{"id":5870,"date":"2019-02-01T12:03:26","date_gmt":"2019-02-01T17:03:26","guid":{"rendered":"https:\/\/splice.com\/blog\/?p=5870"},"modified":"2024-07-16T15:43:53","modified_gmt":"2024-07-16T19:43:53","slug":"hydelic-q-and-a","status":"publish","type":"post","link":"https:\/\/splice.com\/blog\/hydelic-q-and-a\/","title":{"rendered":"Hydelic on creating music for Tetris Effect, their creative process, and more"},"content":{"rendered":"<h6 style=\"text-align: center;\">Illustration: <a href=\"https:\/\/glenn-harvey.com\" target=\"_blank\" rel=\"noopener noreferrer\">Glenn Harvey<\/a><\/h6>\n<h1><em>Tetris Effect<\/em> is Enhance Games\u2019 recently released tile-matching puzzle game developed alongside Monstars and Resonair.<\/h1>\n<p>The game is a tribute to the universal qualities that make us human, which can be used to forge connections if we\u2019re able to move towards a greater good out of respect for one another. It\u2019s able to convey this idea in a way that somehow never feels trite or corny because it\u2019s a <em>Tetris<\/em> game first and foremost, the latest in a storied puzzle franchise created in 1984 by Alexey Pajitnov. Visual whirlings, particle effects, flying whales, and staccato controller vibrations that pulsate to the music all combine with the core of <em>Tetris<\/em> to effortlessly submerge the player in that unknowable-until-it\u2019s-there thing called <em>the sublime<\/em>. I wouldn&#8217;t blame a person for wincing at all the PLUR-ness on display here, but there&#8217;s something about how it&#8217;s all wrapped around <em>Tetris<\/em> that just makes sense.<\/p>\n<p><iframe title=\"Tetris Effect - E3 2018 Announce Trailer | PS4\" width=\"370\" height=\"208\" src=\"https:\/\/www.youtube.com\/embed\/Mr8fVT_Ds4Q?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><\/p>\n<p>Playing <em>Tetris Effect<\/em> with the sound muted should be a litigable offense. While the game doesn\u2019t require the player to drop and lock tetrominoes in step with the beat, often it can be hard to resist, at least on simpler levels and easier settings where speed isn\u2019t a concern. When the game\u2019s Journey mode is played from start to finish, it\u2019s like playing an entire concert\u2019s worth of material, complete with peaks and valleys, \u00e9tudes and crescendos, and an array of genres and subgenres of that broad domain of music we call \u2018electronic\u2019 (though there\u2019s also an improv jazz stage which is <em>a lot<\/em>, in addition to a handful of pieces inspired by traditional instrumentations found in African and Asian cultures).<\/p>\n<p>The reactive, generative soundtrack of <em>Tetris Effect<\/em> is crafted, mixed, and mastered with a degree of acuity that balances memorable music with playfulness. Tracks like \u201cSo They Say,\u201d \u201cConnected (Yours Forever),\u201d \u201cTemptation,\u201d and \u201cJoy\u201d are absolute earworms, building up to a drop like a sizable stack of tetromino pieces, then falling off into something exciting and earned, or slower and unexpected. In this interview, I had the honor to speak with Hydelic, the composer unit behind the game\u2019s music, on their creative process, advice for aspiring composers, and more.<\/p>\n<p><strong>For <em>Tetris Effect<\/em>, were you approached with a visual idea for a level that you then scored around, or did a musical idea come to you that would inform the visual components of the level?