When composer Sean Murray''s father,
actor/director Don Murray, came home
one day after working with composer Brad
Fiedel on the film Damien''s Island, Sean
was taken in by the sounds coming from
the Moog synthesizer on the score mockups.
With those audio clips reverberating
in his head, Sean Murray started to
learn all of the themes on the piano.
“That made me much more interested
in the role of the score in movies,” Murray
says, “and I decided that I wanted to
be a film composer.” Working out of his
360-square-foot personal studio, Murray
has attacked the scores for such films
as Junkyard Dog, Kill Speed, and Hidden
Camera; TV series such as Buffy the Vampire
Slayer and Knots Landing; as well
as videogames, including his latest, Call
of Duty: Black Ops.
How does your approach to composing
music change when working on different
types of media?
You definitely have more time working
on a videogame than a film. A feature-length
film will give you anywhere from
10 days to two months to write an entire
score. Videogames take a couple of
years for a studio to produce. That being
the case if you get involved early, as I
did on both Call of Duty: World at War
and Call of Duty: Black Ops—you can
work at a somewhat slower pace, giving
you more time to experiment and
get inside the essence of the project.
On both games I worked for almost a
year on them, so I knew the material
pretty well.
What are you recording to?
I''m using Cakewalk''s SONAR X1 for all
of my MIDI, audio recording and production.
SONAR X1 hosts my extensive plugin
array with programs like Kontakt 4,
Play, and Reason. I use three more dedicated
PCs running Giga Studio. My outboard
synths that I use extensively are
Korg M1; Roland D-50, JV1080, and R-8
M; Emulator II; Yamaha TX802; Kurzweil
K2500 and K2000; Akai S6000; Kawai
K5m and an Oberheim DPX1. Yes, I love
my synths!
My mixing board is a Mackie D8B digital
console using Mackie and TC Electronics
reverbs. I run my mixes analog
out to my Pro Tools rig for master mixing
and stem delivery. The Pro Tools rig is
the only Mac computer in my system.
I use Mackie monitors in a 5.1 surround
setup. I''ve been mixing most of
my scores in 5.1 since 2000.
You just completed Call of Duty: Black
Ops. How did you get this gig?
I did my first game, True Crime: Streets
of L.A., back in 2003. My brother in-law
was a lead artist on the project and he
introduced me to the producers.
Although they liked my music and my
film and TV credits, I still had to audition
for the job. I scored a couple of
cut scenes, along with a few other composers,
and then the entire Luxoflux
(one of the Activision developers) studio
voted for the composer they liked
the best. It was very democratic. Luckily,
I got the votes.
From there, I met audio designer Brian
Tuey, who went on to become audio director
at Luxoflux for the second True Crime:
New York. Brian and I developed a great
working relationship on that game, so
when he became audio director of Treyarch
on the Call of Duty franchise, he
invited me in to change the direction and
sound of the music for Call of Duty: World
at War. World at War's score was very
popular with the fans, so when Black
Ops was ready for music, Treyarch invited
me back to score it.
In terms of overall sound design, were
you looking to continue musical themes
from previous Call of Duty games, or
were you charged with creating a new
soundscape?
We wanted Black Ops to be a distinctly
different score with some threads back
to the recurring character Victor Reznof
(Gary Oldman), who was the main Russian
character in World at War.
World at War had two distinct theaters
we were trying to depict. The Pacific Campaign
was all about translating, musically,
the horror and alien world of a new
kind of brutal jungle enemy. The Americans
had never met an enemy as ruthless
and formidable as the Japanese,
and they were scared to death. We
needed to capture that fear.
The Russian Campaign needed to
depict the harsh and brutally vicious character
of both the Stalinists and the Nazis.
I used neo-Stalinist themes for the Russians
and cold orchestral electronica to
capture the essence of the Reich.
Black Ops needed to capture the paranoia
and brinkmanship of the Cold War. I
listened to Cold War Hungarian composers
Ligeti and Kurtag for inspiration and stylistic
attitudes. The music had to be robust
and yet personal to the main characters,
Alex Mason and Victor Reznof. World at
War used distinct enemies to define the
music. Black Ops used the two distinct
characters'' psychological states to drive
the themes. We were wide open to follow
the multitude of physical locations as well,
from South East Asia to Siberia and Hong
Kong and more.
For this game, you brought in an 80-
piece orchestra. Is this your preferred
way of working, or do you normally rely
on sound libraries and the like?
A large orchestra was needed for both Call
of Duty scores to give the music the gravity
the franchise demands. Typically, though,
it all depends on the scope of the project
and the budget. Films with personal stories
and emotional themes are sometime
best done on a small scale with maybe a
few solo instrumental players. I love a good
simple, delicate score, as well as the full-throttle
music of Call of Duty.
Tell me about your creative thought
process when working on this game?
Early on, I gained insight into the project
from the gritty and disturbing concept art
and PowerPoint presentations. From
these and early story outlines, I knew
the music needed to be dark, stealthy
and sometimes abusive.
When I started working [on this game],
it was on early levels of gameplay. I would
receive a video and start composing to
picture just as I would with a film, but
without as much specific punctuation.
When a big change in action occurs, I
would start a new piece that usually transitions
up the level of intensity. I also would keep tempo and key maps of all
the cues so that changes and transitions
could be mixed and matched as the game
developed. I was further inspired when
I received scenes with the voice-over work
of Gary Oldman, Ed Harris, and Sam Worthington.
There is nothing better than
composing to fine acting, whether it is
live action or animation.
What is the most challenging aspect of
your work?
A major challenge is balancing the creative
process with a deadline. Each day
I have to set a goal of writing and recording
one-and-a-half to three minutes of
music with confidence that it will be great.
I always thrive on the deadline and feel
a competition with it. I find it very easy
to stay focused and creative when I get
into my studio.
What''s next for you?
I have two films in pre-production—Taxidermist
and The Hard Ride—as well as
a new videogame that I will announce as
soon as the studio makes its press
announcement.