{"id":14286,"date":"2021-01-13T19:11:19","date_gmt":"2021-01-14T00:11:19","guid":{"rendered":"https:\/\/splice.com\/blog\/?p=14286"},"modified":"2023-05-23T16:38:17","modified_gmt":"2023-05-23T20:38:17","slug":"sarah-schachner-interview","status":"publish","type":"post","link":"https:\/\/splice.com\/blog\/sarah-schachner-interview\/","title":{"rendered":"Sarah Schachner on scoring Assassin\u2019s Creed Valhalla and the craft of popular music"},"content":{"rendered":"\n<h2 class=\"wp-block-heading\">Sarah Schachner is among the leading composers of modern video game music.<\/h2>\n\n\n\n<p>Having composed the soundtracks to some of the largest action games of the last decade, her credits include multiple installments of the <em>Call of Duty<\/em> and <em>Assassin\u2019s Creed<\/em> franchises \u2013 including the recently-released <em>Assassin&#8217;s Creed Valhalla<\/em>. Her work in media also extends to film and television, having scored feature films such as <em>The Lazarus Effect<\/em> as well as television shows like <em>Chef\u2019s Table<\/em> on Netflix.<\/p>\n\n\n\n<p>Sarah\u2019s creative output doesn\u2019t stop in the realm of visual media, either. She has also composed music in a three-part suite commemorating NASA\u2019s Cassini Mission, and has collaborations that run the gamut of popular music with the likes of Mike Dean and Travis Scott.<\/p>\n\n\n\n<p>We recently had the honor of speaking with Sarah about her career and process when working across so many different musical contexts \u2013 see the full interview below.<\/p>\n\n\n\n<p><strong>Coming from the world of games and film composition, does your creative process change when switching contexts to something like popular music? Are there any strategies that you picked up while working in commercial music that have translated to your media work or vice versa?<\/strong><\/p>\n\n\n\n<p>I love combining sounds and instruments that you wouldn\u2019t necessarily think would go together, or taking inspiration from one genre and bringing it into a different context. When working on a big game project, I\u2019m pretty much doing the music in a vacuum where I\u2019m the artist. When I\u2019m working on a song where I\u2019m not the primary artist, I get to play more of a support role, contributing my taste and sound with their vision.<\/p>\n\n\n\n<p>Getting to work on a pop song is like a breath of fresh air after months and sometimes years of creating hours of music for a single scoring project. It\u2019s a different headspace, but it\u2019s good to have varied experiences that keep music fun and exciting.<\/p>\n\n\n\n<p><strong>Was there any sort of learning curve transitioning from film and game music into pop?<\/strong><\/p>\n\n\n\n<p>I tend to bring a pop sensibility to my scoring with hooks and riffs so in my case, it\u2019s a similar skillset. I blend acoustic instruments with synths and modern production and that approach lends itself well to popular music. Sometimes I\u2019m asked to do a specific thing on a song, but I often end up finding other interesting directions to push it in. It\u2019s good to allow room for surprises when collaborating.<\/p>\n\n\n\n<p><strong>There&#8217;s a phenomenal YouTube video of you playing every instrument in a medley cover of the&nbsp;<em>Halo<\/em>,&nbsp;<em>Call of Duty: Modern Warfare 2<\/em>,&nbsp;and&nbsp;<em>Elder Scrolls: Skyrim<\/em> themes \u2013 most notably cello, violin, and what appear to be actual skulls. Do you normally record your own performances in your music?<\/strong><\/p>\n\n\n\n<p>That skull you\u2019re referring to is a donkey jaw and can be used as a percussive instrument. I track and overdub myself all the time at my home studio. I play a lot of string instruments and collect obscure regional folk instruments for their interesting tones and textures. I\u2019m really drawn to the spontaneity of improvisation, so a lot of what I track of myself is performance-based. I\u2019ll record long improvisations with live instruments and then go back and find interesting parts to work with. I take the same approach with my modular synth, since the best stuff comes from accidents that happen in the moment.<\/p>\n\n\n\n<p><strong>With all of the props you have around your studio, do you often incorporate found sounds into your work?<\/strong><\/p>\n\n\n\n<p>Manipulating audio and sampling my own source material is a big part of my process, so anything laying around the house is fair game. On big projects that require a whole new sound, I like to record sound sources early on with myself and other soloists on unusual instruments to essentially build a custom library of audio and concepts to work with. Sometimes I\u2019ll use an instrument not for its intended purpose, but more as sound design. Scraping the resonator of a banjo for instance makes a great top frequency layer for a variety of sounds.