I have been in contact with the game designers and animators in my group and I asked for a list of references and what mood they wanted the sound to create. I also asked if there was a preference in the type of instrument, whether it should be more experimental or not, how intimate or abstract it should be and how long they roughly want it. The response was very open in that I was told I am able to be quite free in my experimentation. I am in charge of the musical score in the background while my partner is in control of the sound effects. I’m happy that the assigning of roles worked out this way because it provides a good opportunity for me to explore something different by scoring an environment that is specific and requires a certain mood to reflect it’s atmosphere and structure.
My role is to score a ‘lighter’ and ‘darker’ side of the game, the lighter for when the bee is pollinating the flowers and the darker for when it is searching for flowers in a barren wasteland. So essentially I feel it is quite important to have the two moods be consistent in their sonic textures and aesthetics, as they will occupy the same world but with slightly different tones. Similar instruments and an overarching ambience I feel would work well in retaining the consistency in the soundtrack, making it obvious that the two tracks are existing in the same world.