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  • What really is good taste, right? If I work with someone,

  • and I say, "Hey, we should make a electronic song," and someone else says,

  • "Oh, we should make an orchestral song." Like who is right? You know it's a taste question.

  • And these things can't really be explained rationally, in many ways. It's just based on individual taste,

  • and if you want to trust someone else's taste over your own you know. You can hire as many all-stars,

  • and rock stars and geniuses as you want, but the better the relationship is that you have

  • with someone you work with creatively, the better your work will be.

  • If you don't have relationships and trust, then it's just gonna be a huge clusterfuck.

  • It's always a challenge to find your meeting room. I never know where the meeting rooms are.

  • What's up?

  • Sam, she's gonna work on the Amumu video. She's from London.

  • Hello.

  • Yes.

  • Awesome.

  • Yeah, I'll dig up some of the old... old uh...

  • Yeah, it'll be great to see some of the... some of the

  • Some of the old sketches. They were early sketches. Do we have any

  • do you have some of the video already done?

  • No. No

  • No. Just starting today.

  • I mean basically today was like we got the budget approved a few days ago so

  • See, Amumu is a sad zombie who became separated from his zombie parents and never found them again.

  • Cursed with immortality, Amumu lives forever as a weepy child wrapped in what appears to be toilet paper.

  • Small, sad-looking with puffy eyes. Slow and smelly, but surprisingly strong.

  • Always looks sad and dejected. Small body. Big head.

  • Okay so that was like 2008. When was that?

  • 2000

  • Yeah, maybe 2007 even.

  • Oh wow. Two years before the game even came out?

  • Yeah. It was a simple metaphor, and it's gone a long way. It's good he's getting his own music video now.

  • That kind of just happened?

  • Yeah and I think he's a good vessel for it. Like I said, he's maybe just stories that are told.

  • You know maybe all over in turn. You're right. Like he's a good canvas for a boy in any nation, you know.

  • So he could be from Demacia or Freljordian.

  • Amumu, for sure, is the most expensive thing that we've done, as a music team, um that has no purpose.

  • Literally, there is no business incentive. There's like no - there's like no you know

  • There's no like promotional campaign tied to it or whatever.

  • The sole purpose is to do something cool for our players you know and beautiful.

  • In this video, that's kind of the only thing that we have to nail, which is him as a character,

  • How our players know him, because obviously we wouldn't want to disappoint them.

  • Yeah, like a Namibian bandit. Like our character's still gonna be pretty much based on your character.

  • You know maybe like everything he interacts with is avoiding him. I dunno. Does that make sense?

  • Christian, does that represent it correctly?

  • Amumu is such an old character. Players have known the champion for a long time,

  • Which means that there are certain expectations. I don't want to disappoint our players you know.

  • So this was the original

  • This was my take on it you know.

  • This one creeps me out.

  • Yeah, the holes in his eyes. He's a nasty little dude.

  • Yeah I mean well - I mean the - you know Amumu is Amumu. Like we can't really change him as a character

  • Yeah.

  • And we shouldn't.

  • Okay.

  • Cool.

  • Yep. See you guys. Bye Christian.

  • See ya.

  • Bye guys.

  • It's like, all right, the contract's signed. We're gonna spend a huge amount of money on this music video.

  • It has to be the best music piece you've ever made, but you haven't even written anything yet.

  • Can you tell us kind of what the status of the music - is the music already recorded? Is it written?

  • Is it finished?

  • There's no music right now. No music. It's all in my head. It's music,

  • so you can't predict how it ends up, so it's just like, "Ahh!" I have to actually figure it out now.

  • You know and we'll see. I mean yeah, we'll see. I don't know yet.

  • I feel like he's a complex situation for our game and our world, because people are like,

  • "Well how does he fit in?" And this and that, but like I feel like he's actually - he's a metaphor,

  • per se, you know that. He fits anywhere you know. There's so much to be done with this character.

