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{{short description|American musician, video game music composer and sound director}} | |||
{{featured article}} | |||
{{Use dmy dates|date=December 2019}} | |||
{{Infobox musical artist <!-- See Misplaced Pages:WikiProject Musicians --> | |||
{{Infobox musical artist | |||
| Name = Frank Klepacki | |||
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| name = Frank Klepacki | ||
| image = Frank_Klepacki_on_an_insert_photo_of_his_Morphscape_album.jpg | |||
| Img_capt = Frank Klepacki, from his album ''Morphscape'' | |||
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| caption = Klepacki, from his solo album ''Morphscape'' (2002) | ||
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| landscape = yes | ||
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| background = non_performing_personnel | ||
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| alias = | ||
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| birth_name = | ||
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| birth_date = | ||
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| origin = ], Nevada, US | ||
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| instrument = Guitar, bass, synthesizer, drums | ||
| genre = ], ], ], ], ], ], ], ], ], ] | |||
| Instrument = | |||
| occupation = ] composer, musician | |||
| Genre = ]<br>]<br>]<br>]<br>] | |||
| years_active = | |||
| Occupation = ] ], ] | |||
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| label = | ||
| associated_acts = ], ], The Bitters, Mo Friction | |||
| Label = | |||
| website = | |||
| Associated_acts = ], ], The Bitters,<br> Mo Friction | |||
| URL = | |||
| Notable_instruments = | |||
}} | }} | ||
'''Frank Klepacki''' ( |
'''Frank Klepacki''' ({{IPAc-en|k|l|ə|ˈ|p|æ|k|i}}; {{IPA|pl|klɛˈpat͡skʲi|lang}}) is an American musician and ], best known for his work on the ]. Having learned to play drums as a child, he joined ] as a composer when he was 17 years old. He has scored several games there, including the ], Westwood Studios' ], '']'' series, '']'', and the ''Command & Conquer'' series. His work in '']'' won two awards. | ||
He lives in ], where he has shaped a solo career and played and produced for several local bands.<ref name="lvlife">{{cite web | title=Yo, Cookie | |
He lives in ], where he has shaped a solo career and played and produced for several local bands.<ref name="lvlife">{{cite web | title=Yo, Cookie |date=March 2000 | url=http://www.lvlife.com/2000/03/702/story01.html | work=Las Vegas Life | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20071224031528/http://www.lvlife.com/2000/03/702/story01.html |archive-date=24 December 2007}}</ref><ref name="thebittersband">{{cite web | title=The Bitters | url=http://www.thebittersband.com/ | access-date=28 August 2006}}</ref> His personal and band work touches upon several genres, including ]l, ], ], ], and ]. He has dubbed the style of music he writes as "Rocktronic".<ref name="creatingrock">{{cite web | title=COMMENTARY: Creating Rocktronic | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=22 April 2007}}</ref> His work has appeared in various media, including the ] program '']''. | ||
Frank Klepacki |
Klepacki is currently the audio director of ], where he scored '']''.<ref name="videogamesheet">{{cite web | title=MobyGames: Frank Klepacki Rap Sheet | url=http://www.mobygames.com/developer/sheet/view/developerId,1950/ | work=]| access-date=28 August 2006}}</ref> Klepacki was contacted to score '']'', but was too busy with Petroglyph to take the project, and declined to mention the offer.<ref name = "pcgamerpodcast"/><ref name="klepackinews">{{cite web | title=News | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=5 June 2006}}</ref> Klepacki composed three songs for '']'' by ]. His solo CD entitled '']'' is packaged with a comic he helped produce.<ref name="klepackinews" /> | ||
==Early life and career== | == Early life and career == | ||
Klepacki was raised by a family of musicians of ] and ] descent who played on the Las Vegas strip.<ref name="944magazine">{{cite news|title=Interview with Frank Klepacki |date=30 June 2006 |author=Jarret Keene |work=944 Magazine |url=http://www.944.com/lasvegas/more.php?article=2808 |access-date=27 July 2006 |url-status=dead |archive-url=https://web.archive.org/web/20160602192717/http://www.944.com/lasvegas/more.php?article=2808 |archive-date=2 June 2016 }}</ref> He drew art as a hobby, but music prevailed in his early interests.<ref name="gamingeyeinterview">{{cite web|title=Interview with Frank Klepacki |date=21 December 2003 |author=Mattias Lundin |url=http://www.gamingeye.com/pc/strategi/cc/artiklar/artikel.eye?type=interview&id=2476 |work=Gamingeye.com |access-date=28 July 2006 |url-status=dead |archive-url=https://web.archive.org/web/20070928192725/http://www.gamingeye.com/pc/strategi/cc/artiklar/artikel.eye?type=interview&id=2476 |archive-date=28 September 2007 }}</ref> He received his first ] at age 8 and began performing professionally by age 11.<ref name="logbookinterview">{{cite web | title=Interview with Frank Klepacki | year=2001 | author=Earl Green | url=http://www.thelogbook.com/music/i_frank.htm | work= The Logbook | access-date=27 July 2006 |archive-url=https://web.archive.org/web/20071224041844/http://www.thelogbook.com/music/i_frank.htm |archive-date=24 December 2007}}</ref> Among his early influences were ] and ] groups, including ], ], ], and ].<ref name="morphscape">{{cite web | title=COMMENTARY: What is a Morphscape? | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=28 July 2006}}</ref> Seeking to master ], ], and ]s, he formed local bands and created a ] of original material by age 17. His impetus for diversifying his instrumental abilities was "not being able to communicate with other band members on ideas...for original songs."<ref name="twistedinterview">{{cite web | title=The Frank Klepacki Interview | date=2 April 2007 | author=Banxy | url=http://www.twistedoutlook.com/frankklepackiinterview.php | archive-url=https://web.archive.org/web/20070929002218/http://www.twistedoutlook.com/frankklepackiinterview.php | url-status=dead | archive-date=29 September 2007 | work= Twisted Outlook | access-date=22 April 2007 }}</ref> His first piece of audio gear was a ] 4-track cassette recorder, which he used to record demos, band practices, and live shows.<ref name="music4gamesinterviewinthestudio" /> | |||
