20_Aug---Taken_with_L#2B2FB.asp&ogqgqCW 8/20/03: Taken with Laura Karpman


The Online Magazine
of Motion Picture
and Television
Music Appreciation
Film Score Monthly Subscribe Now!
film score daily 

Taken With Laura Karpman


The prolific television composer tackles sci-fi, including an on-line videogame.

By Jeff Bond


Laura Karpman has scored more than three dozen television projects since 1989, but while it's unusual enough to see a female film composer in this male-dominated field, Karpman is the first to admit that the majority of her work has fallen into the "women's picture" genre, with titles like The Sitter, The Broken Cord, Child Lost Forever: The Jerry Sherwood Story, A Mother's Revenge and Moment of Truth: A Mother's Deception. But after working on the Showtime sci-fi series Odyssey 5 in 2002, Karpman's star has risen, and it's gone meteoric with her work on the Sci Fi Channel miniseries Taken, a surprise ratings smash produced by Steven Spielberg.

Based on the success of Taken, Karpman was brought on to score Everquest II, the second version of Sony's massive multi-user online videogame Everquest. While scoring a wide-ranging videogame with action totally determined by thousands of on-line players might sound like an impossible task, Karpman's experience writing more than seven hours of music for the Taken miniseries practically made it a walk in the park. "It's an interesting process because they have never really made music an important part of the game," the composer says of Everquest. "They've had music, but they haven't really gone that far with it. It's odd and I don't know what experiences other game composers have had but basically they're developing the game now so they're not that far on it, and it's an online game and therefore one can never know what's going to happen because it's determined by the interaction between players, and there can be up to a hundred thousand players on-line at any given time. So basically what you do is you talk to the creative team and get a sense of what each place or environment is like, and there are many places -- the game is endless and it's really a world in and of itself. So you kind of score each location. There are no timings and no perimeters except the limits of your imagination and a basic guideline as to what the emotive qualities of any place might be. It's really more like writing programmatic concert music than it is like writing a film score."

In effect Karpman found herself writing environmental music for a wide variety of situations. "What I'm doing is writing 60 or 70 minutes of orchestral music, most of it are these places, and there are also some action cues, different kinds of attacks and different things that will happen. Then I'm going to do probably another 10 or 20 minutes of more sound design cues, where I have a collection of instruments and play around with those to create some digital environments for some other places. Altogether we'll have about 90 or 100 minutes of music. You could go on and on and on and I could spend two years writing on this but I'm not going to. Nobody knows how it's going to develop because it hasn't been done for an online game before -- it's still a mystery as to how it will work and we'll have to wait to see what happens with it."

The scope and depth of Karpman's writing for Taken inspired music executives at Sony to hire her for Everquest II. "It's a very important game for Sony; it's their biggest seller and kind of a big deal, and they wanted something filmic and complicated," Karpman says. "I met with the game developers in San Diego and spent a lot of time down there and saw what they were developing, and we figured out together how this would work. I had never done a videogame but even if I had, this is unusual because it's online and it's not something where if you go to the left this happens and if you go to the right that happens; one just doesn't know what will happen. They had a theme that another composer had done for Everquest 1, and I used that and modified it, and that plays only during the loading of the game. All the other themes are new and it's sort of a game of main titles, other than the action stuff -- it's not like scoring and it's much more like a suite of concert music and much more thematic than it is cue-y."

Just as it works in animation, computer gaming allows composers a far more intimate working relationship with the creative personnel behind the project. "Creatively it's one of the most fun projects I've ever done," Karpman says. "These people are fantastic to work with, you work very closely with the game developers so it's very organic. I think it's a huge area for composers, especially the more and more orchestral they get. The people who are gamers really like music. They printed out a survey they had done on what people listen to, and the gamers listen to heavy metal and other stuff but they also listen to classical music like Carmina Burana and a lot of 20th-century classical music, and they listen to a lot of fantasy film scores like Lord of the Rings, a lot of John Williams scores, and they're really interested in music. And what's interesting is there's no dialogue and it's not like a film score where you have the timings and perimeters of the scene to control your work; it's really about imagination and atmosphere. It's a fabulous venue for composers and a new way for us to go."

Crank up the Volume

In terms of sheer bulk of music, Everquest II still doesn't compare with Karpman's work on Taken, a project the composer bagged after DreamWorks music executive Todd Homme heard her music for the pilot episode of Odyssey 5. "The pilot was 12 cellos, two contrabassoons, two basses and six french horns and a lot of sound design and samples I'd done in my studio," Karpman says. "I was just doing my thing but doing it orchestrally even with that kind of small, weird orchestra. [Director] David Carson and [series creator] Manny Coto hired me to do something different and people liked it. I had done the pilot about two years ago, and I met with Todd Homme a year ago last November, in the fall of 2001. They asked me to do demos for Taken and I read the scripts and did a bunch of cues based on themes I was able to cull from the script, with really no direction. I don't even know how much music there is in Taken, frankly; I think there was about seven hours of music. There were 10 two-hour movies, so it was huge."

With a storyline (involving human contact with extraterrestrials) that spans five decades and four generations and involves three families, Karpman had to score not only some bizarre sci-fi situations but a wide swath of human drama. "I used largely mid-20th-century music, a lot of Bartok, Berlioz, Lutoslawski and people like that. I listened to Copland and Leonard Bernstein for Taken, too, because it's such a big, American story. That sensibility, Bernstein of the '50s, is something I've listened to a lot of my life and seeped into Taken, especially the parts that took place in the 1950s."

Tackling the sheer tonnage of musical cues in Taken was its own problem, Karpman says. "I had to write a tremendous amount of music and I was still working on Odyssey 5, and I was working literally 16 hours a day every day and I didn't have a day off for seven months. I would work on Taken all day, get up really early in the morning, and I would have an assistant at my second studio set up cues for Odyssey, and then I would come in and play on those and have her do sound design -- I was writing insane numbers, just a huge amount of music every day. We recorded all of Taken in Los Angeles and did a score a day, basically. I did episode one, episode 10 and episode nine all in November. I was writing seven minutes of music a day and we had very little time. There were certainly strategies like the ones I do for Everquest; I would do 30 minutes of orchestral stuff in a score and then do smaller stuff or sampled stuff for the rest of the score."


MailBag@filmscoremonthly.com


Past Film Score Daily Articles

Film Score Monthly Home Page
© 1997-2010 Lukas Kendall. All rights reserved.