  • Amumu is an exploration. You know it's - I don't know if it will be successful.

  • The music team at Riot Games started back in the day,

  • just with me kind of noodling around on blog and stream music tracks. On our music team,

  • we have Alex Temple, who's a composer, Sebastien Najand, also a composer, Mike Barry, also a composer,

  • me, also composer. Dan

  • Um..

  • I might be stretching my knowledge on the subject, just 'cause I haven't been here that long.

  • I've only been here two months you know, so

  • That's fine. Be as liberal and as uncensored as humanly possible.

  • We all have different strengths on our team. Alex Temple, for example, phenomenal in the traditional sense.

  • Young, handsome composer. That was kinda weird.

  • First CD I ever bought was - well I didn't buy it, but it was Beethoven's Fifth Symphony,

  • and my dad gave it to me. I was uh five I think,

  • and my parents had to have a rule that I was only allowed to listen to one hour of music a day,

  • because apparently I was trying to listen to too much.

  • Sebastien has a really good ear for how to weave electronic music into orchestral pieces.

  • Actually used to work for Han Zimmer's team.

  • The first album I bought was the soundtrack for The Rock, by Hans Zimmer. I was - well,

  • I was 10 when I got really interested in film music, and I started actually using computers to, like,

  • make music when I was about 11.

  • Mike Barry. A very, very classically trained classical pianist, and really good opinions.

  • I like being around people who are really good at things and feel like they're not,

  • because they're always trying to get better. My first love in music, before classical, was rap.

  • Going back like to Dre and stuff was the first CDs that got taken away, as a child.

  • Dan also is a composer. Pretty fresh on the team, and helps us with a lot of production aspects.

  • I'm not sure exactly how, but I ended up with this video on my computer, right now.

  • It's what I'm writing music for. I mean, since I'm new, like you know my schedule is a little more open,

  • So I said, "You know I've got some time. I can... I can work on that."

  • It kind of started with me, but I am probably the worst out of all of our composers, as a composer,

  • in the traditional sense, but at the same time, I probably know our game and our players best.

  • We have Perlman, Tchaikovsky, I don't know who the hell that is, Dvorak, Nat King Cole,

  • Led Zeppelin number three, Led Zeppelin number two, Frank, obviously.

  • One of the core ideas of League of Legends is you have these unlikely champions

  • coming from all different realms, and genres, and times and inspirations,

  • and they kind of come together in a really cohesive manner, and that, to me,

  • is the most interesting thing about League and also about the way that we approach music.

  • If you know your strengths, but even more important, your limitations, then you can really work well together,

  • as a team. If you have a very sober way of thinking about your team, I think you can achieve things

  • that are way greater than yourself.

  • We are all rolling? All good?

  • Yes.

  • Cool.

  • I keep finding myself worrying about like what your piece - like what your piece is, and making sure I'm giving you

  • the right stuff.

  • I know, it's

  • It's - Brandon, don't worry about the cameras. Just tell us what you know.

  • Right.

  • Um..

  • So this is Pan, one of our crazy artists.

  • Hi, how's it going?

  • And he's working on the - a Pentakill art piece.

  • No one has seen this, or

  • No. No this is - I mean he's still working on it. Can you give Sona a mustache?

  • Yeah, for sure. A little Chinese type.

  • Like a curly one.

  • Oh, it's right here.

  • It's a good mustache.

  • Yay.

  • It looks pretty - it's actually pretty legit, now.

  • Heavy metal.

  • Heavy metal, yeah.

  • Cool.

  • Oh, I didn't make different layer.

  • Uh-oh.

  • I can't get rid of it.

  • Oh no.

  • Pentakill originated as this sort of alternate reality where certain characters in the game played in a band

  • together, and that was enough for a while. And then years later, the music team had this notion of

  • "Sure, why not?" Like why not have those guys play in a band? Why not bring that band together

  • and drop an EP?

