With relocation to Northern Japan finished, a brief trip to the US in August and lectures in Australia in late September, 2006 is proving to be as busy as 2005 was. Two major game title releases have occupied the first half of the year, the challenge of learning a new language and writing a symphonic work are amongst the highlights for the second half of 2006. With the commencement of production of a live percussion show he has composed in Tokyo and performing in Taiko performances in his new home prefecture Stephan has fully immersed himself in the music he loves. Working across Japan, America and Australia Stephan continues to expand both his list of works and his audience.



The background music on this webpage has been selected for its unobtrusive nature; the pieces below provide a selection of more up-tempo and action orientated works.

  • Nocturnal Instincts 2006 - Fractured Remembrance

  • Nicktoons Unite 01 - Goddard's Insides
  • Nicktoons Unite 04 - Takin' Down the Bad Guys

  • The Polar Express 01 - Christmas Eve
  • The Polar Express 02 - Hero's Theme
  • The Polar Express 03 - The Zeppelin

  • Jurassic Park Operation Genesis 01 - Safari
  • Jurassic Park Operation Genesis 02 - Night Creatures
  • Jurassic Park Operation Genesis 03 - Tornado

  • One of the more difficult aspects of modern music is a distinct lack of availabilty of scores for study purposes. While it is a very straightforward process to obtain a score for just about anything that Beethoven or Mozart might have written, it is far more difficult to obtain a score for most of the film music written in the last thirty years. The development of advanced notation software has not only made composing and orchestrating more efficient, but makes sharing the end result easier. All works included on this page were composed and orchestrated using Sibelius 3.

    Included below are the scores for two pieces from two different games. The Zeppelin is one of the more up-tempo pieces from The Polar Express game score and was written for a sixty-piece orchestra. Goddard's Insides is a quirkier piece written for a 30 piece orchestra and a Theremin. Both of these pieces can be downloaded as mp3's from the music page (or by clicking the links above). The pages are optimised jpegs designed to fit correctly on A4 size paper. They are made freely available for study purposes. Performance of either work requires the composer's permission.

    The Zeppelin

  • View pages by thumbnails
  • Download zip file of entire score
  • Download MP3
  • Goddard's Insides

  • View pages by thumbnails
  • Download zip file of entire score
  • Download MP3


  • Stephan Schütze has the good fortune of being responsible for both the music and the sound assets for most of the projects he works on. While this naturally increases the amount of work that needs to be completed, it has the benefit of giving him the opportunity to craft an entire audio environment himself.

    In the audio environment of a game or film, music and sound should work together to create the desired atmosphere, rather than competing against each other. Having this level of control allows Stephan to create a unified environment in which all sound assets work seamlessly together.

    This control also allows Stephan to enjoy one of his other great interests: sound recording.

    "There is a certain awareness of the world around you that can greatly benefit anyone involved with sound recording.

    "At its simplest it is just being prepared to listen to the sound environment you are in, and think of the potential of every sound that you hear. At a more complex level it can involve being constantly aware of how the world in which you live changes sonically from moment to moment. You know how and when to capture sound events, and often how to artificially create the sound you want from the most unlikely and unusual sources.

    "Sometimes quick reactions can reward you with an unlikely or rare sound bite, but more often quite patience is required to capture the moment, like waiting to photograph a sunset or a wave breaking against rocks." Stephan Schütze.

    The greatest difficulty in recording clean sound material is that the world in general is a noisy place, and sound travels a lot further than most people realise. To capture natural ambience may require travelling out into the wilderness, and unless you are prepared to hike for days you will probably need to drive. Unfortunately others will probably use the same road that got you to your excellent sound source, and the excellent high quality microphone you are using to capture the clearest sounds, will also pick up the distinctive sound of another car about 5 kilometres away.

    Equipment Information




    Using the correct equipment for a job goes a long way to increasing your chances for success. High quality equipment really does make a difference if you have the opportunity and budget.

    There are various qualities to keep in mind for different pieces of equipment, but for location recording there are two factors that Stephan rates highly: build quality and weight. This may seem a little unusual after making a comment about how important recording quality is, but if your gear breaks down on location it doesn't matter how high quality it was, its no good to you if it's busted. Also after one or two hours wandering around the wilderness every extra ½ kilogram becomes more of an issue than you might expect.

    Currently Stephan's personal gear is based around an old Sony portable DAT recorder. It's far from state of the art, but at the time it was a very good unit for the price and he has grown comfortable using it.

    There are many new hard disk recording systems that have become available, of varying quality and price. Stephan has considered, and is still considering, upgrading to one of these. Audio equipment is an area where you really do get what you pay for. There are lower price units that appear to be well equipped from a functional standpoint, but that are often too flimsy to really consider for location use.

    From a budget point of view Stephan will always spend at least half his budget on microphones. He is currently using a Sennheiser MKH 60 shotgun microphone with a Rycote windshield and fluffy cover. This is NOT a cheap piece of equipment, but it is worth every cent invested in it.

    After upgrading from a cheaper microphone the improvement in recording quality was obvious. These two pieces of equipment form the core of his equipment for location recording and have done so for over three years.

