Interview with Akira Yamaoka

Day 1:Updated impressions| Day 2:Exclusive movies| Day 3: Interview with Akira Yamaoka

Pano image courtesy of flickr userSklathill.

GR: Have any recent soundtracks, be they game or film, affected your SHV compositions?

AY: Recently, I've got a lot of opportunities to talk with the game creators in other companies. We just chat or talk about our work and many other things. When I talk with them, I can look at things in different perspectives, so the opportunities have somewhat affected my writing. I think not the soundtracks themselves, but the creators who make the soundtracks affect my writing.

I feel that such opportunities broaden my outlook and I can enjoy writing more.

GR: Any talk of including a soundtrack CD with the game as with Silent Hill 3?

AY:
No plans yet, but I'd love to consider that.

GR: We've read you recorded over 200 footsteps for Silent Hill 2 alone. Now that you're working with much more powerful hardware, do you feel pressure to deliver an even wider set of sound effects?

AY: I wasn't worried about that. We had the strongest sound programmer and creator for this title and we were able to make each effect more effective without storing actual data in memory.

By using the know-how, we can create not just 200, but infinite number of sounds. I hope the players will enjoy the effects, too.

GR: That same source, IMDB, notes you completed the beautiful "Theme of Laura" in just three days. Was this an atypical amount of time for such a robust piece of music or do you generally work that quickly?

AY: Actually it was a special case. :) I created one of the Silent Hill 1 songs that starts with a mandolin in 3 hours. For me, I think that I lose energy and punch if I spend a long time to create songs. I think it's better for not only musical works but other products to just simply write or express what we want to say rather than taking a long time and create very carefully. The players often love the different parts or elements from what the creators put special focus on. So I don't think spending time and making things carefully is always a good thing.

A fomer Executive Editor at GamesRadar, Brett also contributed content to many other Future gaming publications including Nintendo Power, PC Gamer and Official Xbox Magazine. Brett has worked at Capcom in several senior roles, is an experienced podcaster, and now works as a Senior Manager of Content Communications at PlayStation SIE.