  • That note especially. That one.

  • Too much vibrato?

  • That's always a little - no, it's always a little flat.

  • Jesus Christ, my little sister could play that better.

  • Well, when we record this like the original idea that was so open, you know what I mean? It was like

  • Well, the first half you're obviously way behind.

  • You know what? Don't matter here. Stoppin' me in my motion.

  • I think the second half you can actually be a little more on the quarter notes, kind of grooving.

  • Except

  • 'Cause right now you're rushing, but just one more time.

  • Too much stress, man.

  • I personally felt like it was gonna start as a joke, but it's sort of taken a life of its own.

  • The quality and the craft that's going into that EP is actually really mind-blowing.

  • Danny Lohner is a musician. He used to be part of Nine Inch Nails and A Perfect Circle,

  • and really knows some really cool alternative industrial stuff, so we're working with him, on one song,

  • For the Pentakill album.

  • Yikes.

  • That is creepy.

  • What's that sword on the wall?

  • Danny slayed

  • Excalibur.

  • Four people onstage one night.

  • Look at this guy. A flying mouse. You got that taxidermied.

  • Dude, the craftsmanship of this thing is just like - I mean just look at this wood. You know it's like

  • It's just this complete brutal machine, and all the other ones you can tell are kind of finished in like a

  • You know.

  • What's going on up there?

  • Yeah, let's just noodle around, right?

  • Korean people are funkeh.

  • What's up, Seinfeld?

  • There's a track she sang on. Is that the one - they have a character. They have a little punk rocker chick?

  • Jinx? Yeah.

  • She's fucking hot.

  • The character?

  • Yes.

  • Well, she looks like your type of girl.

  • Oh, fuck you.

  • Jinx, is that her name, Jinx?

  • Yeah Jinx.

  • I met the girl who designed her when I

  • Oh, Katie.

  • Oh, Katie, yeah.

  • Cool chick.

  • I made her sound effects.

  • For that?

  • Yeah, for that character, yeah.

  • Oh, wow.

  • She's cute though, that little character.

  • Do you want to play Christian, Trinity? Do you want to play?

  • I don't care. You can play. You're a better player.

  • We are right now here in Danny Lohner's house. Everybody's messing around with all sounds of

  • all sorts of sounds and ideas, and we'll probably record some stuff with Jason.

  • Just a little - yeah like no preconceived idea. Just like do some heavy,

  • riffy kind of shit that I can fuck with.

  • The most rewarding thing about working at Riot is the collaboration aspect. If you don't feel that magic,

  • then you're really not doing it right. That's kind of what we're all here for.

  • No, you're fine. I'm gonna put the riff on, so you have something to play to.

  • We started pretty much like every other video game, just with you know orchestral music, which is awesome.

  • I mean it's my favorite music, but if you now want to do something with character and that's like iconic,

  • you have to cross borders. You have to use things that might not work out on the paper. You know,

  • now we're at a point where we can work with maniacs like Danny, and

  • We could do remixes of that one, too. You could put out like Pentakill or whatever.

  • Release a lot of the League of Legends music, you know what I mean? Like the orchestral stuff and

  • No, that's what we're gonna do. We're gonna make a soundtrack, like the first volume, basically.

  • What makes it interesting too is that we could do the Pentakill remix or whatever.

  • I mean whatever's cool.

  • Even the fucking Crystal Method track

  • Basically we are starting to work on the Amumu music video, and you know obviously,

  • that also needs a music piece. We talked about it for months and months, but it took a while

  • for me to actually start to work on it. I'm fucking rusty, but anyway.

  • I never felt like I actually have the right idea what it should feel like.

  • I wrote some lyrics basically that - that added some very you know bare bones stuff, so for example,

  • I recorded basically some piano part that kind of felt like it would hit the right tone.

  • Shit. My pedal's loose. I gotta do that again.

