Archive for the ‘thatgamecompany’ Category
Coming to PSN this Week: Flower Soundtrack
Posted by Randall Lowe in flower, PlayStation Games, PSN, soundtrack, thatgamecompany on April 5th, 2010
Hey, everyone. I’m excited to be back to talk more about the Flower soundtrack originally teased on February 12, the one-year anniversary of the game’s release.
The soundtrack will be coming out this Thursday on PSN, and features eight tracks from the game and over an hour’s worth of music, all for $2.99. So be sure to pick it up when it comes out. I also have a very special treat for you. I spoke with Vincent Diamante, the award-winning music composer and audio designer behind Flower’s wonderful soundtrack, and he graciously agreed to putting together some thoughts on creating the soundtrack. Enjoy!
Looking back, a year-plus removed from working on Flower, it’s hard for me to remember anything but wonderful times with Sony and thatgamecompany. Then I think a bit harder and remember: the fights. Not fights amongst us developers, no. Besides, that comes part and parcel in the process of game development. Rather, the fights happened within the music. All-out brawls between themes, lines, instruments, harmonies as the music struggled to find identity when Flower was just this bud of a game.
Ostensibly, I was the one in control, penning each note in my music synthesizer as environment after environment demanded score. Not just any score, though; an ambitious score where the number of instruments present in the music ultimately dictated a different perspective on the game. From that simple directive, I codified a way of writing the music that would result in the interactive score I dreamt of.
In the beginning, however, there was nothing but fights. Instruments weren’t just masking or overshadowing their orchestral mates, they were outright demolishing them. French horns knocking bassoons to the floor, violins contorting cello lines, trumpets trampling over pianos. When I first started working on the music for Flower, I saw myself as being much like a conductor, gently urging sections of the orchestra into the space needed to fit the game. Instead, I felt like I had brought a conductor’s baton to a knife fight.
And then I started playing the game. And playing it. And playing it some more. I believe there were a few days in that year of working on Flower when I drove over to thatgamecompany and “worked” by playing the game for eight hours straight. Yes, I was having fun with the game, but I was also meditating, internalizing the rhythm, shape, and color of the world.
And somewhere in the process, I started writing Flower. There was no real struggle; just, suddenly, it didn’t feel like work to pen line after line of music. Each instrument in the score seemed to love each other, raising each other up even as they were added to the increasingly complex mix. Looking back on it, I can see exactly what changed in my approach to the music.
At the time, though, it all just felt magical.
It’s nice, now, playing Flower as just another player, reliving those bits of magic. That amazing exhale when you leave the canyon in the wind level. The drive that pushes you through a darkened city. The serenity of night that accompanies the post-game credits.
And while those magical parts were carefully composed and scripted for effect, the parts where the computer dictates the order of notes for a flower’s melody continue to floor me.
I remember one time, while playing the color level, a series of flowers set before the beginning of the third section of music played a melody so full of longing that I had to drop the controller to catch my breath.
When people speak of game development, they often describe it as a process of discovery. Though I’ve worked on video game scores before Flower, working closely with Sony and thatgamecompany was probably the best experience I ever had writing music. The music, ostensibly coming from me, seemed to keep on revealing itself to us from everywhere in the development. From level design, art, and mechanics to little things like the time needed to load a level and even the heft of the Dualshock 3; all of these had such an impact on the music composition that I couldn’t help but feel joy that the music was springing up from some space beyond myself.
And here I am, a little more than a year later thinking: I can’t wait to take part in that experience once again.
Watch for the Flower official soundtrack, coming this Thursday to the PlayStation Store for $2.99. And if you missed it, check out the Flower dynamic theme as well, also only $2.99.
make.believe: thatgamecompany
Posted by Eric Koch in flOw, flower, Inside PlayStation, make.believe, thatgamecompany on March 18th, 2010
As many of you have seen, Sony’s got a new brand message that we all believe in here at Santa Monica Studio. The ethos of make.believe is simple: believe that anything you can imagine, you can make real. We’ve had the fortune to work with thatgamecompany, an incredibly talented group of young minds with fresh ideas and complete conviction to follow their imagination. They’ve given the gaming world some of the most original and satisfying experiences to date, and we are very proud to be working with them. In the spirit of make.believe, check out the story of where they came from and how they succeeded. Enjoy!
Flower Dynamic Theme Now Available, Original Soundtrack Announced
Posted by Randall Lowe in dlc, flower, PlayStation Games, PSN, soundtrack, thatgamecompany on February 12th, 2010
Hey Everyone.
Randall Lowe here with a lot of really exciting Flower news and announcements. It is my honor to be posting on behalf of Jenova Chen or Kellee Santiago, the creative geniuses at thatgamecompany behind Flower.
Today, February 12, we’re all very proud to be celebrating the one year anniversary of Flower’s release on the PSN! Before I get onto the news, perhaps I should recap for those of you who aren’t familiar with Flower.
Flower is a completely new experience in gaming that takes you on an emotional journey through vivid and beautiful landscapes. In it, you guide the wind to collect flower petals, float above grassy hills, and paint the world with color and light. Since its debut, it has won a ton of awards and recognitions, from critics and fans alike, as a truly unique experience and ground-breaking game. If you missed it, here’s Jenova and Kellee accepting the award for Best Indie Game at the Spike VGAs in December. If you haven’t tried the game out yet, now’s the perfect chance!