] | |||
Frank Klepacki was raised by a family of musicians of ] descent who played on the Las Vegas strip.<Ref name="944magazine">{{cite web | title=Interview with Frank Klepacki | date=2006-06-30 | author=Jarret Keene | url=http://www.944.com/lasvegas/more.php?article=2808 | work= | accessdate=27 July | accessyear=2006}}</ref> He drew art as a hobby, but music prevailed in his early interests.<ref name="gamingeyeinterview">{{cite web | title=Interview with Frank Klepacki | date=2003-12-21 | author=Mattias Lundin | url=http://www.gamingeye.com/pc/strategi/cc/artiklar/artikel.eye?type=interview&id=2476 | work= | accessdate=28 July | accessyear=2006}}</ref> He received his first ] at age 8 and began performing professionally by age 11.<Ref name="logbookinterview">{{cite web | title=Interview with Frank Klepacki | year=2001 | author=Earl Green | url=http://www.thelogbook.com/music/i_frank.htm | work= | accessdate=28 July | accessyear=2006}}</ref> Among his early influences were ] bands and ] groups, including ], ], ], and ].<Ref name="morphscape">{{cite web | title=COMMENTARY: What is a Morphscape? | url=http://www.frankklepacki.com | work= | accessdate=28 July | accessyear=2006}}</ref> Seeking to master ], ], and ]s, he formed local bands and created a ] of original material by age 17. | |||
After learning to program ] on a ] and becoming interested in ], he applied for a job as a ] at Westwood studios.<ref name="logbookinterview" /> He submitted his demo |
After learning to program ] on a ] and becoming interested in ], he applied for a job as a ] at Westwood studios.<ref name="logbookinterview" /> He submitted his demo tape—described as "an acoustic guitar song with electric guitar leads and keyboard strings, and raining sound effects"—to the company's audio director.<ref name="944magazine" /><ref name="gameplaymag">{{cite journal | last = Klepacki | first = Frank | title = Interview with Frank Klepacki |date=October 2007 | journal = ] | publisher = ITC Publishing}}</ref> The growing company enlisted him as a composer for the ] port of '']'' and the computer game '']''.<ref name="944magazine" /> He later composed with ] sequencing for several other '']'' games.<ref name="behindcc">{{cite web | title=COMMENTARY: Behind the C&C Soundtrack | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=27 July 2006}}</ref> In 1992, he helmed the audio of '']'', attempting to complement the music of the original '']''.<ref name="avaultinterview">{{cite web | date=17 September 2006 | title=Good to the Last Note | author=Josh Horowitz | url=http://www.avault.com/articles/getarticle.asp?name=lastnote&page=4 | work=Adrenaline Vault | access-date=27 July 2006 |archive-url=https://web.archive.org/web/20041106032042/http://www.avault.com/articles/getarticle.asp?name=lastnote&page=4 |archive-date=6 November 2004}}</ref> He later noted that he pushed the sequencing program on his ] to the limit while scoring the game.<ref name="gwjinterview">{{cite web | date= 21 March 2006 | title=Gamers With Jobs Radio: Interview with Frank Klepacki | url=http://www.gamerswithjobs.com/taxonomy/term/318 | work= Gamers with Jobs | access-date=22 August 2006}}</ref> While working on '']'' in 1994, he and the Westwood team were shown sketches of the unfinished feature film.<ref name="interviewfaq">{{cite web | title=Interview FAQ | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work=frankklepacki.com | access-date=27 July 2006}}</ref> Film composer ] later praised Klepacki for reworking his scores.<ref name="music4gamesinterview">{{cite web | date=22 January 2006 | title=Interview with Star Wars: Empire At War Audio Director and composer Frank Klepacki | author=Music4Games staff | url=http://www.music4games.net/Features_Display.aspx?id=6 | work=Music4Games | access-date=28 July 2006 | url-status=dead | archive-url=https://web.archive.org/web/20071024190323/http://www.music4games.net/Features_Display.aspx?id=6 | archive-date=24 October 2007 }}</ref> After finishing the third entry into '']'' series, '']'', Frank Klepacki met with Westwood leaders to discuss the upcoming game '']'', the first in a series which would bring him wider fame and critical acclaim.<ref name="behindcc" /> | ||
===Command and Conquer series=== | === ''Command and Conquer'' series === | ||