  • What the fuck just happened? God damn it. Fucking pedal. Oh.

  • So there's that.

  • Nope.

  • I always wonder how many of our players know that Christian used to be in a German like rock band,

  • and that you can go online and Google his name and literally find drawings that 12-year-old girls did,

  • in notebooks, 'cause we knew him for a couple years before that fact came out,

  • and it was almost like he had been living this weird double life that he didn't want us to know about.

  • It's like amazing like composer, and then there's like the teenage heartthrob Christian

  • that has little hearts drawn around him.

  • Christian started at Riot Games in player support answering billing issues for German players,

  • and he joined Riot 'cause he's a big gamer, right, and he loved League of Legends,

  • but he never talked about his past in a cool band, and then ultimately the company started to figure out

  • that Christian's got all this musical talent, and we didn't really have a music department at the time,

  • so gradually Christian started composing, and over time that evolved into us taking a lot of musical risks.

  • For me, this is a very interactive collaborative world. We're just given blank pages,

  • and we just have to translate that into music. Every bar, every decision that's made needs to be based on

  • what works for that character, and what does that character feel like?

  • It's you with this piece of music. You really want it to sound like something that you'd enjoy listening to,

  • and that someone else might share the same experience with.

  • We're all gamers. We're all nerds you know.

  • So what's leading the album? Demacia is gonna be the first track?

  • Yeah. I think it works really well.

  • It works better than Nami?

  • Yeah. I think Nami should be the second one, so it's like diversity you know.

  • Now we have seven songs done.

  • Everybody should listen to the masters on there.

  • Yeah, all right. Let's take a listen.

  • That was good. Do you guys like that better in the booth?

  • I think the second violin's a little flat.

  • And Mike, we had one note that from about 45 on, the choir gets pretty big,

  • so we can probably have them play out a little bit more.

  • All right.

  • Today we're recording six pieces of the soundtrack, here at the Sony scoring stage.

  • A lot of people. A lot of people. Sir, I didn't know you were gonna be here.

  • What's up man? Good to see you.

  • Good to see you, sir.

  • You doing okay?

  • Yeah I'm good. How are you doing?

  • I'm excellent.

  • Christian.

  • Sir.

  • Nice to see you.

  • Hey Martin, good to see you.

  • Good to see you too. What's happening?

  • Well the usual. Hey, good to see you.

  • It's good to see you too.

  • Back we are.

  • Back we are, so are we doing Nami again today?

  • Getting some sleep?

  • Yeah, I slept like seven hours last night.

  • My God.

  • That hasn't happened in

  • That's like

  • Sleeping gluttony.

  • I know right?

  • So right now we basically have the best you can get on every instrument,

  • so all the guys that play in all the movies are here.

  • We can spend a lot of money doing the recording session. Get all these instruments,

  • and they make a big ruckus, but if the vibe isn't right, then we've failed in our job.

  • Why I like our game, as a player, is because it is so diverse.

  • The champions in our game are all very different. They all have a very different background.

  • Every piece has to be in like its little sub-universe.

  • And it doesn't just associate with characters. With Demacia, we had a lot of things going for us,

  • just by looking at the map. It's a noble world. Hopefully the music paints a picture of the lifestyle

  • of being a being from a noble culture, and spreading justice around the world.

  • This is gonna be like the signature chart for the next like series of music, hopefully.

  • All right, let's go for a take.

  • Sure.

  • Here's bar one. Four, one, two.

  • Okey-dokey.

  • What do you think, Barry?

  • I think it's okay. Alex, what do you think?

  • I really like the way it sounds when it's down an octave, but I wonder how it's gonna sound

  • when we add the choir that's above it.

  • They can also come in a little stronger at 29. Not too - you know not

  • All right.

  • Let's see more of the moving people, meaning the cellos and the violins too.

  • Yo. Let's gather over there. Are you ready?

  • Yep.

  • We have a recording session tomorrow night with Mark who is a violinist and Cameron who's a cellist.