<\/strong><\/p>\n<p>\u30c7\u30a3\u30ec\u30af\u30bf\u30fc\u304b\u3089\u306f\u3001\u5404\u30b9\u30c6\u30fc\u30b8\u3054\u3068\u306e\u30c6\u30fc\u30de\u3092\u30d3\u30b8\u30e5\u30a2\u30eb\u5316\u3057\u305f\u30b3\u30f3\u30bb\u30d7\u30c8\u30a2\u30fc\u30c8\uff08\u7d75\uff09\u3068\u3001\u30c6\u30fc\u30de\u306b\u3064\u3044\u3066\u53e3\u982d\u3067\u306e\u8aac\u660e\u304c\u3042\u308a\u307e\u3059\u3002\u305d\u308c\u3092\u898b\u305f\u308a\u805e\u305f\u308a\u3057\u3066\u3001\u3069\u3046\u3044\u3046\u97f3\u697d\u306b\u3057\u3088\u3046\u304b\u8003\u3048\u3066\u4f5c\u3063\u3066\u3044\u304d\u307e\u3059\u3002\u3053\u306e\u6bb5\u968e\u3067\u306f\u201d\u52d5\u304d\u201d\u304c\u306a\u3044\u306e\u3067\u3001\u96f0\u56f2\u6c17\u3092\u91cd\u8996\u3057\u305f\u30e9\u30d5\u306a\u66f2\u3092\u4f5c\u308a\u3001\u307e\u305a\u305d\u308c\u304c\u5b9f\u88c5\u3055\u308c\u307e\u3059\u3002\u305d\u306e\u4e0a\u3067\u3001\u30c7\u30b6\u30a4\u30ca\u30fc\u304c\u66f2\u306b\u5408\u308f\u305b\u3066\u8272\u3092\u5909\u5316\u3055\u305b\u305f\u308a\u3001\u30b7\u30ca\u30b9\u30bf\u30b8\u30a2\uff08\u5171\u611f\u899a\uff09\u7684\u306a\u5909\u5316\u3092\u52a0\u3048\u3066\u3044\u304d\u307e\u3059\u3002\u3053\u306e\u6bb5\u968e\u3067\u30d1\u30fc\u30c6\u30a3\u30af\u30eb\u306e\u52d5\u304d\u306a\u3069\u304c\u5206\u304b\u3063\u3066\u304f\u308b\u306e\u3067\u3001\u30af\u30e9\u30c3\u30d7\u306e\u97f3\u3092\u30ea\u30d0\u30fc\u30d6\u3092\u304b\u3051\u3066\u5e83\u3052\u305f\u308a\u3001\u8996\u899a\u3068\u97f3\u306e\u30d0\u30e9\u30f3\u30b9\u304c\u3088\u304f\u306a\u308b\u3088\u3046\u306b\u8abf\u6574\u3057\u3066\u3044\u304d\u307e\u3059\u3002<\/p>\n<p>From the director, we receive concept art that visualizes the theme of each stage and an oral explanation of the theme. Based on these, we think about what kind of music to create. Because there is no \u201cmovement\u201d at this stage, we create a rough demo that emphasizes the general mood, and this demo is first implemented into the game. From there, the designer may alter elements such as color to better align with the music, incorporating synesthesia-esque changes. At this point we start to get a better picture of details such as particle movements, so we\u2019ll make adjustments, like spread a clap sound with some reverb for example, to improve the balance between visual and aural elements.<\/p>\n<p><strong>When writing a track, did you come up with individual loops which would trigger when a certain goal was met, or did you approach each track like a normal composition with a beginning, middle, and end?<\/strong><\/p>\n<p>\u6700\u521d\u306f\u666e\u901a\u306e\u4f5c\u66f2\u30d7\u30ed\u30bb\u30b9\uff08normal composition\uff09\u3067\u4f5c\u308a\u307e\u3059\u3002\u305d\u306e\u3042\u3068\u3067\u3001\u8abf\u6574\u3059\u308b\u30d1\u30bf\u30fc\u30f3\u304c\u591a\u3044\u3067\u3059\u3002<\/p>\n<p>At first, we create the song as a normal composition. We often make adjustments after this process.<\/p>\n<p><strong>Were there any particular tempos and time signatures that you felt made for a more or less exciting gameplay experience, and if so, did this influence your approach to designing the game\u2019s music?