<\/p>\n\n\n\n<p><strong>How was it working with 070 Shake on her debut&nbsp;album? Where was the creative intersection between the two of you when working on tracks?<\/strong><\/p>\n\n\n\n<p>I actually only met her in person after the album was finished. I had been collaborating with Mike Dean during that time and he asked me to write something on &#8220;The Pines.&#8221; I used a rustic bowed instrument I have from Kazakhstan called the Kobyz, and a Mongolian cello. We were going for a kind of an off-kilter Kashmir vibe with the string breakdown. I loved the song the second I heard it, and was so excited to be involved because I\u2019ve been a big fan of Shake ever since she first started posting stuff on SoundCloud.<\/p>\n\n\n\n<figure><iframe src=\"https:\/\/open.spotify.com\/embed\/track\/0uTw7TNnYn64XmCAo5jr0c?si=GvJ6ExQTQCCuFm2ceOkzpg\" width=\"100%\" height=\"80\" frameborder=\"0\" allowtransparency=\"true\" allow=\"encrypted-media\"><\/iframe><\/figure>\n\n\n\n<p><strong>You began working with Mike Dean after bringing him on to collaborate on a portion of the&nbsp;<em>Call of Duty: Modern Warfare<\/em>&nbsp;soundtrack. How did this collaboration come about, and was it the spark for your subsequent collaborations? <\/strong><\/p>\n\n\n\n<p>I was a big fan of Mike\u2019s work and we had mutual friends at Moog. I had them reach out to see if he had any interest to collaborate on something for <em>Call of Duty<\/em>. That week I was over at his studio to talk about the project and what I\u2019d be looking for. Initially, it was just going to be a multiplayer menu theme or something, but we were having a lot of fun and it quickly evolved into doing a handful of open-ended longer tracks for the audio team to chop up and use throughout the multiplayer mode. I had already been working on <em>Call of Duty<\/em> for a year at this point, so this collaboration at the end totally recharged my creative life force and was definitely the jumping off point for more work together. Aside from what\u2019s on the official soundtrack, there are some other unreleased tracks that we\u2019ll be putting out soon!<\/p>\n\n\n\n<p><strong>Your score for&nbsp;<em>Assassin\u2019s Creed: Origins<\/em>&nbsp;contains a lot of modern production techniques that fuse perfectly with the game\u2019s setting.&nbsp;Do you often gravitate towards synthesizers as a tool for writing, or do you find yourself starting with more traditional instruments?<\/strong><\/p>\n\n\n\n<p>It totally depends. Some days I\u2019m in more of a synth mood, and other days I\u2019m feeling the organic acoustic instruments more. I\u2019ll jump around on different instruments until something inspiring clicks, and then start building a track out from there. It\u2019s never a linear process and I treat everything as a sound source to process or transform.<\/p>\n\n\n\n<p>Sometimes you can manipulate an acoustic sound into something that sounds synthetic. In the main theme of <em>Assassin\u2019s Creed: Origins<\/em>, many people thought that the repeating riff was a synth or a horn of some sort, but it\u2019s actually a viola with distortion and filters. I like playing with people\u2019s perception like that. I\u2019m trying to elicit an emotional, visceral response with sound.<\/p>\n\n\n\n<figure><iframe src=\"https:\/\/open.spotify.com\/embed\/track\/6ebnvzZVSCVgTsRtByaTAu?si=LZQc9eoAQXSeGygcdVeF2w\" width=\"100%\" height=\"80\" frameborder=\"0\" allowtransparency=\"true\" allow=\"encrypted-media\"><\/iframe><\/figure>\n\n\n\n<p><strong>You\u2019ve now had collaborations that span a huge spectrum of musical styles. When entering the industry, did you always aspire to work in so many diverse creative contexts?<\/strong><\/p>\n\n\n\n<p>I\u2019m beginning to see the bigger picture of what makes sense for me and where I belong. Growing up, I played multiple instruments writing and performing in a ton of different bands and ensembles, and it was hard to limit myself to just one genre or niche, but writing and creating was always what I loved most. Scoring visual media has been a great path because I get to pull from all of my inspirations and be a part of some pretty exciting projects. It\u2019s been important for me as an evolving artist to realize my music can go anywhere and isn&#8217;t limited to any one medium. Playing so many instruments myself allows me to have a sound that naturally adapts to whatever I\u2019m doing, and I\u2019m excited to keep going down this path and see where it leads.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe title=\"The Game Awards Orchestra Performs Music from Anthem | The Game Awards\" width=\"370\" height=\"208\" src=\"https:\/\/www.youtube.com\/embed\/TejeBqD3-yw?