
How did you meld the more fantastical sound typically associated with fantasy and magic with the more modern and industrial sound typically associated with shooters, if at all? Those are my kind of comrades, and they needed some hard-hitting fire combat music to go to war with. Iron sharpens iron and I enjoyed the challenge of developing the music experience of this new IP. Zendara and Grand Magnus Kirkan are dare-you-to-mess-with-us, epic, and intelligent, you’re-lucky-to-kill-bad-guys-beside-us kind of ladies. I also found connection and inspiration in the epic women warriors of the game these are no run-of-the-mill video game girls. When I saw pictures and scenes of the spacious detailed landscapes, I felt drawn to create spacious captivating compositions. The world of Aveum drew out new things from me as a composer. JK: I honestly would have never composed this style of music if Aveum hadn’t been created so beautifully by the artists. At times this would be in more of an ambient flavor, and at other times this might be more melodic and structured.

Once we determined what sort of flavor and style we wanted for an area, we just got creative and let loose in the studio. Each level has a unique feeling and spurs imagination and creativity just by being there. Aveum is a breathtaking world with incredible vistas and locations to explore. Hodges: Honestly, the game itself was the primary inspiration for the score. Where did you find inspiration for the game's music? The music is a big combination of different styles and genres and lots of different instruments. That was the core focus of the score, but it certainly has other interesting elements to it. Tom Hawk: The way the vision for the score was described to me by Aubrey was fantasy orchestral music meets aggressive modern electronic/industrial music. Those tones are foundational to guide the player to feel grounded in Aveum as they explore and enjoy the mystery of this new world.

I was drawn to the deep richness of an instrument called a bass ocarina which has warm low earthy tones. One organic soundscape you will hear throughout the game is a variety of woodwind textures, especially in ambient exploration pieces. I easily get bored with the same old, same old score techniques and sounds, so Immortals of Aveum is an eclectic mix of modern sounds and experimental textures combined with classical elements used in interesting ways. Jamie K: My goal was to create a new musical and sonic experience that would feel fresh to listeners. We wanted to provide a soundscape that allowed all sorts of interesting and captivating sounds to fuel the imagination and excite your ears. Flavors of hip-hop, orchestral, electronic, chill, ambient, industrial, and a few others all come together to form a cohesive experience and immerse the player into a world that feels unique and, at times quite unexpected. How would you describe the score and/or soundtrack of Immortals of Aveum?Īubrey Hodges: The score for Immortals of Aveum is a hybrid of several genres that have been fused together to create a very wide palette of sonic texture and style.
