Composer Success Series Games Composer Peter McConnell Asbjoern Andersen


Want to make it as a game composer? In this interview, you'll hear what it takes to get started and succeed in composing for the game industry, from multi-award-winning composer Peter McConnell, known for his scores on Blizzard Entertainment's Hearthstone: The Boomsday Project, Double Fine Productions's Broken Age Act 2 (2013), and Double Fine's Psychonauts 2.

As a composer at LucasArts, he also worked on legendary series like Monkey Island, Indiana Jones, and Star Wars, as well as Grim Fandango, and Full Throttle.


By Jennifer Walden and Asbjoern Andersen, images courtesy of Peter McConnell
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The Composer Success Series – and what it’s all about:

The Composer Success Series is dedicated to helping you succeed as a composer – offering inspiration, advice on getting started and advancing your career, creative tips and tricks, helpful resources and lessons learned, from some of the industry’s most successful composers for film, games and beyond.
 

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More interviews in the Composer Success Series:

Charlie Clouser • Sherri Chung • Cindy O’Connor • Inon Zur Pinar Toprak • Nainita DesaiJonathan SnipesGareth Coker Elyssa Samsel and Kate Anderson Daniel Kluger Jason Graves Ronit KirchmanZach RobinsonAlec PuroWinifred Phillips Ronit KirchmanZach RobinsonAlec PuroAriel MarxMatthew EarlChristopher Thomas

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Peter McConnell:

Peter_McConnell-1

Award-winning composer Peter McConnell is a member and former governor of the San Francisco chapter of the Recording Academy, a member of ASCAP and a founding member of G.A.N.G., the Game Audio Network Guild.
He was born in 1960, the oldest in a family of five. His father was a Presbyterian Minister. Growing up, they lived in Switzerland, Kentucky, Kansas, and New Jersey before Peter went to college at Harvard, taking a couple years off along the way to complete the switch from physics to music. He moved to the San Francisco Bay Area in 1990, married to a teacher, and has two children, ages 13 and 15. Everyone in his family is a budding musician in one way or another. Peter loves all kinds of music and his favorite instruments to play are electric violin, acoustic guitar and 5-string banjo.
Learn more about Peter’s work and awards at petermc.com


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

I got started kind of sideways. More than 30 years ago, I was just out of college, where I had started out studying math and physics and ended up graduating with a music degree. Mostly on the strength of the math background, I got a job writing audio software for Lexicon, a Boston Area-based maker of high-end effects boxes for musicians and studios. I was later joined by my friend and classmate Michael Land, and Michael and I played in a band together, along with Michael’s childhood friend Clint Bajakian. We came up with a loose plan to go out to San Francisco and start a band.

Mostly on the strength of the math background, I got a job writing audio software for Lexicon, a Boston Area-based maker of high-end effects boxes for musicians and studios.

Michael got to the Bay Area first, and landed a job at what was then called LucasFilm Games, to start their audio department. By the time I got to the Bay Area, the band idea had kind of fizzled out, but Michael needed help developing a new music system — and to write music for it. I jumped on the opportunity: imagine, not only doing cool audio tech, but actually getting paid to write music!

As LucasFilm Games grew into LucasArts, I transitioned to writing more and more music and doing less technical work. My first game score was Monkey Island II: LeChuck’s Revenge , released in 1992, which was a collaboration with Michael and Clint, and featured Michael’s iconic themes.

That was followed by musical collaborations on Day of the Tentacle, Indiana Jones: Fate of Atlantis, and Sam & Max Hit the Road. My first project as lead composer — and my first work with Tim Schafer as Project Leader — was Full Throttle in 1995, followed by Grim Fandango in 1998.

…my career grew out of a very slow process of building on working relationships to take on increasingly challenging composition projects.

I left LucasArts in 2000 to compose independently and work on an internet media startup with Michael. The media startup failed spectacularly, but I was able to compose music for Psychonauts 2 for Tim Schafer, who had also left LucasArts in 2000 to form Double Fine Productions. I also wrote music for Sly Cooper 2, 3 and 4, Brutal Legend, Kinectimals, Plants vs. Zombies 2and PVZ Garden Warfare, and I continue to write music for Hearthstone.

In short, my career grew out of a very slow process of building on working relationships to take on increasingly challenging composition projects.

 

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

Obviously things are a little different now than when I got started. In the early ’90s, if you said you wrote music for games, people would say, “Oh, you mean bloops and bleeps.” Nobody says that any more. The stakes are so much higher: the production value, the budgets, the size of the teams, and the list goes on. Thus, the ways to enter the business have become more formalized, and the hurdles more numerous. So it can be daunting now in different ways than it was for me.