Even better than reading my words about how unique and beautiful Flower really is, please take a moment and watch this developer diary video featuring Kellee from TGC, and my boss here at Santa Monica, Eric Koch.
So, back to the anniversary. To celebrate Flower turning one year young, and all the success the game has enjoyed since its release, we’ve put together a beautiful and serene dynamic theme, complete with day and night cycles, for all the fans who want to bring the Flower experience to their XMB. This went live on the PlayStation Store yesterday for the low price of $2.99. Go check it out!
Want more than just the dynamic theme? Then you’re in luck! Coming soon, we’ll be releasing the original soundtrack for Flower composed by Vincent Diamante. This soundtrack has been remastered and mixed specifically for this release, and more details will be announced in the near future. So check back on the blog for a release date and pricing!
Speaking of fans, here’s a great fan-made trailer that the developers liked so much, they contacted the creators so we could release it officially on PSN!
Finally, I just wanted to take a moment on behalf of thatgamecompany and SCEA Santa Monica Studio to express the sincere gratitude and appreciation to all the fans of Flower; for the longevity of your support and your level of interest in this project that has meant so much to so many people.
Flower Wins VGAs Best Independent Game – A Huge Thank You from thatgamecompany!
Posted by Kellee Santiago in awards, Events, flower, Inside PlayStation, thatgamecompany, vga 2009 on December 15th, 2009
Hi, it’s Kellee Santiago again from thatgamecompany. This last weekend was…whoa, just totally surreal. Jenova, composer Vincent Diamante, and I met up at the event, where we got together with fellow indie nominees, Hemisphere Games (Osmos) and Twisted Pixel (‘Splosion Man) so that we could brave the great unknown of the red carpet together.
Which turned out to be a good thing because it was pretty hectic and intense there. Did you know going down a red carpet can take an hour?!? I don’t know how seasoned veterans like David Jaffe can do it!
These Mt. Dew-themed drinks helped us get through the pre-show schmooze-fest, though. It was great to be surrounded by almost all of the other Best Indie Game nominees – I definitely felt more grounded. I mean, how do you handle waiting in line for the port-o-potty and encountering Samuel L. Jackson?
(Waiting for the show to begin.)
And then there were the REAL celebrities – Rocksteady, Naughty Dog, Infinity Ward…I was nerding out all over the place. Very unlady-like. But I love any opportunity to straight-up shower love on some of my favorite game makers, because I know how much it has meant to us to get emails and hear from you guys about Flower.
Of course, then it got to our category. Our hearts were in our throats, which I think you could hear when we gave our acceptance speech. As Jenova said, Flower has come a long way since the day he said, “Let’s make a game about flowers and love,” to actually being awarded by Spike TV.
And because I was so nervous, I totally cut off Jenova before he could thank the most important people – you guys. We heard some of you got to be at the viewing party in Hollywood and were cheering right alongside us, and that really means a lot to us. Making experimental games is an emotional and scary process, and we really couldn’t do it without you guys. Thanks so much for all of your support these last three and a half years, and we hope we can continue to entertain you!
PlayStation’s VGAs Weekend
Posted by Jeff Rubenstein in awards, Events, Inside PlayStation, naughty dog, PlayStation Community, PlayStation Games, thatgamecompany, uncharted 2, vga 2009 on December 14th, 2009
First things first: congratulations to Naughty Dog (UNCHARTED 2 won three awards, including Game of the Year), thatgamecompany (Flower took Best Independent Game), and Sony Santa Monica Studios (God of War III is your Most Anticipated Game) for their Video Game Awards wins this weekend.
And thanks go to the 100 PlayStation fans who joined us to celebrate these wins in Hollywood on Saturday evening. It was a truly fun time, and the reaction of the crowd when UNCHARTED 2 claimed Game of the Year/Best PS3 Game/Best Graphics was made all the sweeter by the fact that several Naughty Dogs were there to watch along with us.
Along the way we raffled off multiple copies of our biggest games of the year (Killzone 2, inFAMOUS, Ratchet & Clank Future: A Crack in Time, UNCHARTED 2 and more), a couple of super-rare James Grayson-inspired Resistance: Retribution leather jackets, and a so-tough-to-get-that-even-we-don’t-have-one UNCHARTED 2: Among Thieves Fortune Hunter’s Edition. It’s the least we could do for fans that came out to see us on the sloppiest day I’ve ever seen in Southern California. See all the pics here.

So, a lot of you asked why we didn’t hold our VGAs viewing party somewhere else. Here’s the reason: We were able to score two extra tickets to the live show, courtesy of one Geoff Keighley. The plan all along was to pluck the first two people out of line and send them into a waiting limo for the night of their video-gaming lives. Nobody deserved it more than Eric and Brittanie of Ontario, CA. The couple stood – in the driving rain – for 8 hours (!) to attend the meetup.

Unfortunately, the limo was late, and that same freak LA rainstorm turned what is normally a 15 minute drive to the Nokia Theater (even in LA traffic) into a nearly hourlong slog downtown. We just missed the seating window. Fortunately, Brittanie and Eric are really good sports, and we returned to the meet-up to watch the VGAs on Spike. They’ll be getting a nice schwag bag for their awesomeness.
Thanks again to Naughty Dog and everyone else who came out to see us, making this another successful community event. Let’s do this again.