In 1994, Klepacki met with Westwood Studios developers to discuss the soundtrack of the company's next project'', Command & Conquer''. To define the game's style, Klepacki listened to a number of bands, including ] and ],<ref name="twistedinterview" /><ref name="behindcc" /> which would supply the iconic ] style found in the majority of the songs. He combined various elements of this music and added his own touch to create a unique sound. With the company's recent shift to 22 ] audio, Klepacki composed with an ] ASR-10 sampler, a ] S760 sampler, a ] synth module, and an ].<ref name="behindcc" /> The first few songs he composed for ''Command & Conquer'' contained voice samples, including the notable pieces "Act on Instinct" and "No Mercy" (which featured wild declarations from '']''). The samples were later found to interfere with the game's spoken audio, and were replaced with versions lacking the voices, although the original versions (and several other unused pieces) can still be found on the DOS ''C&C'' and ''Covert Operations'' discs. Complete versions of the songs later appeared on the game's commercial soundtrack.<ref name="behindcc" /> He would continue to sample clips from film and other media throughout his career, using a quote from '']'' in the ''Yuri's Revenge'' track "Brainfreeze", for example. Klepacki next composed instrumental pieces for ''Command & Conquer'', drawing influences from ]l, ], ], and ]. For the ], Klepacki wrote "Airstrike", featuring a hook later used in '']'' for the Global Defense Initiative. Conversely, the Brotherhood of Nod ending used the song "Destructible Times", written by Klepacki's local band, ]. The developers requested the song because it "reflected the war aspect and bad-ass vibe of Nod's side."<ref name="behindcc" /> The ''C&C'' expansion pack ''The Covert Operations'' featured seven new ] pieces, all of which were also included on the disc in high quality ] format.<ref name="behindcc" /> Though the soundtrack was not released through retail, Westwood sold it by special order through its website and in game catalogues.<ref name="westwoodcatalogue">{{Cite book | year=2000 | author=Westwood Studios | title=The Westwood Studios Catalog | publisher=Westwood Studios }}</ref> | |||
] | |||
In 1994, Frank Klepacki met with Westwood Studios developers to discuss the soundtrack of the company's next project—''Command & Conquer''. To define the game's style, Klepacki listened to a number of bands.<ref name="behindcc" /> He combined various elements of this music and added his own touch to create a unique sound. With the company's recent shift to 22 ] audio, Klepacki composed with an ASR-10 sampler, a ] S760 sampler, a Roland JD 990 synth module, and an ].<ref name="behindcc" /> The first few songs he composed for ''Command & Conquer'' contained voice samples—including the notable pieces ''Act on Instinct'' and ''No Mercy'' (which featured wild declarations from '']''). The samples were later found to interfere with the game's spoken audio, and the voices were removed. Complete versions of the songs later appeared on the game's commercial soundtrack.<ref name="behindcc" /> He would continue to sample clips from film and other media throughout his career, using a quote from '']'' in the ''Yuri'' song ''Brainfreeze'', for example. Klepacki next composed instrumental pieces for ''Command & Conquer'', drawing influences from ], ], ], and ]. For the ], Klepacki wrote ''Airstrike'', featuring a hook later used in '']'' for the ]. Conversely, the ] ending used the song ''Destructible Times'' written by Klepacki's local band, ]. Developers requested the song because it "reflected the war aspect and bad-ass vibe of side."<ref name="behindcc" /> The ''C&C'' expansion pack ''Covert Operations'' featured new ] pieces.<ref name="behindcc" /> Though the soundtrack was not released through retail, Westwood sold it by special order through its website and in game catalogues.<ref name="westwoodcatalogue">{{Cite book | year=2000 | author=Westwood Studios | title=The Westwood Studios Catalog | publisher=Westwood Studios | language=English}}</ref> | |||
While working on ''Covert Operations'', Klepacki composed "Hell March", from the idea of "a rock tune to marching boots," finishing the song in one day after inventing the guitar riff.<ref name="gameplaylistinterview">{{cite web | date=8 November 2008 | title=Interview of Frank Klepacki | author=Frank Klepacki | url=http://www.gameplaylist.org/?p=3| access-date=15 June 2009}}{{dead link|date=October 2015}}</ref> Upon listening, director ] insisted this song be used as the signature theme of ''Command & Conquer: Red Alert''.<ref name="behindcc" /> Originally intended for use with the Brotherhood of Nod, it features militaristic samples—including marching, industrial sounds, and a commander shouting orders. Klepacki initially scored ''Red Alert'' with sci-fi camp in mind, but early songs were shelved. He switched gears to write gritty pieces, prompting the ''Red Alert'' team to expand upon the style of ''Command & Conquer''.<ref name="behindra">{{cite web | title=COMMENTARY: Behind the Red Alert Soundtrack | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work=frankklepacki.com | access-date=27 July 2006}}</ref> In preparing to compose, Klepacki acquired new sample libraries for unique and strange sounds. Particular creative moods would result in a few songs at a time. He first wrote heavy songs like "Workmen" and "Crush", then composed neutral, synthesizer-laden music, such as "Vector" and "Roll Out". Klepacki also composed "Fogger" and "Mud", one of his personal favorites, before finishing with "Militant Force" and "Radio 2". He took breaks from working to make cameo appearances as a Soviet soldier killed by ] and an Allied commander in the ]s of ''Red Alert''. He previously appeared as a Nod soldier and the voice of the commando in ''Command & Conquer'' and would voice bit parts in future Westwood games.<ref name="actingcameos">{{cite web | title=COMMENTARY: Frank's acting cameos | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=28 July 2006}}</ref> | |||