…the path to success may not be obvious. Know what you bring to the table and be on the lookout for any situation that allows you to play to your strengths.

The good news is that there are also many more developers than when I got started, and opportunities abound for young composers to work on small indie projects. And if you are in that position, bear in mind that the path to success may not be obvious. Know what you bring to the table and be on the lookout for any situation that allows you to play to your strengths. Or as a very successful performing musician friend of mine once said: there are as many ways to make it as people who have made it.

 

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

Very simply, you want to be the person people want to work with.

Have a great attitude.

Be on time.

… do the very best you can for each and every project…

Be organized.

Know your tools.

Take criticism gracefully.

And do the very best you can for each and every project, given the resources available, because you never know who will hear a title with your work in it, no matter how small.

 

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

I think that tricks and workflows vary a lot from person to person. For me, much of it has to do with timing: knowing when I am most productive (usually first thing in the morning or late at night), setting up tracking structures to keep me focused on production work and away from busy work, that sort of thing.

I track all of my waking hours in a Google spreadsheet down to 15-minute increments.

I have to admit I am a bit obsessive on this last point, as I track all of my waking hours in a Google spreadsheet down to 15-minute increments. That’s all waking hours — every day, 365 days a year, including vacation time. I would be the first to admit it’s not for everybody, but it works for me. So much of being a composer involves things that aren’t composing.

Regarding my technical setup, I run Pro Tools 12 on a fully loaded 2013 Mac Pro, driving Vienna Ensemble Pro on the same machine. I got the spec from a friend in L.A. who is a composer for TV and film. In VE Pro, I run a number of Spitfire libraries, which are loaded with custom Kontakt scripts that allow me to switch quickly between articulations using MIDI controller switches on a little Korg Nano that I operate with my left hand while playing the keyboard with my right. That way I can switch between, say, legato, staccato and pizzicato strings without stopping the melody line.

…custom Kontakt scripts…allow me to switch quickly between articulations using MIDI controller switches on a little Korg Nano that I operate with my left hand while playing the keyboard with my right.

I got the basic flow from Beijing-based composer Seth Tsui, who used to work for Hans Zimmer’s Remote Control group, among other studios. He showed me how to set up the key switches in a Kontakt script. I have to say am not a big fan of key switches (they clutter the tracks and can cause confusion when it is time to orchestrate), so I modified the script to use controller switches instead.

 

• What are your favorite sites and resources for composers?

Vi-Control is a fantastic forum. It’s my go-to site when I have a problem and need the perspective of folks who are doing serious audio and composition work every day.

I also keep a copy of Rimksy-Korsakov’s book on orchestration handy.

Robert Puff has great blogs and columns on how to deal with orchestration in Sibelius.

I also have a network of friends who are musicians and audio engineers.

 

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

One of my fellow engineers at Lexicon, who is a musician and concert music composer, once gave me the following advice: if you really love something, no matter what you are doing for work, be sure you do that thing that you love at least an hour a day — preferably the first hour. I took that advice.

As a footnote, that engineer went on to design the Phoenix Reverb and effects programs, which he recently sold to iZotope, and I’m pretty sure he spends all his time composing now.

 
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[tweet_box]Peter McConnell on what it takes to get started & succeed in composing for Games[/tweet_box]

 

Highlights from A Sound Effect - article continues below:

 
  • Cinematic & Trailer Sound Effects Cinematic World Play Track 600+ sounds included $99
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    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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  • Dark ERA, ancient pagan music and the sound of the Vikings

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  • Realtime Pitchshifting PlugIn version 2!

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    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.

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    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!

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  • 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.

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    With over 1400 files (more than 4 GB for the 192 kHz version ) we’re confident you will find the perfect sound.

    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.

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A big thanks to Peter McConnell for sharing his valuable insights with us!