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<p class=\"has-text-align-center has-small-font-size\">Sarah Schachner performing music from her score for <em>Anthem<\/em> alongside the The Game Awards Orchestra<\/p>\n\n\n\n<p><strong>Having worked alongside Mike Dean in both video game music and pop, and now collaborating with Jesper Kyd and Einar Selvik on the score for&nbsp;<em>Assassin&#8217;s Creed: Valhalla<\/em>, how does your writing process change across these different collaborations? Have you found any differences in process that come when working as a team for different musical styles?<\/strong><\/p>\n\n\n\n<p>On the music Mike and I have done together, it\u2019s a very fluid process. We send each other partial ideas for the other person to react to and build on. There\u2019s a lot of back and forth. On songs he\u2019s producing for other artists, I\u2019ll send him my parts and he\u2019ll do the final production pass. For the game music, I\u2019ll usually give him some loose parameters to do stream-of-consciousness \/ esoteric stuff. I\u2019ll curate from those freeform ideas and integrate what\u2019s working into whatever I had started and finish out the production on my end, since game music has a lot of specific technical requirements in terms of energy building and structure. He\u2019s such an amazing musician that his improvisations are rich with interesting parts and surprises \u2013 it makes it easy to find jumping off points for inspiration.<\/p>\n\n\n\n<p>On <em>Valhalla<\/em>, aside from the main theme which we co-wrote, Jesper and I each wrote close to three hours of music completely separately with no influence from each other. This happens fairly often on large video game projects and it can result in a disjointed score, but in this case, it fits together really well. While we have our own individual sounds, we have a similar creative process of mixing organic sounds with synths, so it helped link everything together with a unified vision. It was great to get to collaborate with Einar as well, who&#8217;s a fantastic Norse singer and artist.<\/p>\n\n\n\n<figure><iframe src=\"https:\/\/open.spotify.com\/embed\/album\/14p9JmhV36K6jzhyqrXmUl?si=oQZPMUtlSI-pRQ22qh-apQ\" width=\"100%\" height=\"80\" frameborder=\"0\" allowtransparency=\"true\" allow=\"encrypted-media\"><\/iframe><\/figure>\n\n\n\n<p><strong>Where did you and Travis Scott complement each other in the songwriting \/ production process for &#8220;WHAT DO DO?&#8221; <\/strong><\/p>\n\n\n\n<p>That particular song had a dark and trippy vibe but was also catchy, which I liked. With the strings, I was trying to continue that inebriated feeling. They reprise Travis\u2019 melodic hook and expand on it a bit while sounding kind of drunk and underwater.<\/p>\n\n\n\n<figure><iframe src=\"https:\/\/open.spotify.com\/embed\/track\/4AO1XhrgJczQ9bNVxdfKQe?si=91E7YWV_RViKDPhOj3rhjA\" width=\"100%\" height=\"80\" frameborder=\"0\" allowtransparency=\"true\" allow=\"encrypted-media\"><\/iframe><\/figure>\n\n\n\n<p><strong>Is there an artist who you&#8217;d like to work with on their next album? What artist(s) do you believe are the future of music or pop music disruptors?<\/strong><\/p>\n\n\n\n<p>There are a lot of artists who I\u2019d love to work with. Aurora, the Norwegian singer, would be cool. She\u2019s got a great voice and she\u2019s weird. As much as I love production, vibe, and sound design, I\u2019m most excited by well-crafted songs and hooks. &#8220;Blinding Lights&#8221; by The Weeknd is a great recent example of a song that is so satisfying and well written. I want to work with people who are creatively like-minded, and it\u2019s very exciting to see rigid genre boundaries loosening and falling away. There&#8217;s more fluidity going on between styles.<\/p>\n\n\n\n<p>Hip hop has always been sample-based and there are some parallels to game music with both styles leaning on more of a static energy and vibe, but I love how melodic it\u2019s become as a genre. I\u2019m interested in using the creative process I\u2019ve developed in game scoring, creating smaller performance-based pieces of music that are then treated as a sample, which can provide that unexpected element and depth to a song.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"has-text-align-center\">Get fresh, original, and exclusive releases daily from top artists, producers, and sound designers across genres:<\/p>\n\n\n\n<div class=\"wp-block-buttons is-layout-flex wp-block-buttons-is-layout-flex\">\n<div class=\"wp-block-button aligncenter\"><a class=\"wp-block-button__link wp-element-button\" href=\"https:\/\/splice.com\/sounds\" target=\"_blank\" rel=\"noreferrer noopener\">Join Splice today<\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>Sarah Schachner tells us about her approach to scoring Assassin&#8217;s Creed Valhalla, collaborating with Mike Dean, and more.<\/p>\n","protected":false},"author":76,"featured_media":14404,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"_exactmetrics_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"footnotes":""},"categories":[1694,1692],"tags":[1633,1626],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.9 - 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