] in a '']'' cut scene]] | |||
While working on ''Covert Operations'', Frank Klepacki composed ''Hell March''. Upon listening, director ] insisted this song be used as the signature theme of ''Command & Conquer: Red Alert.''<ref name="behindcc" /> Originally intended for use with the Brotherhood of Nod, it features militaristic samples—including marching, industrial sounds, and a commander shouting what sounded like "we want war, wake up!"—but actually a German drill instructor shouting "Die waffen - legt an!", roughly translated as "Bring rifles to fighting position!"<ref name="behindra">{{cite web | title=COMMENTARY: Behind the Red Alert Soundtrack | author=Frank Klepacki | url=http://www.frankklepacki.com | work= | accessdate=27 July | accessyear=2006}}</ref> Klepacki initially scored ''Red Alert'' with sci-fi camp in mind, but early songs were shelved. He switched gears to write gritty pieces, prompting the ''Red Alert'' team to expand upon the style of ''Command & Conquer''.<Ref name="behindra" /> In preparing to compose, Klepacki acquired new sample libraries for unique and strange sounds. Particular creative moods would result in a few songs at a time.<ref name="behindra" /> He first wrote heavy songs like ''Workmen'' and ''Crush'', then composed neutral, synthesizer-laden music, such as ''Vector'' and ''Roll Out''. Klepacki scored ''Fogger'' and ''Mud'', one of his personal favorites, before finishing with ''Militant Force'' and ''Radio 2''. He took breaks from working to make cameo appearances as a Soviet soldier killed by ] and an Allied commander in the ]s of ''Red Alert''. He previously appeared as a ] soldier and the voice of the commando in ''Command & Conquer'' and would voice bit parts in future Westwood games.<ref name="actingcameos">{{cite web | title=COMMENTARY: Frank's acting cameos | author=Frank Klepacki | url=http://www.frankklepacki.com | work= | accessdate=28 July | accessyear=2006}}</ref> | |||
{{listen | |||
After completing ''Red Alert'', he took a short break to review his work. He concluded that some songs could be enhanced, but ''Red Alert'' had already gone ], precluding new versions.<ref name="behindra" /> These remixes later appeared on the unsuccessful ''Command & Conquer: Sole Survivor''. ''Red Alert''<nowiki>'</nowiki>s soundtrack was voted best video game soundtrack of 1996 by ] and Gameslice magazines, defeating ]'s score for '']''.<ref name="behindra" /><ref name="music4gamesinterview" /> Reviewers called it "fun to listen to" and "second to none."<ref name="gamespotredalert">{{cite web | author=Vince Broady | date=1996-11-26 | title=Review of Red Alert | url=http://www.gamespot.com/pc/strategy/commandconquerredalert/review.html | work= | accessdate=23 August | accessyear=2006}}</ref><ref name="darkzeroredalert">{{cite web | date=2002-12-29 | title=Review of Red Alert | url=http://darkzero.co.uk/index2.php?articleid=12 | work= | accessdate=23 August | accessyear=2006}}</ref> As of 2005, ''Red Alert'' has sold 35 million game units, bringing Klepacki his widest audience.<ref name="guinness">{{Cite book | year=2005 | editor=Claire Folkard | title=The Guinness Book of World Records | publisher=Bantam Books | language=English | id=0553588109 }}</ref> He wrote additional music for the game's ]s, ''Counterstrike'' and ''Aftermath''. He attributed the success of ''Red Alert'' to an infusion of modern styles not found in other games.<ref name="petroglyphpodcast">{{cite web | title=Frank Klepacki Podcast | url=http://www.petroglyphgames.com/news/index.php?id=60&year=2006 | work= | accessdate=28 July | accessyear=2006}}</ref> | |||
| filename = Hellmarch.ogg | |||
| title = Frank Klepacki's "Hell March" | |||
| description = A 30 second sample of "Hell March", the iconic piece from ''Red Alert''. | |||
| format = ] | |||
}} | |||
After completing ''Red Alert'', he took a short break to review his work. He concluded that some songs could be enhanced, but ''Red Alert'' had already gone ], precluding new versions.<ref name="behindra" /> These remixes later appeared on the unsuccessful ''Command & Conquer: Sole Survivor''. ''Red Alert''{{'}}s soundtrack was voted best video game soundtrack of 1996 by '']'' and ''Gameslice ''magazines, defeating ]'s score for '']''.<ref name="music4gamesinterview" /><ref name="behindra" /> Reviewers called it "fun to listen to" and "second to none."<ref name="gamespotredalert">{{cite web|author=Vince Broady |date=26 November 1996 |title=Review of Red Alert |url=http://www.gamespot.com/pc/strategy/commandconquerredalert/review.html |work=GameSpot |access-date=23 August 2006 |archive-url=https://web.archive.org/web/20060613180357/http://www.gamespot.com/pc/strategy/commandconquerredalert/review.html |archive-date=13 June 2006 |url-status=dead }}</ref> As of 2005, ''Red Alert'' was listed in the '']'' for selling several million units, bringing Klepacki his widest audience.<ref name="guinness">{{Cite book | year=2005 | editor=Claire Folkard | title=The Guinness Book of World Records | publisher=Bantam Books | isbn=0-553-58810-9 | url-access=registration | url=https://archive.org/details/guinnessworldrec2005folk }}</ref> He wrote additional music for the game's ]s, ''Counterstrike'' and ''Aftermath''. He attributed the success of ''Red Alert'' to an infusion of modern styles not found in other games.<ref name="petroglyphpodcast">{{cite web | title=Frank Klepacki Podcast | url=http://www.petroglyphgames.com/news/index.php?id=60&year=2006 |archive-url=https://web.archive.org/web/20061021194725/http://www.petroglyphgames.com/news/index.php?id=60&year=2006 |archive-date=21 October 2006 |work= Petroglyph Games | access-date=27 October 2015}}</ref> Klepacki initially wrote off the popularity of his music, assuming that his music "must only appeal to die-hards."<ref name="gameplaylistinterview" /> He considered it "very surreal" to realize his soundtracks had gained him fame, and has since embraced his fans and critics.<ref name="gameplaylistinterview" /> | |||