  • Really great player, so we have to arrange the piece, and for that like I just needed more brain than

  • just mine to figure it out you know.

  • I mean the Jinx music video was the first music video that we created. The logical consequence of

  • like you know a really successful project like that is obviously, "Let's do more."

  • Going from the Jinx music video to the Amumu music video probably is the least sensical thing that the music

  • team could have done. It was going from this huge, bombastic, explosions everywhere, psychotic character,

  • to this really intimate story about one of our older, less realized characters.

  • These guys are on the forefront of what Amumu is gonna evolve into. They're running with the character.

  • Music is actually leading the way.

  • You know the storytelling possibilities are really difficult, because what defines Amumu?

  • When Jinx came out, had that purpose of showing everyone in the world who Jinx was,

  • and hopefully stirring up a lot of excitement for the new champion.

  • And Amumu really - you know there's no release for him coming up.

  • There isn't really any good reason to do anything for him, really.

  • But he could have picked a bunch of different characters to sort of pursue this effort on.

  • He picked Amumu because he loves Amumu.

  • It's really just something that's born out of passion and by the understanding that whatever we're going to do

  • for Amumu has the potential to be beautiful.

  • The thing is, what I want to do right now, I want to take it away from just being a pop song.

  • Right now it kind of - it's pretty, but it's too like standard. It's - you know it's very [SINGS].

  • It's not the most progressive verse, you know. I think it's more a passion to go out there and like

  • and figure out new things; to kind of break rules.

  • So I guess the idea would be that it kind of starts out piano.

  • And then?

  • Um...

  • And then.

  • If you're trying to create something authentic, I think that you know you need to be understanding why

  • you're making those decisions, and not just sort of shooting, you know, into the darkness.

  • Then piano reduced with voice. Then the pretty piano again with the violin on top. Then the second verse,

  • I think, where drums come in.

  • There's just more resonance.

  • Maybe that works?

  • Maybe. Yeah that works the best.

  • Sometimes we're not sure what style we want to do something, what kind of music we want to do,

  • for something specific so we'll try different things and see what's best for what we're trying to achieve.

  • Maybe like a cello in the background, to just give it a little more volume.

  • What did you have in mind for the scene, for right here?

  • [SINGS]. Like kind of drastic moving around, but conscious obviously.

  • I feel like there is always like something that you can hone in on and sort of really make your own,

  • Whether it's in the production, or just like you know the actual musical notes.

  • Would you go minor or major?

  • Major would be really cool if like you're going to a D major chord after that.

  • Oh. That works.

  • You're personally invested in it. This is your statement of how you think things should sound.

  • Hey Adam?

  • Yeah?

  • When I - can I fuck anything up on this thing here? No, right?

  • No, we're not using any of that, so you're good to go.

  • So we could even like [MAKES NOISE].

  • If you feel like it, sure.

  • Who were you saying is a big deal?

  • Randy Kerber is a big deal.

  • The pianist.

  • The pianist.

  • Why do you say that?

  • Oh, he's played on just about every John Williams score in the last, I don't know, 25 years or so,

  • and he is the Harry Potter cellist, the very famous theme from that, he's the shit.

  • This is supposed to sound a little weird and like the Shaco character is being introduced at this point.

  • You all know I'm a mediocre conductor, but we're gonna try and go for the free time situation,

  • because we've had good musical results with that.

  • It's definitely not some quick slap-together thing. I mean when it goes out the door and to the fans,

  • like that's the end you know. That's where it ends, and it needs to be great.

  • It's not just the game itself, but the whole culture around the game, I think, is in that soundtrack.

  • With the soundtrack, we've been thrown an awesome softball from the guys upstairs, and they're,

  • "Well, just explore musically, and see what happens."

  • When you're working on movies or TV, you know most of the time you're just doing it the way that'll get it

  • done the fastest.

