Atsushi Fukai
Born:
Feb. 25, 1975 Ashikaga, Japan
Education: Hamilton College (Clinton, NY)
Favorite Drink: Florida Orange Juice
Favorite Food: Korean Barbecue
Favorite TV Show: Mystery Science Theather 3000
Favorite Music: Game Music
Favorite Movie: Back to the Future
As an added
bonus this month we speak to Mr. Fukai, a composer waiting to
breakout and make a name for himself in the world of game music.
You may know Mr. Fukai form his collection of CD's based on famous
game music. Mr. Fukai is currently in production on an undisclosed
game. We wish him all the best.
Official
website:
Mushi Net (J/E) arranged and original Mp3 samples.
E-Mail: midi@mushi.net
Mr. Fukai's article on game
music.
Purchase Mr. Fukai's Music @ Risingsun
Primary
hardware: Power
Macintosh, PowerBook, Roland SoundCanvas/JV MIDI tone generators,
Digidesign digital audio interface and an 8-channnel mixer.
Primary
software: Digidesign
Pro Tools and Opcode Musicshop.
RocketBaby:
At what age did you become interested in music? What
was your first instrument?
Atsushi
Fukai: I was interested in music
since before I can remember. They say I started taking violin
lessons when I was 3, although I don't recall much about that
period.
RB: At what age
did you start writing music?
AF:
I started writing computer music at the age of 19.
RB: What are your
previous credits?
AF:
Mostly private productions for the moment. Miscellaneous background
music and jingle productions for corporate clients, self-motivated
projects where most of which are publicized at my website (http://mushi.net/).
RB: How did you
end up going to college in NY? How was your experience there?
What did you like best and least about USA?
AF:
My parents suggested an option to schools in the US when I was
12. I took the opportunity and have attended boarding schools
starting at 6th grade. It was certainly tough in the beginning
to throw myself out alone in a foreign country without someone
who understood my native language around, but my young age helped
to quickly adjust myself to the environment, of course with the
help of my great new friends. As a young student, long vacations
were certainly among the things I liked the best about the US.
One of the things that disappointed me was the unavailability
of game music CDs due to lack of recognition toward game music
as an established genre.
RB: How did you
get involved with game music?
AF:
I became particularly interested in game music in the mid-80's,
when I was struck by the creativity and craftsmanship of game
music composers at the time to persent quality music under severely
limited hardware sound support, such as famicom/NES's 3 PSG+1
noise polyphony environment. Ever since, I was amazed at how the
artists expanded their creativity with evolving sound environments.
click image to
hear mp3 samples
RB: What are some
positive aspects working as a musician in Japan?
AF:
Abundant technical and inspirational resources and high competition
RB: What are some
Negatives?
AF:
Relative difficulty in promoting myself without aid of an established
partner/sponsor.
RB: How is promoting
yourself difficult?
AF:
Although companies are open to new talent, many, mostly larger
companies, seem to have a tendency to place more value on trends
over individual creativity or specialty. It is also a cultural
trait that those with personal connections with people at the
core of the industry are far more advantageous than those without,
in terms of finding opportunities to debut on a mainstream platform.
RB: When did you
come up with idea for creating music to imaginary game sequels?
AF:
I came up with the idea when I was about a year into studying
MIDI sequencing. I wanted to do more than just to arrange existing
music, and it was an approach that allowed me to experiment with
acquired techniques and musical ideas, while effectively drawing
public attention to my activities. Of course, sharing my passion
toward game music through such activities with people who share
similar interests was very exciting.
RB: How long do you work
on each of the "sequel" projects?
AF:
These projects are usually self-motivated, so I basically work
on them when I have time. Hence the amount of time that takes
to complete a project may vary anywhere from a month to a year.
When I was in the right mood, I could finish a few tunes in a
day, whereas when I was
not, it has taken a couple of days to
write a single tune.
click image to
hear mp3 samples
RB: What do the
original composers and companies think of your "sequel" projects?
AF:
One of them has expressed unofficial mental support for my project.
I have also received encouragements from some individuals who
were involved in productions related to the original work.
RB: What are your
favorite genres to compose for?
AF:
If you are asking about musical genre, then anything I am in mood
for at the time, really. If I feel expressive, I might go with
a symphonic piece, and if I feel like rocking, I might go with
fusion or heavy metal, and so on. In terms of game genre, I believe
I am equally ready to write music for anything.
RB: Who are your
influences?
AF:
Joe Hisaishi, Ryo Yonemitsu, Falcom JDK/Yuzo Koshiro, Konami Kukeiha
Club, Kouhei Tanaka, etc.
RB: What are the
advantages and disadvantages of working in MIDI?
AF:
I find the flexibility and universality of the data format to
be extremely advantageous. The fact that MIDI files are text-based
makes them light in volume and highly compressable, hence very
convenient to transfer over networks. On the other hand, all that
is convenient about MIDI also facilitates misusage. MIDIs are
easy to pirate, modify and distribute against original author's
intentions.
RB: How do you
think the Internet will affect music, especially music for games?
AF:
The medium allows greater flexibility for the users to choose
or customize gaming environments according to one's musical perferences.
The internet also provides global opportunity to reference musical
resources that are otherwise likely to be confined to a certain
national/cultural regions.
click image to
hear mp3 samples
RB: How do you
get yourself in the mood to write music?
AF:
The mood has its own mind, and I just hope that it arrives at
proper timing. Playing games or watching films with imagination-provoking
settings can often help, though not a very time-efficient approach.
RB: What are your
hobbies and why?
AF:
I like entomology, so I enjoy collecting insects. I am captivated
by the variety of forms and habits of insects. Arranging existing
game music is what triggered my composition life. It is fun to
expand familiar tunes with my own taste, and of course it is a
good technical practice. Recently I began taking interest in internet
auctions. It provides not only opportunities to trade items that
are otherwise difficult or impossible to find (like old game soundtrack
CDs), but also chances to interact and exchange information with
more people with common interests.
RB: Do you play
games? Which ones?
AF:
Well sure. It's hard to narrow down on a few representative titles,
but I like shooter and action games. Of course I prefer ones with
good music. Lately, I am shifting my attention to older games,
from late 80's and early 90's. I think that it has to do with
my impression that current trend of video games is losing focus
of what makes a game high quality in its own genre of artistic
entertainment. The same can be said about game music.
RB: Any advice
for young composers?
AF:
Explore as much variety of music as possible, and seek your own
philosophy for your creations' purposes. If you like or dislike
particular musical styles, try to find out why and let that answer
be a guide to establish your unique creative mind.
RB: Will you be
working on any of the major platforms?
AF:
Actually I already am working on one. Unfortunately I am not supposed
to disclose any information on it. And yes, I am constantly awaiting
offers from game companies to write music for any platform.
click image to
hear mp3 samples
RocketBaby would like
to thank Mr. Fukai for taking time to answer our questions.
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