MI6 got together with the 2003 Emmy award winner Sean Callery earlier this year as he was in the midst of finishing up the score to the new Bond game "Everything or Nothing."...

Interview - Sean Callery (Part 1)
21st November 2003

MI6 got together with the 2003 Emmy award winner Sean Callery earlier this year as he was in the midst of finishing up the score to the new Bond game "Everything or Nothing."...

Game scouring...

How were you approached by Electronic Arts to score 'Everything or Nothing' ?
EA contacted my agent at the Gorfaine/Schwartz agency here in Los Angeles and requested demo material while I was completing work on season 2 of "24". Several other Gorfaine clients provided submissions as well. A final list of candidates was formed comprised of composers from various agencies. I was one of 4 finalists chosen. From there we had a series of interviews. I had a conference call with the executive producers and a one-on-one interview as well. EA was very thorough in its interview process. They are a great company to work for, and I was grateful to have been selected for this wonderful project.

 

How eager are you to be involved in a project that is related to such a famous series?
I am extremely excited and honoured to have been selected to compose the music for this project. I am surrounded and supported by the most artistic and professional crew at EA. It seems as if everyone I work with is a huge Bond fan I have been watching Bond movies since my Mom let me stay up late to watch them when I was in grade school.

I remain a huge fan to this day, and music is timeless, really; these melodies were written around 40 years ago, and they are still as fresh and exciting as ever. It's so wonderful to be able to work with these incredible themes that have stood the test of time

You've scored the hit television series "24", do you think this was your big break in television? Has it led to other opportunities you may not have been approached with otherwise?

I was fortunate enough to work with executive producer Joel Surnow on another series years ago called "La Femme Nikita". We worked on that series for 4+ years and we developed a great creative synergy over time. I would like to think that my work on "24" helped in my being considered for this Bond project, but my work on the show certainly doesn't guarantee anything. There are so many talented composers out there. I am very fortunate to be a part of such a great series. Everyone on "24" gives 110%.

 
Above: 24 - Cast.

Can you tell us a little about the music for the 3rd season of 24, and how the music will different from the past seasons?
I've been deep into the beginning of Season 3 of "24". The first hour is commercial free-which is rare in the U.S. So far the music has had a kind of abrasive, raw minimalist feel. Several plots are put into play at once, and the look and feel of the show is a bit edgier from last season. Again, I hope the fans will be pleased.

What are the main differences with composing music for a game compared to a movie? How challenging has it been, since this is your first video game?
Excellent question... The primary difference in writing music for games is that it is a during-production process; writing for television and film is mostly a post-production process. When I am writing for "24", I receive a locked picture (or close to it) and I have the picture to use as a guide for the spotting and scoring. For this game, the composing process involves consulting storyboards, the game's designers, as well as video feeds from the game as it evolves from day to day. Often, a mission will be changed, sometimes very dramatically, and I respond to those changes as they come up. Sometimes they are textural changes, sometimes the length of the music I'm writing has to be longer.

 

Also, the music has to be designed in a way that gives the game programmers flexibility in editing the music in various ways, as it needs to adjust to any player's movements/game playing ability. In film and television, an action scene will always play a certain length (once the picture is locked). Therefore the arc of the music in a particular film or TV scene is written and married to the locked picture. In gaming, that concept is thrown out the window (except in the case of cinematics, which are locked picture images that advance story).

The music in games needs to maintain dramatic energy, of course, but it has to be flexible enough to be able to accommodate the thousands of different variations in how a mission is played out. It's fun figuring out the best way to make the music work dramatically in the best possible way.

Left: Sean Callery

Keep an eye out for the second and final part of the interview later in the year as "Everything or Nothing" approaches...

Many thanks to Sean Callery.

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Interview - Sean Callery (Part 2)
"Everything or Nothing" MI6 Coverage
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