  • Let's do - let’s do it again. We're gonna do something different in 71.

  • Cool.

  • Exploring ideas, and seeing where they go and having the freedom to do that is something that's pretty rare,

  • I think.

  • Part of our role is to create an environment where it's safe to have crazy ideas.

  • If it's a conducting disaster, or the time starts shifting and they notice in the booth, we'll go to takes.

  • His speech is always so hopeful.

  • Yeah, I mean I put some parts in there that I figured it would be absolutely impossible to play.

  • This might suck.

  • We'll just you know give it to him and see what he does.

  • The biggest risk is not to take risk, because it then - it just funnels you to sound exactly as everybody

  • would expect it to sound.

  • So, Let's just try and make a take.

  • Off we go.

  • And zero.

  • Two, three.

  • Well?

  • It's great.

  • When I got the music and I started my metronome at like 92, and the metronome marking is like 140 essentially,

  • and the first day that I practiced it, I could only get it up to like 117,

  • so like that night I was all depressed, and then the next day I'm like, "Okay, try again,"

  • and I could only get it up to like 127. It was literally like - it took me like four days just to get it

  • to the tempo, and then the whole rest of the time was like trying to play it at that tempo,

  • without it sounding like I was like about to fall over.

  • If you're not failing, you're not trying hard enough, right?

  • The vibe is what matters, more than anything. We gotta go and just capture the vibe.

  • It's sort of an association. Does the character make sense with the art, with the lore, and with the music?

  • This is all one package. And if it does then we've all done our job, and if it doesn't,

  • We can improve on it.

  • This soundtrack adds this really cool breadth to our world, a breadth of personalities,

  • and a breadth of places where all these characters are from. It's gonna be all those worlds collided

  • into one soundtrack that we can listen to over and over again, and then almost wonder like,

  • "My God, what could possibly be next?"

  • Here's a little bit of Nami's Theme on the piano.

  • I think there are some definite coincidences between what cues are on the soundtrack,

  • and like what our favorite characters are, in general. I kind of pushed the agenda on Nami,

  • 'cause I just love her as a character, and then here comes the flute

  • and the piano answers.

  • We came to Quinn, and it was like, "Yeah that's a pretty nice theme.

  • I think we can do some damage with that," and then I was like, "We're doing Nami," because I just love

  • I don't know. I just love Nami. I just - I think she's a well thought out character for people who enjoy

  • the game, like I do, who aren't frantic clickers, but like to anticipate things in their style of playing.

  • I've been here for about two-and-a-half years now. I myself have been playing League of Legends for the last

  • four years. When I look back, I sort of have these really great memories of certain champions that came out,

  • and that has resonated really well with me, and I think for many of our players, when they hear the Nami

  • soundtrack, when they hear that soundtrack, it's gonna take them back to that moment when they come home from

  • work or from school, they click open the game, and the screen comes up, and you see a new champion,

  • and it's a mermaid. You're like, "Whoa, it's a mermaid." And you hear this da-da-da-da da-da-da-da-da.

  • Right? It takes you back to those worlds. It takes you back to those memories.

  • Like when I used to play Warcraft III when I was young, around 10 years ago or so,

  • I always listened to certain music, and when I listen to that music nowadays, like it pulls me back into this like

  • It's like this crazy feeling, a really really happy feeling.

  • I love the Final Fantasy III music. Yeah, it's fantastic. Like when that sting comes on, like when the

  • da-da-da-da-da, da-da-da like it just brings me back into like victory in battle right.

  • Our direction to Randy Kerber, the wonderful pianist who played this,

  • was to do some interesting piano wandering, that's what I have it exactly notated as.

  • And he naturally did a bunch of this stuff, and he - again he's doing the wave motion,

  • and later on do I figure out, "Oh yeah, well that's a wave motion, and she's the character from the ocean,"

  • So this kind of thinking, when you're so familiar with a character, just comes naturally.