<\/strong><\/p>\n<p>\u76db\u308a\u4e0a\u3052\u308b\u3068\u304d\u306f\u30014\u5206\u306e4\u62cd\u5b50\u304c\u30ce\u30ea\u3082\u3044\u3044\u306e\u3067\u591a\u304f\u306a\u308a\u307e\u3059\u3002BPM=135\u3042\u305f\u308a\u3067\u3059\u3002\u843d\u3061\u7740\u304b\u305b\u308b\u3068\u304d\u306f\u30014\u5206\u306e6\u62cd\u5b50\u304c\u5fc3\u5730\u826f\u3044\u3067\u3059\u3002BPM=100\u301c120\u3042\u305f\u308a\u3002\uff08\u3053\u308c\u3089\u306e\u30c6\u30f3\u30dd\u3084\u62cd\u5b50\u306f\uff09\u50d5\u306b\u3068\u3063\u3066\u3082\u65b0\u3057\u3044\u767a\u898b\u3067\u3057\u305f\u3002<\/p>\n<p>When creating excitement, we gravitate towards 4\/4 for its appealing feel. The tempo is set at around 135 BPM. When creating something that\u2019s calming, 6\/4 feels pleasant. The tempo is around 100~120 BPM. These tempos and time signatures were new discoveries for me, too.<\/p>\n<p><strong>Were there any ideas for a track that you had to scrap?<\/strong><\/p>\n<p>Deep Sea\u306e\u30b9\u30c6\u30fc\u30b8\uff08\u6700\u521d\u306e\u30b9\u30c6\u30fc\u30b8\uff09\u3067\u306f\u300110\u66f2\u4ee5\u4e0a\u66f8\u304d\u307e\u3057\u305f\u3002\u5b9f\u969b\u306e\u958b\u767a\u3082\u3053\u306e\u30b9\u30c6\u30fc\u30b8\u304b\u3089\u59cb\u307e\u308a\u3001\u30a8\u30f3\u30b8\u30cb\u30a2\u3068\u30c7\u30b6\u30a4\u30ca\u30fc\u3082\u898b\u3066\u3044\u308b\u6642\u9593\u304c\u6700\u3082\u9577\u304f\u3001\u97f3\u697d\u9762\u3067\u3082\u8a66\u884c\u932f\u8aa4\u304c\u591a\u3044\u30b9\u30c6\u30fc\u30b8\u3067\u3057\u305f\u3002\u6700\u521d\u306f\u30a2\u30f3\u30d3\u30a8\u30f3\u30c8\u306a\u97f3\u697d\u3067\u3057\u305f\uff08\u30dc\u30fc\u30ab\u30eb\u306a\u3057\uff09\u3002\u6b21\u306b\u30d3\u30fc\u30c8\u304c\u5165\u308b\u3082\u306e\u306b\u306a\u3063\u305f\u308a\u3001\u6b4c\u3092\u5165\u308c\u3066\u307f\u305f\u308a\u3001\u7537\u6027\u30fb\u5973\u6027\u306e\u30dc\u30fc\u30ab\u30eb\u3092\u5165\u308c\u3066\u307f\u305f\u308a\u7b49\u306e\u8a66\u884c\u932f\u8aa4\u3092\u7a4d\u307f\u91cd\u306d\u3066\u3001\u73fe\u5728\u306eConnected (Yours Forever) \u3068\u306a\u3063\u305f\u3002<\/p>\n<p>For the \u201cDeep Sea\u201d stage (the first stage), we wrote over 10 tracks. Because the game\u2019s production also began with this stage, the engineers and designers also spent the most time looking at it, and there was a lot of trial-and-error on the musical side of things as well. At first it was ambient music (with no vocals). Next it became something with a beat, and we tried adding singing, experimenting with aspects such as male and female vocals, until it became the present version of \u201cConnected (Yours Forever).\u201d<\/p>\n<p><strong>Was scoring <em>Tetris Effect<\/em> a challenging experience, or did you find it simple and enjoyable?<\/strong><\/p>\n<p>\u3084\u308a\u305f\u304b\u3063\u305f\u3053\u3068\u306b\u53d6\u308a\u7d44\u3081\u305f\u306e\u3067\u3001\u305d\u3046\u3044\u3046\u610f\u5473\u3067\u30c1\u30e3\u30ec\u30f3\u30b8\u3060\u3063\u305f\u3057\u3001\u697d\u3057\u3044\u7d4c\u9a13\u3067\u3057\u305f\u3002<\/p>\n<p>We got to work on what we\u2019ve wanted to do, so in that sense it was both a challenge and a fun experience.<\/p>\n<p><strong>How did you decide when it was appropriate to introduce changes in the pace of music that would speed up or slow down the play experience?<\/strong><\/p>\n<p>\u3072\u3068\u3064\u306e\u30b9\u30c6\u30fc\u30b8\u306e\u4e2d\u3067\u3001\u30af\u30ea\u30a2\u3057\u305f\u30e9\u30a4\u30f3\u6570\u306b\u3088\u3063\u3066\u6570\u56de\u30d3\u30b8\u30e5\u30a2\u30eb\u304c\u5207\u308a\u66ff\u308f\u308b\u30bf\u30a4\u30df\u30f3\u30b0\u304c\u3042\u308a\u3001\u305d\u308c\u306b\u4f75\u305b\u3066\u97f3\u697d\u306e\u30c6\u30f3\u30dd\u3082\u5909\u3048\u3066\u3044\u307e\u3059\u3002<\/p>\n<p>Within a single stage, there are several timings where the visuals switch depending on the number of lines you cleared, and we change the music\u2019s tempo in time with this.