Tobias Lilja
👤 PersonAppearances Over Time
Podcast Appearances
add sound effects to the game.
add sound effects to the game.
add sound effects to the game.
Yeah, exactly. So I could focus on making sounds. I wasn't making music at that point. I was writing so-called music briefs for other composers. Which means that I kind of explain, like, this level needs this music. And I tried to kind of explain what kind of music we needed for another external freelancing composer. And I sourced a lot of references for music that we liked, that would fit.
Yeah, exactly. So I could focus on making sounds. I wasn't making music at that point. I was writing so-called music briefs for other composers. Which means that I kind of explain, like, this level needs this music. And I tried to kind of explain what kind of music we needed for another external freelancing composer. And I sourced a lot of references for music that we liked, that would fit.
Yeah, exactly. So I could focus on making sounds. I wasn't making music at that point. I was writing so-called music briefs for other composers. Which means that I kind of explain, like, this level needs this music. And I tried to kind of explain what kind of music we needed for another external freelancing composer. And I sourced a lot of references for music that we liked, that would fit.
And I also... Did you play LittleBigPlanet at all back in the day?
And I also... Did you play LittleBigPlanet at all back in the day?
And I also... Did you play LittleBigPlanet at all back in the day?
Yeah, they had this thing where you could, as a player, create your own levels. So we needed to create some kind of music library so players could pick a music track for their level. So one big part of the job was to kind of source, try to find music for this. I mean, existing release music.
Yeah, they had this thing where you could, as a player, create your own levels. So we needed to create some kind of music library so players could pick a music track for their level. So one big part of the job was to kind of source, try to find music for this. I mean, existing release music.
Yeah, they had this thing where you could, as a player, create your own levels. So we needed to create some kind of music library so players could pick a music track for their level. So one big part of the job was to kind of source, try to find music for this. I mean, existing release music.
Some of it was composed original music, but we also kind of sourced available release music from indie rock bands and stuff. So that was a big part of the job, just to find these tracks. And I did that work together with Sony. Martin Hewitt at Sony helped us to contact these record labels and license these tracks to the game.
Some of it was composed original music, but we also kind of sourced available release music from indie rock bands and stuff. So that was a big part of the job, just to find these tracks. And I did that work together with Sony. Martin Hewitt at Sony helped us to contact these record labels and license these tracks to the game.
Some of it was composed original music, but we also kind of sourced available release music from indie rock bands and stuff. So that was a big part of the job, just to find these tracks. And I did that work together with Sony. Martin Hewitt at Sony helped us to contact these record labels and license these tracks to the game.
I mean, audio, both sound effects and music is usually late. Like often it's kind of lasting. Really? Okay. Yeah. It's very common. That's interesting. But one thing, like game development, it's a lot about iteration. You do one version and then you change a bunch of stuff and then you keep doing versions all the time. So it's not very often you nail something on the first try.
I mean, audio, both sound effects and music is usually late. Like often it's kind of lasting. Really? Okay. Yeah. It's very common. That's interesting. But one thing, like game development, it's a lot about iteration. You do one version and then you change a bunch of stuff and then you keep doing versions all the time. So it's not very often you nail something on the first try.
I mean, audio, both sound effects and music is usually late. Like often it's kind of lasting. Really? Okay. Yeah. It's very common. That's interesting. But one thing, like game development, it's a lot about iteration. You do one version and then you change a bunch of stuff and then you keep doing versions all the time. So it's not very often you nail something on the first try.
It's a lot of kind of... You inch closer to the answer every iteration. And that's the same for all disciplines. Both level designers are kind of trying out... It's a lot of trial and error, essentially. You're building a layout of a level and you do some tweaks and...
It's a lot of kind of... You inch closer to the answer every iteration. And that's the same for all disciplines. Both level designers are kind of trying out... It's a lot of trial and error, essentially. You're building a layout of a level and you do some tweaks and...