Post news RSS Something's Brewing in the Abbey #50

A most important Someone's Brewing this week... Ale Abbey's Composer, Clint Bajakian!

Posted by on

We went right ahead and did it. We can't beat around the bush after waiting to share this news for so long, so the post's summary it is!

After meeting with a number of very talented Composers, and going through an internal discussion that defined what we're really looking for, Clint Bajakian was an easy choice to make. The feelings were actually mutual, with Clint immediately believing in Ale Abbey's potential as much as we do!

The rest is now history...

So, without further ado, here are a few things about Clint!

-- Tells us a few things about yourself!

I grew up in the Boston area and received conservatory musical training. I have been working in the video game industry since 1991. Besides being a music composer, producer, and sound designer, I have also lectured frequently and taught formally at institutions like the San Francisco Conservatory of Music.

-- How do you do your research working on a game like Ale Abbey? What's one challenge you've faced while working on it?

Other than writing good original tunes, researching Medieval and Renaissance music is very inspiring, besides ensemble sound and feel, to see how phrase lengths and melodic rhythms differ from today’s musical forms. A challenge is to tip a hat to this early music genre while remaining hopefully appealing to today’s listener!

-- What other games or projects have you worked on? (us being cheeky here)

As a composer, I contributed to scores at LucasArts such as Maniac Mansion2, Monkey Island, Indiana Jones and Star Wars titles, Outlaws, and subsequently to scores for World of Warcraft, Uncharted, and Return to Monkey Island. As a Managing Producer, I worked on God of War, Uncharted, SOCOM: US Navy SEALS, and others.

For a full list of Clint's work, check this out.

-- Do you happen to like beer? Do you brew?

In my twenties I brewed beer, and my brother, Kyle, and I, always tried to put as many whacky ingredients into the wort as we could. We always wound up with a dark porter or stout that was atomically strong, mostly because we were afraid to try to come up with a good, clear lager or ale! Working on Ale Abbey has inspired me to dive back into the craft!

Tune in next week for more of our normal flow of dev news! Thank you for your time and enjoy your weekend responsibly ;)

-- Hammer & Ravens

Do you want to know more about Ale Abbey and chat with the team? Find us on:

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.