4 1st part of Under the Skin
The sound and music in Under the Skin make the atmosphere super tense and creepy. In the first scene, Scarlett Johansson walks through a dark forest, and the sounds pull you into this weird, unpredictable world.
The music starts with a pad that sounds like a voice, but it keeps changing. It never stays in one key, which makes it feel unsettling, like something could happen at any moment. This constant change in the music matches the tension in the scene, making you feel as nervous as the character.
To make the forest feel alive, I added whispers and crackles. These sounds make the forest feel like it’s watching, adding to the danger. You also hear bamboo stumps before Johansson reaches the truck, which hints that someone’s coming. The stumps make dissonant sounds, building tension even before we see the guy.
When Johansson shuts the truck door, the music cuts out. This gives us a moment of quiet, like she’s safe for a second. But then, when she struggles to start the truck, the horn suddenly blares. It’s loud and sharp, breaking the silence and bringing the tension back.
As the guy walks toward her, I added deep kicks with a long reverb to match his footsteps. Each kick feels like a step closer to danger. The bamboo stumps also get louder, adding a creepy metallic sound that makes everything feel more uncomfortable.
When the chase starts, the tempo speeds up from 120 bpm to around 150 bpm. This matches Johansson’s growing panic as she runs. The faster music, along with new beats, makes things feel more intense. The distorted tremolo violin riff that comes in makes the music chaotic, just like the scene.
5 2nd part of Under the Skin
The second clip of Under the Skin picks up right after the chase ends, when the man catches on fire. In this part, the music and sound design get a bit more creative since there’s no original sound for this section of the clip. My main goal was to make the transition between the first and second clip feel smooth while adding tension through the sound design.
To blend the clips together, I used the same drum instruments from the first clip, but I added a lot of reverb at the end of the first clip to make it flow seamlessly into the next one. The reverb helped create a natural transition, so the two parts didn’t feel like they were cut off from each other. It’s all about maintaining the atmosphere and not losing the tension as we move into the new part of the scene.
When the fire starts, I had to get really creative because there were no original sounds for that moment. I used flattened reverb drums and took an audio sample of a “persuasion hit”and ran it through granulator. The granulator lets me stretch and twist the sound, so I could turn it into this evolving, airy texture that sounds like crackling fire. I automated the position and pitch of the sound using a pitch shifter, which made it feel dynamic, ike the fire was moving and growing. I also added a real fire sample to give the sound some texture and make it feel more alive and real.
As the scene slows down and we see the man collapse in the snow, the music gets calmer to reflect the shift in energy. To create this sense of calm, I brought back the same atmospheric pad from the beginning of the scene. The chord progression comes back, helping to bring the story full circle.
6 Challenges and solutions of Under the Skin
Working on the music and sound design for Under the Skin was a fun challenge, but it wasn’t easy. The scene I was working on is super intense, and I wanted the music to bring out that fear and anxiety. But sometimes, things didn’t go exactly how I planned, and I had to make changes.
One of the biggest problems was finding the right balance in the music. At first, I added a lot of elements like bamboo stumps, a low-end metallic lead, and more elements to go along with the kick drums when the man appears. I thought it would make the scene feel more intense, but when the man first appears on screen, it all felt way too much. Instead of making it scarier, it kind of ended up sounding like a cheesy thriller soundtrack. It was almost like a parody of what I was trying to do. So, after my first draft, I decided to take a lot of those extra elements out. I removed the strings and sound effects that were drawing too much attention away from the scene, which helped it feel more real and tense.
Another big challenge was the technical side. Since Logic Pro only lets you work with one movie clip at a time, I had to create a new project just to extend the scene with the second clip. After that, I had to merge the two projects together, and I had to make sure everything lined up perfectly, both sonically and visually.
The first clip had all the original movie audio and foley sounds, but the second clip didn’t. So, I had to get creative with sound design to make it sound like everything was connected. I had to hide the fact that the second clip didn’t have the same original sounds, and that was tricky. I used different techniques like reverb and automation to smooth the transition and make it feel seamless.
These challenges made the whole project harder, but they taught me a lot about balancing music and sound and figuring out how to fix problems creatively. In the end, I was able to get the sound to feel just right, making the scene feel intense without being too over the top.
7 Music composition: video game
For the music in my sci-fi fantasy RPG, I focused on creating an ambient, evolving atmosphere to match the game’s mysterious world. The game features a little turquoise creature exploring two different worlds, a darker purple one and a lighter green one, and I wanted the music to reflect the magical yet mysterious energy of the environment.
I used a generative approach to avoid repetition. Instead of writing a fixed, long track, I created a single MIDI track that triggers notes every few bars. This MIDI track controls various instruments, like pads and bass, ensuring that they play the same melodic information but evolve randomly. For the pads, I used two different textures: one soft and airy, and the other more distorted. The gain of the distorted pad is controlled by a random LFO, which changes the pad’s volume and character over time. This gives the music a sense of constant movement and unpredictability.
