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Articles -
Interview with
Trevor Morris
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M4G: What is your musical background? How did you get started
in composing music to picture?
Trevor Morris: I’ve been involved in music since I was old enough
to crawl onto the piano bench and bang on the keyboard. I studied voice,
violin and piano as a child, but ultimately composition was my calling.
My career started in jingles, composing for television and radio
commercials is how I really learned my craft.
M4G: You’re currently based at Hans Zimmer’s music production
house. When did you first connect with the Hollywood composer / music
producer and how has this influenced your scoring career?
Trevor Morris: I moved from my native Canada to Los Angeles in
2001 to pursue writing music at the highest level I could. Very early
on, my unique set of engineering, production skills and composition lead
to me work with two of my musical heroes, James Newton Howard and
ultimately Hans. Hans has since become a close friend, surrogate father,
and certainly my musical good taste ambassador LOL. Hans’ influence is
hard to put into words, but it spans many areas of my life, some of them
beyond music. He is simply put, the most intelligent human being I have
ever met. He is a tough customer, and has been equally hard on me as he
has been supportive of my composition career.
M4G: How did you get involved with NFS: Carbon? Were you familiar
with the Need For Speed series prior to working on Carbon?
Trevor Morris: I got introduced to Electronic Arts through my
agent and friend Maria Machado, who has a great working relationship
with that company. I am a huge car guy, and fan of NFS. I’ve played all
the car racing games at some point, from my youthful days back on my
Amiga. The EA gang seriously rock at cars, they totally get real car
dynamics and the feel of understeer and oversteer. I’ve raced my cars
recreationally on the serious tracks in Canada and in California, so I
know. Trust me, NFS Carbon is going to kick serious ass. There are also
things in this game that I have seriously never seen before. I think
they may be setting some visual trends that will certainly appear in
feature films down the road.
M4G: How would you describe your music for NFS: Carbon and how
many minutes of music did you write for the game? (Is there music
in-game or have you written music for the cinematics only?)
Trevor Morris: Well, the first thing the EA team and I talked
about is not wanting to do just another video game score. So there is a
lot of lateral thinking happening. There are huge sections of the game
that are just Japanese Taiko and Shakuhatchi Flutes. We kind of
visualized a remixed pumped up version of “The Last Samurai.” We did
around 40 minutes of totally interactive in- game music, recorded in
layers known as “stems” as well as in emotional chapters. John Morgan at
EA in Vancouver kind of surgically dices my music into these modular
cubes, they are in turn triggered interactively by the gaming events. I
also got to score in a more traditional manner to picture, 13 little
cinematic FMV movies. That was fun for me, and it’s what I do best,
“Tell story” musically as we track the progression of the characters. I
love helping turn characters from benevolent to evil though music, it’s
so much fun.
M4G: Do you think it’s necessary to play video games in order to
understand how to write music for this media or do you treat it the same
as film/TV? Do you see any differences at all?
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