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Dune Awakening - The Sound of Arrakis Soundtrack Behind-The-Scenes Video
GRYOnline.pl
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3/25/2025
Category
🎮️
Gaming
Transcript
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00:00
The most important thing music lends to a game is the emotional part, and this is something
00:20
music does better than any other thing.
00:30
Sound is 50% of the experience, you can play a game without sound, but sound will convey
00:36
the emotions that we have written and planned for, it connects the unconnected.
00:50
We are approaching launch, and I'm here in London to watch the beautiful soundtrack
00:57
being recorded at Eyre Lindhurst.
01:00
It's been in my mind since the very beginning that we have to try and record this at Eyre.
01:11
The sound of the hall is, in my mind, it's the best place in the world to record, and
01:15
also the sense of scale that it lends to a production like this is exactly what we need.
01:21
It gives us this huge sound that we cannot achieve anywhere else.
01:26
The other thing that is equally important is the level of the musicians here.
01:32
It's a level of perfection that you don't really encounter very much.
01:36
Being there and hearing the songs has been a fantastic experience, I'm looking forward
01:40
to get all this great music into the game.
01:45
When Aril first approached me with this project, he said it was Dune, and I got very inspired
01:52
to work.
01:53
I could see so many things that we could do with the music.
01:56
It is always a bit of a challenge to work on something that other people have worked
02:01
on before you.
02:02
Hans Zimmer's score from the films is spectacular music, and you have to take that into consideration
02:09
when you're working on the same IP.
02:11
Knud is particularly interesting.
02:14
He has great anthemic songs, and it was natural for me to get in touch with him when we started
02:19
this project.
02:20
So we experimented quite a bit in the beginning.
02:25
The Dune books, there is fantastic lore.
02:28
It's an established universe in every way, but it also has these limitations.
02:34
There's no computers, there's no gunpowder in the world, it's not the typical digital
02:42
sci-fi slick soundscape you're used to in many games.
02:46
In the game, you can be anyone you like, you can belong to any faction, so there are very
02:51
few areas and situations in the game that are purely Atreides, purely Harkonnen, purely
03:00
Fremen.
03:01
So, you have to approach it in a different way.
03:06
Knud is a classical composer.
03:08
He composes for orchestra, but we started out experimenting with synthesizers, and that
03:13
was a really fun exercise to see what he would come up with.
03:16
We definitely wanted these heavy synths, broken up brass, and huge arcing strings.
03:23
Arrakis is just a huge, open landscape.
03:27
Ice cold at night, burning hot at day, you're alone as a player, and we really needed the
03:32
music to fit and work with the landscapes.
03:36
We came up with pillars for what we wanted to achieve.
03:40
One of the pillars we wanted to use was flow, which means how sound needs to flow over time,
03:47
not be too intrusive.
03:49
The next pillar was information.
03:52
Information is very important to players, and sound plays a big part of that.
03:55
The last pillar is evocation.
03:57
We want to evoke feelings with our sound design.
04:01
From the very beginning, we decided that the music should be written in D.
04:07
D because it's very practical to write in, with everything recorded in the same tempo,
04:14
in the same key.
04:15
We have different parts, we have different layers.
04:18
Suddenly, we have endless possibilities for variation.
04:24
The deliveries from Knud are delivered in stems, which are interchangeable and layered,
04:30
so we can play around with it and adapt naturally to any situation.
04:38
What we might start with is ambient music, supporting the normal game scenario, a player
04:43
walking around, maybe building, doing survival gameplay, just beautiful music to support
04:50
the visuals.
04:51
Then, suddenly, a war might appear, or you might be attacked by a terrible scavenger.
04:58
We need the music to change fast.
05:01
We have a traditional adaptive music system, where we use horizontal layering, vertical
05:06
layering, to do that.
05:13
On this project, I've been able to do a lot of creative things with the music that I haven't
05:18
been able to really work with before.
05:21
It allowed me to step out of the box of traditional orchestral thinking, and explore a much bigger
05:29
musical world.
05:35
Windsack is an interesting track.
05:38
The vocalist is very central here.
05:41
The singer in this track, she represents Mother Arrakis, the voice of Arrakis.
05:47
She's the voice of the desert.
05:49
It doesn't become music before you put a human in there, and that human makes it music.
06:00
And every now and then, you meet a performer that can really elevate your music and your
06:08
intentions.
06:09
You just feel in awe.
06:11
It's like a religious experience.
06:14
It's just there.
06:15
You cannot really imagine how you could write it down, because you can't.
06:19
You cannot write this down.
06:21
You rely on someone that can actually bring it to life.
06:27
We are extremely happy that we were able to do this here, and with these people.
06:32
The musicians are such a high level, that you cannot really get that anywhere else.
06:39
It's been an amazing experience, and it's elevating our game to a different level.
06:51
In terms of iconic sounds, we try to do what we think is right, and you never know what
06:56
will become iconic.
06:57
It can be a small sound, it can be a UI sound, reminding you of a sandstorm approaching.
07:01
There's the worms, which are maybe the most iconic part of the books.
07:06
It's been very interesting to work with these worms, and try to come up with our own soundscape
07:10
for them.
07:12
In the books, they are described, I mean, sound-wise, as just hiss.
07:16
Hiss of sand.
07:18
What you will hear when a worm approaches, is you might hear your vehicle shaking, your
07:24
building shaking.
07:25
Sandworms are divine environmental creatures, not monsters.
07:31
They will breach through the ground, and make huge, breathy screams, but still we try
07:36
not to make them too monster-like.
07:45
Sound is increasingly important in this type of games, and in general today, I think it's
07:50
more respected than ever.
07:51
You have the technical aspects, where sound needs to convey information.
07:56
Sound design can tell you what's inside a box, what's the technology behind this.
08:01
We want players to be able to close their eyes, and just listen to the soundscape, and
08:05
the wind, and what's going on, to understand where they are.
08:09
Whether it's in Sheol, which is a radioactive area, the Red Desert, which is known as Vermilion's
08:15
Gap, or the opening area, Hagerbass in the South.
08:19
It's truly wonderful to work with sound, and have a great team to work with, and such an
08:23
amazing IPS dude to explore.
08:32
The most important function of music in visual media is to lend emotion to the visuals, and
08:39
this is something music does better than any other thing.
08:43
Another very important function of the music is to create a sense of time and space.
08:48
What it does for the game, is that it helps transport the player into a new universe,
08:54
to a strange new world, to the world of Dune, to Arrakis.
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