Want the free Composer Success Series e-book as soon as it’s released? Sign up to be the first to get it here

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
Ronit Kirchman – composer on Evil Eye, and Limetown
Zach Robinson – composer on Cobra Kai, Impractical Jokers, and Artbound
Alec Puro – composer on The Fosters, Black Summer, and Mall
Gareth Coker – composer on the Ori franchise, Studio Wildcard’s ARK: Survival Evolved, & the upcoming Halo Infinite.
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”
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.
Ariel Marx – composer on American Horror Stories on FX, Children of the Underground mini-series on FX, 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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A Sound Effect gives you easy access to an absolutely huge sound effects catalog from a myriad of independent sound creators, all covered by one license agreement - a few highlights:

  • In the quiet narrative of spaces, doors play a pivotal role, their sounds marking transitions and moments of privacy. The click of a lock on a wooden door, the gentle sweep of a corridor door opening and closing, and the tactile feedback of an entrance handle offer a sense of security and belonging. The unmistakable sound of a key turning in a lock, the soft thud of a closet door, and the distinctive clinks of lock mechanisms punctuate the silence with intention. The smooth hiss of a hydraulic door contrasts with the creak of an old wooden apartment door, each adding its own chapter to the story of daily comings and goings, encapsulating the essence of threshold moments in the fabric of everyday life.

  • In the realm of echoes and reverberations, metal doors and their components orchestrate a symphony of industrial sounds. The action of using a door handle, whether it’s the lighter click or the heavier clunk, sets the stage for the ensuing creaks and clangs of metal doors swinging open or slamming shut. The eerie screech of metal on metal, the clattering of a metal grid being opened, and the definitive shut of a metal locker add layers of depth to this auditory landscape. Knocking on a metal door introduces a rhythm, punctuated by the intricate movements of metal mechanisms at work. Each sound, from the subtle to the resounding, tells a story of passage, security, and the cold touch of metal in motion.

  • Cinematic & Trailer Sound Effects Fight Fury Vol 1 Play Track 192 sounds included $15

    Prepare for combat!

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    Preview
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    Movements include:
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    More about the pack
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    Documentation
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Explore the full, unique collection here

Latest sound effects libraries:
 
  • Welcome to the world of HOME STORAGE, where every nook and cranny holds the promise of organization and order. From the smooth glide of drawers to the sturdy click of cupboards and cabinets, each sound speaks of hidden treasures waiting to be discovered. Whether it’s the practicality of a bathroom cabinet, the functionality of a toolbox, or the versatility of cases and containers, this collection encapsulates the essence of HOME STORAGE, offering a symphony of sounds to accompany your daily routines.

  • Step into the world of gastronomy with this eclectic collection of sounds that capture the essence of culinary experiences. From the gentle clink of a small drink bottle to the indulgent drop of chocolates, each sound evokes the pleasures of indulgence. Hear the refreshing shake of water, the enticing pour of syrup, and the distinct pop of a cork opening, adding depth to your auditory landscape. The rattle of a garbage can, the subtle click of a spice jar opening and closing, and the crisp fizz of a soda being opened complete this diverse array of gastronomic delights, offering a rich tapestry of sounds for any culinary-themed project.

  • Gore Sound Effects Gore Play Track 1450 sounds included $79

    Plunge into the chilling depths of auditory horror with this meticulously crafted collection. From the harrowing snap of bone breaks to the precise sound of blades dissecting, each element has been captured to evoke a visceral reaction. The unsettling crunch of insect crush, the sharpness of knife stabs, and the organic tear of celery mimic the sounds of flesh and bone with disturbing accuracy. Innovative techniques, such as cereal crunched within leather and the crack of walnuts, alongside the thud of gore impacts, create a rich palette of macabre sounds. Ideal for creators seeking to imbue their projects with a sense of dread and realism, these sounds offer an unparalleled journey into the heart of horror. This expansive library offers both raw, unaltered sound recordings for ultimate creative control and expertly designed sounds ready to elevate any project.

  • Indulge in the sensory delights of culinary exploration with this collection of food foley sounds that evoke the essence of gastronomic experiences. From the gentle rustle of rice grains to the satisfying squish of flesh, each sound transports listeners to the heart of culinary creation. Experience the playful shake of cereal and the rhythmic scrape of salad ingredients, accompanied by the crisp texture of onions, cucumbers, grapefruits, and oranges. Delve into a world of culinary creativity as these sounds come together, inviting audiences to savor the richness of food and the joy of shared meals.

  • Step into a world of immersive sound with FOOTSTEPS 02, our sequal diverse collection that captures the essence of movement across various terrains. From the disciplined rhythm of military marches to the squelching of mud and the soft shuffle of crowds walking, each sound transports listeners to different environments. Experience the solid echo of footsteps on stone, the rustling of leaves in a forest, the creak of wood underfoot, and the crisp crunch of footsteps on ice, offering a versatile palette of sounds to enhance any project requiring lifelike footstep effects.


   

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