  • Which is the cool thing about working on somebody that you game on.

  • You know I always dread - when I start these projects, I always dread the process of actually putting

  • everything together, because I'm like always a little bit afraid of it, because like the concept often is so

  • strong, and then the only thing that can fail is yourself in the execution, you know?

  • There's that other section right, the really sad one, at some point, with those different chords?

  • Yeah. Fuck.

  • There's gonna be this one moment where Amumu kind of you know has this huge tantrum. The visual,

  • how I see it in the visual, he has to be like happy. You know he ventures out, and goes through the lands,

  • and - but he doesn't understand yet. He doesn't know. He looks at flowers, and they're beautiful,

  • and everything is great, and he has like hope, "I'll find friends," you know, but in the music,

  • it has to be a complete, really, really hard contrast of, "No, he will not."

  • He realizes he's always gonna be alone, that he's cursed, that he'll never find a friend. You know,

  • that's when he has his tantrum. Musically, it has to be the same feel, but it has to be amplified,

  • by like a million times.

  • Now are you imagining it to be big and sort of like kind of broad sounding, or more big,

  • and kind of like a strident aggressive sound?

  • In five hours or so, we'll have to have those figured out. It needs something where we go,

  • "Now he knows. Fuck." You know?

  • No that's shitty. At Riot, we always say that we build the plane midair.

  • We had no choice but to get it rolling, because the game grew so much that you had to react to, you know,

  • what our players would like to see, and like and you can't just say, "Nope, sorry.

  • We'll just leave the game small," you know. It has to be powerful and like yeah. I don't know.

  • I don't know. Fuck.

  • So yeah, kind of give me just real quick overview. Kind of sum it up, if you can.

  • What do you think you're looking for?

  • What's your name by the way?

  • Cameron.

  • Yeah, I mean, use that way. Yeah and then just trail out. Yep. Yeah, stuff like that I think.

  • Yeah we'll do some takes like that too where we're just screwing around.

  • Yeah.

  • "Screwing around" is really not the right word, but playing around.

  • Do magical things.

  • Let's say "playing around."

  • This grows from 17-14.

  • This studio doesn't sound half bad.

  • Very spacey. Could be cool to do something really you know realistic.

  • And that's not written out yet, right?

  • No. This will just be what everyone do. It needs the right kind of people you know.

  • Like if we all have the same goal, there's no ego involved. Also with the musicians you know,

  • all they want to do is create awesome music.

  • Well I kind of figure just see what he does to that violin section at the end.

  • Yeah.

  • There are so many people that care about this character very much, and there are so many elements to Amumu

  • that matter.

  • You can't just you know wing it. You can't just like write something real quick, and then it's done.

  • You have to figure it out, and these things are just not very easy to get you know,

  • because you can just fuck up.

  • All right guys, we're gonna start recording in a moment, so here we go.

  • Let's do it.

  • So high/low of the night. Anyone can answer. Like kind of lowest point, highest point.

  • Have him try something else?

  • Throw that away.

  • Take 10. Okay 13. Lucky 13.

  • Let's keep that and go to 14. Lucky 14.

  • Lucky 14.

  • I feel like we have like between all those takes we definitely have it, unless you want to do one more run,

  • otherwise we can move onto the last two bars.

  • Just one more time I'd say.

  • Do you think we have it? I think we have it too.

  • Well we can mess around with click.

  • Okay let's do another one.

  • All right. Here we go.

  • Take 45.

  • 45.

  • Take 48 coming up.

  • 48.

  • 52.

  • This is take 55.

  • Take 56.

  • He can take this in a lot of directions, I mean stylistically.

  • One more time.

  • Take 62.

  • You can throw that away.

  • Too much movement.

  • In the first half.

  • Yeah in the first half a little too much movement, I guess.

  • Take 79.

  • Can we do everything except the last two?

