From Colorado Surf Music to the Pinnacle of Gaming: The Fat Man
Talking with George A. Sanger, versatile composer of scores that
grace a long string of CD-ROM titles (including many hits), you
learn quickly that he genuinely loves music. And, that he doesn't
take himself or his success too seriously. The public persona, characterized
by flamboyant cowboy suits and down-home colloquialisms, have made
The Fat Man the most recognizable figure in elevating the stature
of music in computer gaming. Mentored by a high-school band leader
who played Colorado surf music, George's fascination with computer
music got him started composing MIDI sound tracks. After several
years and a long list of credits, he now stands at the top of his
fielda field that he largely invented. A yearly brainstorming
session in Boerne, Texas that George hosts, Project BBQ, attracts
luminaries in interactive music from around the world. George took
time out from his work on CyberStrike2 to talk about composing music
for CD-ROM games.
Do you work exclusively in MIDI or do you also do full audio
tracks?
Absolutelyfull audio. My lips hurtI was playing trumpet
and French horn all last night. It's killing me. Yeah, any blessed
thing that will make noise and will sound a little less like a piece
of plastic and a little bit more like a heart beating is a good
thing. We at Team Fat will leap all over that like boots on a rattlesnake.
Do you worry about integrating the audio with the game when
you're doing the music?
Currently, the biggest consideration in doing the music for CyberStrike
is disc space. I believe that we've got the integration and the
flow and the mechanics of it all worked out. Really, the biggest
issue right now is that there is only room for about 15 minutes
music on each of the two discs. That's got to be distributed in
a way that alleviates boredom rather than accentuates it. A lot
times I have to sound out the mood of the programmers and see if
they're in the mood to be harassed by some musician. When they feel
like they want to go out and kick ass on and when they don't.
So, you've got to adapt your approach to the music to how the
programmers are going to treat the audio.
Yeah, I have to adapt how much music goes in to the level of importance
or resource allocation that the programmers and developers want
to put into it. Frankly, as much respect as music gets, it still
is not on most people's radar. There is this sense you have to have
a "just do the damn music" budget stretching out over 40 hours of
movie-quality experience. Which is really the challenge of our business.
We're trying to make that impossible thing happen.
Are you at the point now that game companies will regularly
seek you out and you don't have to scramble for jobs?
It is still absolutely a struggle. And that's without batting an
eye, still saying, "I'm the biggest name in music in this arena."
Do you have any desire to do sound tracks or background music
for TV shows or movies?
I'd love to do that. And we'd do a hell of a job. However, I'm
100% focusing my marketing on games for the simple reason that it's
what we do. As healthy as this business is, we'll be that healthy.
We're the Kleenex of music for games. We own music for games in
people's minds. I can never be the biggest name in movies, because
that's already covered. So, marketing-wise, this gives us a focus
and an emphasis and I'm very comfortable with it. We're squeaking
by, some times are better than others, but it's what we do. It's
a firm decision on my part to emphasize that. I'll tell you what.
A movie gig would hit the spot every now and then.
Let's say you're addressing a roomful of game developers at
a seminar in Monterey, California. What advice would you give them?
Basically, the thing to keep in mind (who-ever you're using to
do music for a game) is that the more that you can allow the artist
to do art, the better the results. The more you can structure the
relationship so that the artist is doing art and the scientists
are doing science, and there is very little overlap between the
two. The biggest drawbacks in the business have been when tools
were employed that made the artists jump through a lot of hoops
to integrate the music into the game.
You grew up in San Diego, California and now you're living in
Texas. Can you answer the age-old question: which state has the
best Mexican food?
State law requires that I answer Texas. I'd get shot for anything
else. Thank god it's the truth.
A trio of independently released music-only CDs showcase the full
range of the talents of Team Fatfrom outrageously twisted
originals to Colorado surf music to the sound tracks from hit game
titles. For more details about the CDs and other current enterprises,
check out: www.fatman.com.
Republished by permission of Disc
Makers.
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