==Later games== | |||
] | |||
In 1997, Frank Klepacki scored a '']'' adaptation and in 1998 composed for '']''. He attempted to update the music from '']'' into "this non-blip stuff."<ref name="avaultinterview" /> ''Dune 2000'' was panned by critics, though Klepacki's score was praised for adhering to the traditional ''Dune'' style.<ref name="gamespotdune2000">{{cite web | author=Ron Dulin | date=1997-12-03 | title=Review of Dune 2000 | url=http://www.gamespot.com/pc/adventure/bladerunner/review.html | work= | accessdate=23 August | accessyear=2006}}</ref> He composed for '']'' with ]—with whom he would later collaborate on '']''.<Ref name="videogamesheet" /> ''Tiberian Sun'' featured dark, ambient ] and ambient space music suited to the game's post-apocalyptic/space/ futuristic setting.<ref name="tsreview">{{cite web | title=Review of Command & Conquer: Tiberian Sun | author=The Logbook staff | url=http://www.thelogbook.com/disc/q3-02/t.htm | work= | accessdate=28 July | accessyear=2006}}</ref> Klepacki cited the piece "Mad Rap" as his favorite. An avid '']'' fan, he enjoyed scoring ] featuring ], the voice of ].<ref name="petroglyphpodcast" /> He next scored ''] III'' and '']''. Klepacki defined ''Red Alert 2''<nowiki>'</nowiki>s style with heavy metal guitar and fast-paced beats.<ref name="ra2review">{{cite web | title=Review of Command & Conquer: Red Alert 2 | author=The Logbook staff | url=http://www.thelogbook.com/disc/q3-02/r.htm | work= | accessdate=28 July | accessyear=2006}}</ref> Klepacki scored the game with a ] Tr-rack, ], and ] 5080.<ref name="westwoodnetinterview">{{cite web | year=2001 | title=Frank Klepacki Interview (Yuri's Revenge) | url=http://www.westwoodi.net/read.php?Articles/Frank_Klepacki_Interview | work= | accessdate=28 August | accessyear=2006}}</ref> ''Red Alert 2''<nowiki>'</nowiki>s included a remix of "Hell March". The return to high-energy songs was owed in part to fan criticism of ''Tiberian Sun''.<ref name="avaultinterview" /> Klepacki maintained the energetic style in ''Red Alert 2''<nowiki>'</nowiki>s expansion pack ''Yuri's Revenge''. For '']''—the next entry in the series—Klepacki tried to update the style of the original ''Command & Conquer'' by making it "hipper and more elaborate."<ref name="avaultinterview" /> Several ''Command & Conquer'' mainstays appear as reworked versions, including ''Target (Mechanical Man)'', ''Industrial'', ''Act on Instinct'', and ''No Mercy''. The main theme's melody comes from ''C&C 80's Mix'', a piece composed for ''Covert Operations'' but scrapped before release.<ref name="ra2review">{{cite web | title=Music / Track List / Info | author=Frank Klepacki | url=http://www.frankklepacki.com | work= | accessdate=28 July | accessyear=2006}}</ref> | |||
] | |||
Klepacki's last contribution to ] was the music of '']'', comprising four albums of material.<ref name="music4gamesinterview3">{{cite web | year=2002 | title=Interview with Frank Klepacki | url=http://www.music4games.net/n_earth&beyond.html | work= | archiveurl=http://web.archive.org/web/20030224064701/http://www.music4games.net/n_earth&beyond.html | archivedate=2003-02-04 | accessdate=28 July | accessyear=2006}}</ref> Acquired by ] in 1998, Westwood was liquidated in 2002 and the remaining employees were relocated to ].<ref name="mobygames">{{cite web | title=History for Westwood Studios | url=http://www.mobygames.com/company/westwood-studios-inc/history | work= | accessdate=28 July | accessyear=2006}}</ref> Several Westwood founders left the company. Though Frank Klepacki offered to score '']'' and submitted a demo to EA, he was not contacted to compose.<ref name="interviewfaq" /> Klepacki took a brief hiatus to work on solo albums, then joined ] games as full-time audio director in 2004.<ref name="petroglyphpodcast" /> He prepared by becoming versed in the job's requirements and demands.<ref name="petroglyphpodcast" /> His first task was scoring '']'', Petroglyph's launch title; he also helped select voice actors.<ref name="askpetroglyph1">{{cite web | title=Some questions for everyone at Petroglyph | url=http://www.petroglyphgames.com/forums/index.php?showtopic=1012&hl=klepacki | work= | accessdate=2 January | accessyear=2007}}</ref> A die-hard fan of the '']'' franchise, Klepacki enjoyed complementing ]'s style as he worked with sound effects used in the feature films.<ref name="music4gamesinterview" /> He worked closely with programmers to ensure perfect aural functionality. Though most the game's score is John Williams's work, Klepacki estimates that he contributed 20% original material. Apart from the main theme, he aimed to minimize his editing in order to retain the classic ''Star Wars'' sound.<ref name="music4gamesinterview" /> He chiefly composed for new areas of the ''Star Wars'' universe only found in ''Empire at War''. He calls his work on the game "the peak of my career,"<ref name="petroglyphpodcast" /> and felt he had spent his entire life grooming his abilities for that soundtrack.<ref name="gwjinterview" /> | |||
=== Later Westwood games === | |||