<\/p>\n<p><strong>Do you have any particular tracks that you&#8217;re particularly proud of that made it into the game?<\/strong><\/p>\n<ol>\n<li>World of Colors \/ \u4eba\u9b5a\u306e\u30b9\u30c6\u30fc\u30b8\u306e\u66f2\uff1a\u4e00\u756a\u4f5c\u308a\u305f\u3044\u30bf\u30a4\u30d7\u306e\u66f2\u3060\u3063\u305f\u304b\u3089\u3002<\/li>\n<li>Connected (Yours Forever) \/ Deep Sea \u30b9\u30c6\u30fc\u30b8\u306e\u66f2\uff1aKate Brady \u3055\u3093\u306f\u4ee5\u524d\u304b\u3089\u4e00\u7dd2\u306b\u3084\u308a\u305f\u3044\u3068\u601d\u3063\u3066\u3044\u3066\u3001\u4eca\u56de\u5b9f\u73fe\u3057\u305f\u306e\u3067\u3068\u3066\u3082\u3046\u308c\u3057\u3044\u3002<\/li>\n<li>Boscage \/ \u68ee\u306e\u30b9\u30c6\u30fc\u30b8\u306e\u66f2\uff1aBGM\u3068SE\u3092\u307e\u305c\u3066\u3001\u3068\u3066\u3082\u5fc3\u5730\u3088\u3044\u3082\u306e\u306b\u4ed5\u4e0a\u304c\u3063\u305f\u3068\u601d\u3046\u3002<\/li>\n<\/ol>\n<ol start=\"1\">\n<li>\u201cWorld of Colors\u201d \/ the track for the Mermaid Cove stage: because it was the type of music we wanted to make most.<\/li>\n<li>\u201cConnected (Yours Forever)\u201d \/ the track for the Deep Sea stage: we\u2019ve wanted to collaborate with Kate Brady for awhile, so we\u2019re happy that we were able to make this a reality in this game.<\/li>\n<li>\u201cBoscage\u201d \/ the track for the Forest Dawn stage: blending background music and sound effects, we think we created a result that feels very good.<\/li>\n<\/ol>\n<p><strong>How did scoring <em>Tetris Effect<\/em> differ from scoring \u201cArea X\u201d in <em>Rez Infinite<\/em>?<\/strong><\/p>\n<p>\u30c6\u30c8\u30ea\u30b9\u00ae \u30a8\u30d5\u30a7\u30af\u30c8\u306f\u30b9\u30c6\u30fc\u30b8\u3082\u591a\u304f\u3001\u30d3\u30b8\u30e5\u30a2\u30eb\u304c\u591a\u69d8\u3060\u3063\u305f\u306e\u3067\u3001\u3069\u3046\u3044\u3046\u30b8\u30e3\u30f3\u30eb\u306b\u3059\u308b\u304b\u3001\u5168\u4f53\u306e\u30d0\u30e9\u30f3\u30b9\u3092\u898b\u306a\u304c\u3089\u4f5c\u3063\u3066\u3044\u304d\u307e\u3057\u305f\u3002<\/p>\n<p>Rez Infinite \u306e Area X \u306f\u3001\u30b2\u30fc\u30e0\u5168\u4f53\u3092\u8cab\u304f\u30b9\u30c8\u30fc\u30ea\u30fc\u304c\u3042\u3063\u3066\u3001\u305d\u308c\u306b\u5408\u308f\u305b\u305f\u30b9\u30c8\u30fc\u30ea\u30fc\u4ed5\u7acb\u3066\u306e\u4f5c\u66f2\u65b9\u6cd5\u3092\u3068\u3063\u305f\u3002\u305f\u3068\u3048\u3070\u3001\u6700\u521d\u306f\u6697\u95c7\u304b\u3089\u5165\u308b\u306e\u3067\u3001\u9060\u304f\u304b\u3089\u4f4e\u97f3\u304c\u9cf4\u3063\u3066\u3044\u308b\u3088\u3046\u306a\u3068\u3053\u308d\u304b\u3089\u59cb\u307e\u308a\u3001\u6b21\u306e\u30a8\u30ea\u30a2\u306e\u51fa\u3060\u3057\u306e\u97f3\u697d\u304b\u3089\u3060\u3093\u3060\u3093\u76db\u308a\u4e0a\u3052\u3066\u3044\u304f\u66f2\u306b\u3059\u308b\u3001\u3068\u3044\u3046\u611f\u3058\u3067\u3059\u3002<\/p>\n<p><em>Tetris\u00ae Effect<\/em> had a lot of stages and the visuals were diverse, so we crafted what kind of genre the music would be while looking at the overall balance.<\/p>\n<p><em>Rez Infinite<\/em>\u2019s \u201cArea X\u201d had a storyline that permeated the entire game, so we took the approach of tailoring the composition to the story. For example, because it begins with darkness, we started with a distant-sounding low sound, and we would gradually amp up the music from the start of the next area.