When composing the music for Deus Ex I had to consider the style and context that the game fit into. The game is often identified as a ‘cyberpunk’ game, meaning it depicts a world set in a post-information age in which humans have begun enhancing their bodies with cybernetic implants and prosthetic limbs. The punk element refers to a breakdown in some aspect of society, challenging the popular expectation that a progression in technology always leads to more freedom and a higher quality of life. From this understanding of the basic context that the games themes exist within, I decided the instrumentation should be broadly synthetic and electronic, it should also imply unrest and uncertainty. I had two write music for three threat levels within two different environments, for the lowest threat level I used pads and industrial sounds to create a mysterious and threatening soundscape by using lots of semi tone intervals and detuned sounds. The lowest threat level is when the player is unseen and in hiding, so i tried to make the music reflect the pressure and tension of that state. For the medium threat level I continued many of the themes on as I needed it to still feel tense and mysterious. I added some percussive elements to suggest a kind of urgency, as the player is now in a situation when they are in danger of being seen. I also introduced an arpeggio playing between an F and an A, this implies the Lydian mode making the piece sound distant and ambiguous. For the highest threat level i concentrated more on making it sound open and aggressive rather than tense, secretive and mysterious. I built a half time break-beat/jungle esque groove to be the driving force moving the piece forward. I made the arpeggio more prominent by adding another diad to the pattern up an octave, this gives the player something more like a hook or melody to grasp on to. Throughout all aspects of the percussion i layered different orchestral drums to make the music sound more appropriate for a AAA game such as this which often style much of their game after aspects of cinema.