For the ''Forces of Corruption'' expansion pack, he took greater creative liberty with the ''Star Wars'' feel by writing an original theme for the new criminal faction.<ref name="petroglyphpodcast" /> In attempting to compose this piece, he wrote several preliminary hooks that were later integrated into the game's battle themes.<ref name="gamespotdiary5">{{cite web | title=Star Wars: Empire at War: Forces of Corruption Designer Diary #5 - The Sounds of Corruption | date=2006-10-17 | author=Frank Klepacki | url=http://www.gamespot.com/pc/strategy/starwarsempireatwarforces/news.html?sid=6159916 | work= | accessdate=2 January | accessyear=2007}}</ref> He composed six pieces for the expansion total, including the finale theme. In line with the criminal theme of the game, Klepacki borrowed motifs and recreated the mood from scenes involving ] in ].<ref name="music4gamesfoc">{{cite web | title=Star Wars: Empire at War - Forces of Corruption Interview with Audio Director and Composer Frank Klepacki | date=2006-12-05 | url=http://www.music4games.net/Features_Display.aspx?id=119 | work= | accessdate=2 January | accessyear=2007}}</ref> His score for the expansion pack was accepted upon first submission to ].<ref name="music4gamesfoc" /> As Petrogylph's audio director, he also selected sound effects—a tricky process due to the issue of making the criminal faction's sounds a "little different, without straying too much from the original signature sounds."<ref name="gamespotdiary5" /> Klepacki worked with ] to select voice actors, and contributed his own talents to the role of ] and other minor characters.<ref name="gamespotdiary5" /> A ] reel of his voice acting was released on Petroglyph's forums after the one-thousandth member registered.<ref name="focblooper">{{cite web | date=2006-12-15 | url=http://www.petroglyphgames.com/forums/index.php?showtopic=1511 | work= | title=Frank's FOC Bloopers! | accessdate=2 January | accessyear=2007 | }}</ref> | |||
] | |||
In 1997, Klepacki scored a '']'' adaptation. Though Westwood acquired the rights to use the original film score by ], the company was not allowed access to the original master recordings, and Klepacki had to recreate the themes by ear.<ref name="gameplaylistinterview" /> Developers were satisfied by his attention to detail, feeling that his digital recreations sounded clearer than the originals.<ref name="gameplaylistinterview" /> In 1998, Klepacki composed the soundtrack for '']''. He attempted to update the music from '']'' into "this non-blip stuff," and worked in homages to the original style of the films as composed by ].<ref name="avaultinterview" /><ref name="gameplaylistinterview" /> ''Dune 2000'' was panned by critics, though Klepacki's score was praised for adhering to the traditional ''Dune'' style.<ref name="gamespotdune2000">{{cite web | author=Ron Dulin | date=3 December 1997 | title=Review of Dune 2000 | url=http://www.gamespot.com/pc/strategy/dune2000/review.html | work= GameSpot | access-date=23 August 2006}}</ref> Klepacki considered ''2000'' to be a more definitive work than ''Dune II'', which was constrained by software and hardware limitations.<ref name="gameplaylistinterview" /> He then composed the soundtrack for '']'' with ], with whom he would later collaborate on '']''.<ref name="videogamesheet" /> He began by writing "Stomp", an energetic rock piece intended to recreate the effect of "Hell March" for the new game.<ref name="tscommentary">{{cite web | author=Frank Klepacki | date=15 May 2007 | title=COMMENTARY: Tiberian Sun | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=4 June 2007}}</ref> Coincidentally, one of the trailers for ''Command and Conquer 3'' featured "Stomp" as the soundtrack. Westwood instead wanted ''Tiberian Sun'' to feature darker, more moody music, and "Stomp" was shelved in favor of the current sound. Bereft of ideas due to the stark change in direction, Klepacki asked Mendelson to collaborate; he regards tracks they both worked on as the best. ''Tiberian Sun'' ultimately featured dark, ambient ] and ambient space music suited to the game's post-apocalyptic and futuristic setting.<ref name="tsreview">{{cite web | title=Review of Command & Conquer: Tiberian Sun | author=The Logbook staff | url=http://www.thelogbook.com/music/command-and-conquer-tiberian-sun/ | work= The Logbook | date=20 January 2003 | access-date=28 July 2006 |archive-url=https://web.archive.org/web/20071224041836/http://www.thelogbook.com/music/command-and-conquer-tiberian-sun/ |archive-date=24 December 2007}}</ref> Klepacki cited the piece "Mad Rap" as his favorite. An avid '']'' fan, he enjoyed scoring ] featuring ], the voice of ].<ref name="petroglyphpodcast" /> The scenes also allowed him to integrate the "Airstrike" and "No Mercy" themes into the game's score, despite the aforementioned shift.<ref name="tscommentary" /> With the expansion pack ''Firestorm'', he attempted to "set things right" by writing more upbeat songs and including "Stomp", which would also appear in ''Command & Conquer: Renegade''.<ref name="tscommentary"/> | |||
Frank Klepacki has not been contacted to score '']''. He revealed that he learned of the game's development the "same way the fans did."<ref name="klepackinews" /> Electronic Arts hired ] to score the game;<ref name="c&c3composer">{{cite web | url=http://www.imdb.com/name/nm0413011/ | title=Steve Jablonsky, IMDB entry | accessdate=19 December | accessyear=2006 | }}</ref> an EA community manager at ''C&C 3'''s forums suggests that the audio team is studying Klepacki's music and will attempt to recreate his style.<ref name="eaforum">{{cite web | date=2006-04-24 | title=Bring Frank Klepacki back for the music. | url= | |||