  • I'm not a violinist, but that doesn't seem right. Like should I write this note,

  • or should I not write this note? Should this note be an octave higher or should it be loud?

  • Should it be quiet? If the goal is to create something new, then that's you know,

  • basically anything's fair game at that point. You're shooting into the darkness.

  • Take 82.

  • And thank you. One more time please.

  • Yeah, you still running a little bit?

  • You mean rushing?

  • Yeah, yeah.

  • The attention that's paid on some of the songs, some of the tracks. You get obsessed over a little thing

  • in a song that needs to be right and we just keep going. We just keep going and keep going.

  • You want to do one more?

  • Yeah, yeah, yeah.

  • Take 93 coming up.

  • Fuck.

  • One more time please.

  • It's a beautiful piece and it's a beautiful piano melody, but there is something wrong about it.

  • What do you want to do next?

  • Alex?

  • I think we should

  • We're kind of running out of time.

  • Let's move to the high glossy harmonics, or unless you think that the aggressive stuff is more important.

  • So where do you want to go?

  • One second, we're still sorting this out.

  • You know, let's do the aggressive stuff, so starting at 103.

  • That's when he has his tantrum, and so that moment's gonna be tricky.

  • Where is that?

  • It's - do you have it in front of you?

  • It's at 105.

  • Musically it has to be the same feel, but it has to be amplified by like a million times.

  • No it should - it has to you know like now he knows, "Fuck."

  • Just like dig in the - dig in. Right.

  • On the - when we come in on the 105, can you come in like on - already on like a bold double stop?

  • Yeah, yeah.

  • Trust is everything. If that trust isn't there, then it's just gonna be a huge clusterfuck.

  • There it is.

  • Yeah.

  • Yeah.

  • Yeah.

  • These pieces are often other pieces where someone sits down and plans it out, but it's just like

  • it just comes streaming out of your heart.

  • I remember what I said last time we recorded, that he's the only guy that I heard that

  • You can't go out and actively learn how to love something. It kind of chooses you,

  • and then you exist in its little world.

  • He's not like, "Let me try something," and it sounds dumb.

  • We're all kind of together

  • Working on something here, and that's kind of like the most rewarding part.

  • As cliché as it sounds,

  • the team, at the end of the day, is like what wins the game.

  • Jesus.

  • How is that even possible? How is that even possible?

  • Sebastien, do you have a low point?

  • Low point was not having more time to record.

  • Fuck, man.

  • Do you have a low point?

  • I think you always question your own music when you have kind of people like that in the room.

  • I have to change my song now. I have to change my song now.

  • Man, fuck. That's great, guys.

  • Can we mark that as the golden take of ever?

  • Yeah. 75.

  • If you have the trust and the relationships to where people are able to join these visions you know,

  • There is always 50 different ways to do it you know, but it has to be a cohesive one direction,

  • where everything comes together and wants to achieve the same thing, and if you can achieve that,

  • then the potential for your work is limitless.

  • I wouldn't overdo it with the violin either, 'cause I think that the cello has a lot to say.

  • That's not your usual session where just like, "Hey, read this." I was more like, "Hey, play it like this."

  • Play like weird shit.

  • Please play emotionally.

  • Dude, that score is beautiful, man.

  • It's emotional.

  • Yeah, very emotional.

  • It dials it in a little bit with kind of what Amumu is going through.

  • Yeah. The tantrum. It's literally like a tantrum on the cello, and like a tantrum on the violin.

  • Yeah.

  • In other words, he's like in control of the cello.

  • No, I'm talking more the piano. The cello's fine.

  • I think I said it before, but if we create something that strikes this one certain note that reaches the

  • you know the people that love Amumu and can kind of relate to how he is,

  • to create this one connection that even no one else will understand, you know

  • if like 98 percent of our players don't get it, but the two percent that are totally in great with what Amumu

  • is totally get it, that's perfect right.

  • Yeah.

What really is good taste, right? If I work with someone,

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