To add depth and richness, I also included a sub-bass that follows the same chord progression as the pads. This ensures everything stays harmonically coherent. I designed another similar pad using an arpeggiator that’s controlled by a random LFO and has random note effects and velocity changes. This instrument adds an extra layer of evolving harmony and rhythm, further enhancing the background pad.
For ornamentation, I used electronic bells that contrast the low-pitched pads and bass. The bells are panned across the stereo field and controlled by an arpeggiator with a random rate and velocity effects. These bells add a touch of sparkle and make the background music feel more interesting.
8 Sound design & Stingers: video game
Stingers are short, impactful musical cues that add extra drama or emphasis to key moments in a game. For my sci-fi fantasy RPG, I wanted to design stingers that fit seamlessly into the mysterious atmosphere. Each stinger was created to enhance the player’s experience and bring attention to specific actions or changes in the world.
One of the first stingers I designed was for the elevator. When the elevator moves down, I sound designed a swooshing sound. To make it match, I reversed it when the elevator goes up. This not only made the elevator’s movement more noticeable but also made the elevators feel more alive. Another stinger I worked on was for the crystal explosion. This needed to be dramatic, so I designed a bell-like instrument that played an ascending scale run, building up tension before a sudden drop. The drop is accompanied by a low-pitched bell and an airy metallic sound, which makes the explosion feel both grand and mysterious. This stinger adds excitement during moments of action while still staying true to the game’s atmosphere. I also created this pad and played a I V I chord progression to give a sense of reward to the player.
For the portal transitions between worlds, I created two stingers: one for entering the green world and one for returning to the purple world. The entering portal stinger features a descending piano scale run, while the returning portal has an ascending piano scale run. This simple use of piano helps to signal the change in environments while keeping the musical transition smooth and cohesive.
Lastly, I designed the round structure opening sound, which uses a granulator and resonator effect to create a metallic, evolving sound as the structure opens. The sound evolves with the action, helping to draw the player’s attention to the changing environment and making the moment feel interesting
9
Composing music for a video game, especially an open-world RPG, comes with its own set of unique challenges. One of the biggest difficulties is ensuring the music doesn’t become repetitive or overwhelming. Since players can take as much time as they want to explore the game, you have to make sure the music adapts to their actions without distracting them from the game’s world. If the music loops too often or feels too repetitive, it can break immersion. Also, if the music is too loud or in-your-face, it can draw attention away from the game itself.
To solve this, I turned to generative music techniques. Instead of composing long, fixed loops, I used MIDI effects that allow the music to evolve over time. By sticking to one key and programming instruments to randomly change chords and melodies, the music stays new and interesting. This approach worked especially well for the ambient background pads, bass, and little bells/keys. These elements would always feel different, even if the player stayed in the same area for a while.
Another challenge I faced was ensuring the stingers fit seamlessly into the game’s world. At first, many of the stingers felt too loud or didn’t blend well with the music, standing out in an unnatural way. To fix this, I used the resonator effect to make the stingers feel more cohesive with the background music. Adding reverb also helped give them a sense of space, making them feel like part of the environment rather than an abrupt interruption.
Through these changes and techniques, I was able to create a more immersive soundtrack that supports the player’s experience without taking them out of the game.
10
For this blog post, I set myself a fun challenge of how to create an evolving piece of music using just four simple 4-bar loops. The goal was to make it so anyone, whether they’re a musician or not, could interact with the music and create something cool and experimental.
A lot of people I’ve spoken to say they don’t make music because they don’t understand music theory or harmony. They feel like they can’t create melodies or figure out how to make something sound good. I wanted to prove that’s not true. You don’t need to know complicated stuff like music theory to make something interesting and beautiful. All it takes is the right mindset and a little creativity.
For this piece, I used 3 simple piano loops and a vocal sample, each only four bars long. These loops repeat, but I made them evolve by warping them and adding effects. I added things like reverb, distortion, and saturation, and even changed the BPM to make the track speed up and slow down. I also used a vocal sample that I ran through a granulator, which gave it a completely new and experimental texture.
The cool part about the piece is how it evolves. The piano loops get more and more distorted and saturated as the track goes on, which makes it feel like the music is changing and growing. It starts out clean and simple, but by the end, it’s more complex and unpredictable.
The way I envisioned this piece working in a installation was with four sensors connected to the four tracks. Each sensor would control the volume of its track, making it louder or quieter depending on whether it’s activated or not. I also imagined other sensors that could control the effects, like adding reverb, distortion, or pitch changes, and speed up or slow down the track.
The goal was to make it interactive, so people who don’t know anything about music could still experiment and create something that sounds cool. It’s a way of showing that even simple, repetitive elements can be turned into something unique and interesting. By taking away the complicated parts of music-making and focusing on creativity, anyone can make interesting music.