http://forums.ea.com/mboards/thread.jspa?sls=2&tstart=0&threadID=64939&start=15 | work= | accessdate=28 July | accessyear=2006}}</ref> Klepacki feels that ''Command & Conquer'' is a significant part of his life and that he would like to return to the ''Tiberian'' era.<ref name="gamingeyeinterview" /> He conceded that employment at Petroglyph games would probably prevent him from working with Electronic Arts.<ref name="klepackinews" /> Klepacki's next project is a game collaboration by ] and Petroglyph named ''Universe at War: Earth Assault!''.<ref name="gwjinterview" /> As of December 2006, he had composed several songs for various factions.<ref name="petropo2">{{cite web | date=2006-12-06 | title=Frank's Music for P-02 | url= | |||
http://www.petroglyphgames.com/forums/index.php?showtopic=1385 | work= | accessdate=2 January | accessyear=2007}}</ref> When asked in 2002 whether he'd continue scoring music after ten years in the business, he exclaimed, "ten down, next ten to go!"<ref name="westwoodnetinterview" /> | |||
He next scored ''] III'' and '']''. Klepacki defined ''Red Alert 2''{{'}}s style with heavy metal guitar and fast-paced beats.<ref name="ra2review">{{cite web | title=Review of Command & Conquer: Red Alert 2 | author=The Logbook staff | url=http://www.thelogbook.com/music/command-and-conquer-red-alert-2/ | work=The Logbook | access-date=28 July 2006 | archive-date=20 February 2012 | archive-url=https://web.archive.org/web/20120220043616/http://www.thelogbook.com/music/command-and-conquer-red-alert-2/ | url-status=dead }}</ref> Klepacki scored the game with a ] TR Rack, ] Nova desktop, and ] XV-5080.<ref name="westwoodnetinterview">{{cite web | year=2001 | title=Frank Klepacki Interview (Yuri's Revenge) | url=http://www.westwoodi.net/read.php?Articles/Frank_Klepacki_Interview | work=Westwood Infiltration | access-date=28 August 2006 | archive-date=21 August 2016 | archive-url=https://web.archive.org/web/20160821001542/http://www.westwoodi.net/read.php?Articles%2FFrank_Klepacki_Interview | url-status=dead }}</ref> ''Red Alert 2'' included a remix of "Hell March". The return to high-energy songs was owed in part to fan criticism of ''Tiberian Sun''.<ref name="avaultinterview" /> Klepacki maintained the energetic style in ''Red Alert 2''{{'}}s expansion pack ''Yuri's Revenge''. For '']'', the next entry in the series, Klepacki tried to update the style of the original ''Command & Conquer'' by making it "hipper and more elaborate."<ref name="avaultinterview" /> Several ''Command & Conquer'' mainstays appear as reworked versions, including "Target (Mechanical Man)", "Industrial", "Act on Instinct" and "No Mercy". The main theme's melody comes from "C&C 80's Mix", a piece composed for ''Covert Operations'', but which was scrapped before release.<ref>{{cite web | title=Music / Track List / Info | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=28 July 2006}}</ref> Klepacki's last contribution to ] was the music of '']'', comprising four albums of material.<ref name="music4gamesinterview3">{{cite web|year=2002 |title=Interview with Frank Klepacki |url=http://www.music4games.net/n_earth&beyond.html |work=Music4Games |archive-url=https://web.archive.org/web/20030224064701/http://www.music4games.net/n_earth%26beyond.html |archive-date=24 February 2003 |access-date=28 July 2006 |url-status=dead }}</ref> Acquired by ] in 1998, Westwood was liquidated in 2002 and the remaining employees were relocated to ].<ref name="mobygames">{{cite web | title=History for Westwood Studios | url=http://www.mobygames.com/company/westwood-studios-inc/history | work=MobyGames | access-date=28 July 2006 | archive-date=12 October 2010 | archive-url=https://web.archive.org/web/20101012062446/http://www.mobygames.com/company/westwood-studios-inc/history | url-status=dead }}</ref> Several Westwood founders left the company. Though Klepacki offered to score '']'', and submitted a demo to EA, he was not offered the job.<ref name="interviewfaq" /> When asked in 2002 whether he'd continue scoring music after ten years in the business, he exclaimed, "ten down, next ten to go!"<ref name="westwoodnetinterview" /> After Westwood's closure, he reflected on his past work at a dinner held by Joseph Kucan and other former employees.<ref name="dinner">{{cite web | title=Frank and Joe at Dinner | author=Frank Klepacki | url=http://www.gamereplays.org/community/index.php?showtopic=96709 | work= Gamereplays.org | access-date=8 June 2007}}</ref> | |||
==Solo and band work== | |||
] | |||
Frank Klepacki has played in and produced albums for several Las Vegas bands. ]'s '']'' is his first full-length CD appearance. The band featured Greg Greer on vocals, Rod Arnett on bass, Dan Ryan on guitar, and Frank Klepacki on drums.<ref name="iam">{{cite web | title=I AM | url=http://www.frankklepacki.com/ | work= | accessdate=25 August | accessyear=2006}}</ref> Formed from the rhythm section of local band ''Shatterbone'', I AM released one album in 1995 and broke up.<ref name="iam">{{cite web | title=I AM | url=http://www.frankklepacki.com/ | work= | accessdate=28 July | accessyear=2006}}</ref> Described as ] ] rock, the band's music drew influences from ] and ].<ref name="iam" /> The song ''Destructible Times'' was used for the Brotherhood of Nod ending in the original ''Command & Conquer''.<ref name="behindcc" /> After the break-up, Klepacki joined ], a ten member ensemble which played funk and soul in the tradition of ].<ref name="lvweekly0">{{cite web | title=Home Cookin': Pink in the Middle | date=1999-12-23 | author=Jeff Inman | url=http://www.lasvegasweekly.com/departments/12_23_99/cd_home_cooking.html | work=http://www.lvlife.com Las Vegas Life] | accessdate=28 August | accessyear=2006}}</ref> Founded in 1989, Home Cookin' commercially debuted with '']'' in 1997 (which featured a number one hit) and released a second album ('']'') in 2000 before disbanding following a tour in California.