build unique sword swings with various hits, swooshes, schings, different fighter vocals and impacts on various surfaces. All up there are 137 sword sounds, 93 surface impact sounds, 15 knife throwing sounds, 48 swooshes and 180 fighter vocals.

    This version includes two sub-folders: one optimised for a film & TV workflow and the other optimised for video games workflow. Plus a few bonus sounds of a charging army.

  • Genres Vintage Anime SFX Play Track 350+ sounds included $69

    The Vintage Anime Sound Effects Library brings all of the excitement of your favorite Japanese animated series to your fingertips. Inspired by classic cartoons from the 80’s and 90’s, these recognizable and versatile sounds will instantly enhance any FX collection. Vintage synths were used to create the auras, beams, mecha blasters, atmospheres, magic spells, guns, sonic blasts and explosives that makeup this pack of over 350+ custom 24bit/96khz .WAV files. Perfect for film, video games, podcasts and any project that could benefit from a power up!

    Both designed sounds and source recordings:
    • Classic anime sfx from the 80’s and 90’s

    • Auras, mecha, beams, blasters, spells, explosives and more! 350+ sounds!

    • Tons of source material for experimentation

    • Expert crafted metadata

    • Vintage Anime PDF

  • Creature Sound Effects WINGS Play Track 1444+ sounds included From: $99

    We are extremely proud to present our first library, WINGS – a one-of-a-kind sound library.

    From tiny insects to small birds, from fairies to dragons, WINGS offers a creative palette with a diverse range of sounds to choose from.

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    When purchasing WINGS you get 2 packs, our Design category that includes 180 files and the Source category that offers more than 1200 sounds. Featuring the very best of our foley sessions.

    All single flaps have been careful edited, allowing for unique speed or rate adjustments.

    Pick your preferred version at the introductory prices below:


Need specific sounds, instruments or plugins? Try a search below:

 

 
• Any favorite tricks and workflows tips that help when composing for games?

The most important step is to have for yourself the best technically-equipped studio you can afford. Don’t save on assets, since they will make your job easier. Make sure you have a ready-to-go midi template for many musical styles to call upon so you can just pull up the appropriate midi palette and get going. It will save you time.

Learn to understand the musical world in gaming.

Learn to understand the musical world in gaming. There is specific terminology employed within the industry, and you need to know all about that and how it works.

If you want to be even more proactive you can learn programs like Wwise which is an implementation program. This way you can present yourself as a composer and an audio director. For smaller games, this could come in very handy.

Be sure you are familiar with the game including all the related information to the story, so you can compose music that will be appropriate and enhance the game.

 
• What are your favorite sites and resources for composers?

Anything that can enrich your knowledge and boost your inspiration. Usually, YouTube will do the job. You can also go on composer and industry forums. It never hurts to read what’s new and what issues other composers are dealing with.

 

Above all, it is important to just be a decent human being.

• What’s one special thing you did to become a successful composer?

I would have to say it was not one single thing. It is a combination of all that which I mentioned that helped me pave my way in the industry. Above all, it is important to just be a decent human being. Be kind to others, even if they are your direct competition. Hard work and dedication are a must 100% of the time!

 

A big thanks to Inon Zur for sharing his valuable insights with us!

Read more interviews in the Composer Success Series:

Charlie Clouser – composer on the Saw franchise, Fox’s Wayward Pines, CBS’s Numb3rs, & NBC’s Las Vega
Sherri Chung – composer on The CW’s Batwoman and Riverdale, NBC’s Blindspot, and CBS’s The Red Line
Cindy O’Connor – composer on ABC’s Once Upon a Time
Inon Zur – composer on Fallout, Dragon Age, Prince Of Persia, Outriders, and The Elder Scrolls.
Pinar Toprak – composer on the Captain Marvel, The Wind Gods, and The Tides of Fate
Nainita Desai – composer on The Reason I Jump, American Murder, and For Sama
Jonathan Snipes – composer on A Glitch in the Matrix, The El Duce Tapes, and Murder Bury Win
Gareth Coker – composer on the Ori franchise, Studio Wildcard’s ARK: Survival Evolved, & the upcoming Halo Infinite.
Jason Graves – composer on Dead Space, Tomb Raider , Moss , and more.
Peter McConnell – composer on Hearthstone: The Boomsday Project, Broken Age Act 2 (2013), and Psychonauts 2.
Winifred Phillips – composer on Lineage, Assassin’s Creed, Total War, God of War, The Sims, and LittleBigPlanet.
Ronit Kirchman – composer on Evil Eye, Limetown, and The Sinner.
Zach Robinson – composer on the Impractical Jokers movie, the documentary series Artbound, Quibi’s Die Hart, Norwegian comedy The Oilfund, Josie and Jack, and the video game Cobra Kai: The Karate Kid Saga Continues.
Elyssa Samsel and Kate Anderson – composers on “The Book Thief,” “Between the Lines,” & Disney Animation’s Olaf’s Frozen Adventure
Daniel Kluger – composer on the play “The Sound Inside,” “Oaklahoma!” (2019), & “Judgement Day”
Alec Puro – composer on Wicked Tuna, Black Summer, The Crew, Running Wild with Bear Grylls, and more.
Ariel Marx – composer on American Horror Stories on FX, Children of the Underground mini-series on FX, Hulu em>, and the Roku Original docu-series What Happens in Hollywood.
Matthew Earl – composer on Virtual Reality games/experiences such as the Star Trek: Dark Remnant and Men in Black: Galactic Getaway VR simulation rides.
Zach Robinson – composer for the Evermore Adventure Park, Knott’s Berry Farm, Queen Mary Chill, Dreamland (UK), Los Angeles Haunted Hayride, Dent Schoolhouse, and The Void 4D virtual reality games.

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BONUS: Expand your skillset with the free Sound Success Guide:

Sound Success GuideWant to branch out beyond composing? Learning new sound skills can open up opportunities for additional revenue – and with the (entirely free) 60+ page Sound Success Guide, you get insights from 20 industry experts on how to get started and succeed in 18 different types of audio jobs:
 
Click to download (.zip)

Click to download(.PDF)


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