    Stephan also utilises a variety of microphones for special situations or to achieve unusual effects. A stereo microphone is quite useful for getting nice ambient material. However, a microphone designed to capture good quality music in stereo may be overly sensitive for outdoor use.

    He uses a Rode NT4 stereo microphone, which has given him some excellent results indoors recording choirs and instruments, but he has found it overloads very easily outdoors. This will eventually be remedied with the addition of a good quality windshield, but without it has little tolerance for wind.

    Another, more unusual microphone he uses is designed to function underwater. The Aquarian hydrophone was originally designed for use by marine biologists and the like, but Stephan has found it to be an excellent addition to his equipment list, and it is quite reasonably priced.

    An award winning score for Jurassic Park: Operation Genesis and a continuing association with Melbourne Symphony emphasizes Stephan Schütze's position as Australia's principle orchestral composer for the games industry. In the five years as Lead Audio Designer at Melbourne's BlueTongue Entertainment he has worked on several premier titles and earned a reputation for excellence that has spread worldwide.

    A background of professional playing and extensive academic studies has resulted in a mature approach to the writing and producing of musical works. Stephan spent five years in The Australian Army Band Melbourne as a horn player, and this combined with musical studies at both The Victorian College of the Arts and Latrobe University provide a strong foundation as a composer.

    A selection of short film scores, Taiko drumming and works for mobile phone platforms adds to his composing experience. As a member of the Australian Guild of Screen Composers and the Australian Fellowship of Composers, Stephan actively pursues his interest in the Australian music industry.

    His academic skills have also become widely regarded, with several articles published including a paper in Organised Sound, a Cambridge University music journal. Stephan has also presented lectures for The Australian Film Television and Radio School, The Digital Media Fund and The Australian Game Developers Conference.



    2006


    Composer/Sound Designer

    • Games
      Barnyard PS2, Gamecube, PC
      Nicktoons 06 PS2, Gamecube
      First Eleven Football Mobile Phone
    2000 - 2006

    Lead Audio Designer THQ Melbourne

    2005


    Composer/Sound Designer

    • Games
      Nicktoons Unite PS2, Gamecube
      Fairly Odd Parents Game Boy Advance
      Need for Speed Underground Mobile Phone
      Indy 500 Mobile Phone
      Snood 2 Mobile Phone
      Jumbuck Island Mobile Phone

    • Film
      Silenced Director Jim Batt
      Love is a Shotgun Director Jim Batt
    Speaker

    Australian Film Television and Radio School, Sydney
    "Storytelling: Interactivity, Sound & Music, AFTRS, Sydney"

    Australian Film Television and Radio School, Melbourne
    "Screen composition for computer games"

    Australian centre for the moving image
    "Music for film, TV and games"

    Australian Game Developers' Conference
    "Outsourcing audio vs in-house - The pros and cons"

    Melbourne University
    "Introduction to Composing for the Game Industry"

    Industry membership

    Australian Guild of screen composers

    Fellowship of Australian Composers

    2004


    Composer/Sound Designer

    • Games
      The Polar Express PS2, Gamecube, PC
      Star Trek - The Cold Enemy Mobile Phone
      Star Trek - The Birds of Prey Mobile Phone
      Shaft Mobile Phone
      Black Rain Mobile Phone
      Ryan Giggs International Mobile Phone

    • Film
      Magritte's Promise Directed by Nikki Johnson
      A Brief Case of Anonymity Directed by Murray Lorden
      Tambo Tombo Studio Easter Tokyo Japan

    Speaker

    Australian Film Television and Radio School, Sydney
    "Storytelling: Interactivity, Sound & Music"

    Australian Film Television and Radio School, Melbourne
    "Storytelling: Interactivity, Sound & Music"

    Australian Game Developers Conference Melbourne

    Continuum speculative fiction convention
    Cinematic audio for all media
    "So you want to make a computer game?"

    Interview

    Inside Film magazine - Dec/Jan 04/05 The Sound Game

    2003


    Composer/Sound Designer

    • Games
      Jurassic Park Operation Genesis PS2, Xbox, PC

    Writer

    Organised Sound volume 8 issue 02 August 2003 Cambridge University Press

    The creation of an audio environment as part of a computer game world: the design for Jurassic Park - Operation Genesis on the XBOX™ as a broad concept for surround installation creation

    Game Developer Magazine November 2003
    Sound Principles "Be very, very quiet"

    Award

    Best Audio 2003, Australian Game Developers Conference
    Jurassic Park Operation Genesis

    2002


    Composer/Sound Designer

    • Games
      Starship Troopers Terran Ascendancy PC















    Stephan Schütze is a prolific composer/audio designer and a sought after speaker for conferences and lectures.

    Should you have any questions regarding either audio services or speaking requirements, please don't hesitate to contact us.

    Email:

    Mail: PO Box 472
    Carlton North
    Victoria 3054
    Australia




    Web Design by GrayCeltArt.
    Japanese translation by Tomoko Kawaguchi Translation Service.