<\/p>\n<p><strong>Is there anything you would do differently if you could start over on <em>Tetris Effect<\/em>?<\/strong><\/p>\n<p>\u30b2\u30fc\u30e0\u3092\u30d7\u30ec\u30a4\u3059\u308b\u305f\u3073\u306b\u3001\u9055\u3046\u97f3\u697d\u304c\u69cb\u7bc9\u3055\u308c\u308b\u3088\u3046\u306a\u3082\u306e\u3092\u3084\u3063\u3066\u307f\u305f\u3044\u3002<\/p>\n<p>We\u2019d like to try creating music that\u2019s constructed differently each time you play the game.<\/p>\n<p><strong>Any advice for aspiring composers and sound designers?<\/strong><\/p>\n<p>\u81ea\u5206\u304c\u601d\u3046\u597d\u304d\u306a\u3053\u3068\u3092\u601d\u3044\u5207\u308a\u697d\u3057\u3093\u3067\u304f\u3060\u3055\u3044\u3002<\/p>\n<p>Please have a blast doing what you enjoy.<\/p>\n<p><strong>Do you plan to continue working with Enhance on future projects?<\/strong><\/p>\n<p>\u306f\u3044\u3001\u95a2\u308f\u3063\u3066\u3044\u304d\u305f\u3044\u3068\u601d\u3044\u307e\u3059\u3002<\/p>\n<p>Yes, we\u2019d like to continue collaborating with them.<\/p>\n<p><iframe title=\"Tetris Effect - Launch Trailer | PS4\" width=\"370\" height=\"208\" src=\"https:\/\/www.youtube.com\/embed\/PFVL6t8IHE8?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><\/p>\n<p><em>Tetris Effect<\/em> feels in a way like both a culmination of ideas put forth by designer Tetsuya Mizuguchi\u2019s past works and a look at what\u2019s to come for games like it. It\u2019s not an experiment but rather a fully-formed thought, an apotheosis of sound and vision. Finishing its final stage on the hardest difficulty was a grueling musical journey which left me transcended. \u201cShow me what you were made of, \u2018cause I\u2019m always with you. Come on, we could leave today,\u201d sings vocalist Kate Brady on \u201cAlways Been But Never Dreamed.\u201d Somehow, somewhere, I had.<\/p>\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"has-text-align-center\">Explore more articles that dive into the expansive sonic world of video games:<\/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\" href=\"https:\/\/splice.com\/blog\/tag\/video-games\" target=\"_blank\" rel=\"noreferrer noopener\">Learn more<\/a><\/div>\n<\/div>\n","protected":false},"excerpt":{"rendered":"<p>In this interview, we spoke with Hydelic on their experience composing music for Enhance Games&#8217; Tetris Effect.<\/p>\n","protected":false},"author":44,"featured_media":5881,"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":[1694,1846,1692],"tags":[1633,22,1626],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v22.9 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Hydelic on creating music for Tetris Effect, their creative process, and more - Blog | Splice<\/title>\n<meta name=\"description\" content=\"Tetris Effect is Enhance Games\u2019 recently released tile-matching puzzle game developed alongside Monstar and Resonair. In this interview, we spoke with Hydelic, the composer unit behind the game\u2019s music, on their creative process, advice for aspiring composers, and more.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/splice.com\/blog\/hydelic-q-and-a\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Hydelic on creating music for Tetris Effect, their creative process, and more - Blog | Splice\" \/>\n<meta property=\"og:description\" content=\"Tetris Effect is Enhance Games\u2019 recently released tile-matching puzzle game developed alongside Monstar and Resonair. 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