Animated Feature – Nov. 23 2009
Things are coming along more easily today. I’ve had a couple of days of writing action music and that’s always labour intensive, but that is done for the next little while.
One thing I am trying to do is pace the density of the orchestration. My goal is to have a variety of orchestral textures in the score.
Right now I have done:
- Bubbly city music,
- Rock action music
- Brass-heavy fighting cues without too much percussion
- Low brass slave driving music with some high strings and not much in the middle
- Fluttering and frenetic chase cues, dense in the high and middle register without much at the bottom
- All this interspersed with chamber-like moments with very light and transparent textures, like what I am writing now for the baddie.
The plan is to have a listening experience that is not always as dense as it can be. I was listening to a film score today, and it occurred to me that this particular composer always has very similar textures; Dense and rich. They are nice textures, but always the same, which makes the whole film and listening experience too homogeneous for my taste.
Something I am trying to avoid, anyway.
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