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Interesante (pero aviso que en inglés) entrevista a Junkie XL, DJ que seguro que os sonará, al menos indirectamente, de juegos y películas (como en la trilogía Matrix). Pronto sacará su quinto disco.
A grandes rasgos, expone que la principal diferencia de crear música para un juego frente a una película se encuentra en que el juego es impredecible, debes capturar las emociones, pero no es algo cerrado como una grabación, donde ves lo que se verá, en cada momento exacto. PALGN: To start off with, can you tell us a little about yourself? Junkie XL :I’m 39 and I come from a music family, everybody played 3-4 instruments in my family. I started playing my first instrument at the age of 8 and continued adding 3-4 more instruments a few years later. When I was 16 I started working in a music store where they sold music computers so I got really into that and from that point my music style became a combination of electronic and organic punk/rock music. The eighties really shaped me as a musician and I was in my first band called Nerve in the late eighties early nighties. Then I worked as a producer for a few years for metal bands who wanted the electronic elements in their music. 94-95 I started Junkie XL and I’ve been doing that now for the last 12 years. In addition to that I’ve done music for movies, video games and remixes. I’ve released 4 artist albums so far and will release my 5th soon. PALGN: How did you first become involved with the videogame industry? JX: One of my tracks got licensed in 97 and I started to realize that my music was a bit underground and hard to market the normal traditional way so I saw a great opportunity to get my music out in a different way. Plus I happened to be a big gamer myself… PALGN: You’ve had the privilege of working with many different artists and music companies throughout your career. In your experience, has there been any particular company or person you’ve preferred working with, or have you enjoyed everyone you’ve worked with? JX: Well that’s very hard to say, different companies and different artists have unique ways of working. I’ve worked with people that worked with recording techniques that were not good, but then the result was totally mind blowing. I have worked with companies where you become very good friends with everyone which makes that a great experience. Certain companies push you in a certain direction and in the end it can be so amazing how it turns out. But I can say that I’m not a big fan of repeating myself. I always strive to re-invent myself and I want to do new things. I love working with EA games, they are very easy going. PALGN: One of the first videogames you were involved in was EA Games’ Need for Speed, which was release back in 1995. Since then, how has music recording changed? JX: Obviously a lot. I come from a time when we recorded demos on a 4 track cassette player. In those days you had to play a part over and over again until you got it right. Now you can do so much on the computer. So the landscape has changed a lot. It’s a different world today. The music has changed completely, everything has stepped up! The amount of hard drive space, the possibilities with sounds on computers, I mean the only limit is your fantasy. I think that’s the beauty of the time period right now.
SSX
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