<ref name="lvweekly3">{{cite web | title=Sound Feedback: R.I.P. | date=2000-11-30 | author=Jeff Inman | url=http://www.lasvegasweekly.com/departments/11_30_00/sound_feedback.html | work=http://www.lvlife.com Las Vegas Life] | accessdate=28 August | accessyear=2006}}</ref> Towards the end of its run, the band played at Quark's Bar in ] and at the Boston Grill and Bar.<ref name="lvweekly1">{{cite web | title=Show Review: Funk, Soul Brethren | year=2000 | month=September | author=Molly Brown | url=http://www.lasvegasweekly.com/noise/09_00/showreview.html | work=http://www.lvlife.com Las Vegas Life] | accessdate=28 August | accessyear=2006}}</ref> The group sometimes opened shows with a four member ] act named ''Junkfood''.<ref name="lvweekly2">{{cite web | title=Pink Funk | date=1999-12-09 | author=Jeff Inman | url=http://www.lvlife.com/2000/03/702/story01.html | work=http://www.lvlife.com Las Vegas Life] | accessdate=28 August | accessyear=2006}}</ref> Home Cookin' was popular by readers of Las Vegas Weekly, winning several awards over its history—including "Best Horns" in a band.<ref name="lvweekly6">{{cite web | title=Top of the Pops | date=2000-06-08 | url=http://www.lasvegasweekly.com/features/pop_top_of_the_pops.html | work=http://www.lvlife.com Las Vegas Life] | accessdate=28 August | accessyear=2006}}</ref> Klepacki boasted that turnout for the band at clubs was usually above four hundred people.<ref name="lvweekly4">{{cite web | date=2000-06-22 | author=Frank Klepacki | title=Letters to the Editor: Reality Check | url=http://www.lasvegasweekly.com/opinion/readerspeak_06_22_00.html | work= | accessdate=28 August | accessyear=2006}}</ref> In 2003, he formed ''The Bitters'', a trio composed of Klepacki, bassist Vinny Moncada, and guitarist Jeff Murphy. With a style described as metal and ], the group has released one album as of August 2006.<Ref name="thebittersband" /> Klepacki is also member to the group ''Mo Friction'', supported by former Home Cookin' members. Their debut album will mark Klepacki's first outing as a band's lead ].<ref name="mofriction">{{cite web | title=Mo Friction | url=http://www.frankklepacki.com/ | work= | accessdate=28 July | accessyear=2006}}</ref> | |||
] | |||
Frank Klepacki's solo work debuted in 2002 with '']''. Production began in 1996 with the song ''Cybertek'', though an album was not planned at this time. The rest of ''Morphscape''<nowiki>'</nowiki>s songs were composed after ''Red Alert 2''. Klepacki composed the album's title track while working on ''Command & Conquer: Renegade'', and feels the game's style is visibly present in ''Morphscape''.<ref name="morphscape" /> Klepacki released the final product after Westwood's dissolution. His biggest inspiration in creating solo works is the legion of fans interested in ''Command & Conquer''.<ref name="music4gamesinterview2">{{cite web | author=Jay Semerad | year=2002 | title=Interview with Frank Klepacki | url=http://www.music4games.net/f_frankklepacki_morphscape.html | work= | archiveurl=http://web.archive.org/web/20031227123848/http://www.music4games.net/f_frankklepacki_morphscape.html | archivedate=2003-12-27 | accessdate=28 July | accessyear=2006}}</ref> Klepacki took a hiatus from composing video game music to write two other solo albums, the first of which is entitled '']''. Released in 2004, the album has been described as dark, edgy, and heavy in a way that will appeal to ''Command & Conquer'' fans.<ref name="personalprojects">{{cite web | title=Personal Projects | url=http://www.frankklepacki.com/ | work= | accessdate=28 July | accessyear=2006}}</ref> Klepacki sought out specific samples and instruments used in the Command & Conquer soundtrack for use in ''Rocktronic''.<ref name="creatingrock">{{cite web | title=COMMENTARY: Creating Rocktronic | author=Frank Klepacki | url=http://www.frankklepacki.com/ | work= | accessdate=2 January | accessyear=2007}}</ref> Featuring live drumming in certain songs, the album is Klepacki's best-seller and was well received by his fans.<ref name="creatingrock" /> Following ''Rocktronic'' was '']'', released in 2005. Klepacki complemented his usual style with experiments in hip hop on the album. Tracks from each release have been periodically used in '']''.<ref name="personalprojects" /> | |||
=== Petroglyph Games === | |||
On August 1, 2006, he revealed his next solo project would be named ''Awakening of Aggression'' and confirmed the music would be "heavy" and "hard-hitting."<ref name="klepackinews" /> When interviewed, Klepacki said that he channeled stress into the heavy music of the new album.<ref name="music4gamesfoc" /> ''Aggression'' was released in October of the same year, and was made available on ] on December 7. He filled the liner notes of the album with the names of several supportive fans who had purchased his music.<ref name="klepackinews" /> | |||
Klepacki took a brief hiatus to work on solo albums, then joined ] as full-time audio director in 2004.<ref name="petroglyphpodcast" /> He prepared by becoming versed in the job's requirements and demands.<ref name="petroglyphpodcast" /> His first task was scoring '']'', Petroglyph's launch title; he also helped select voice actors.<ref name="askpetroglyph1">{{cite web | title=Some questions for everyone at Petroglyph | url=http://www.petroglyphgames.com/forums/index.php?showtopic=1012&hl=klepacki | work=Petroglyph Forums | access-date=2 January 2007 | archive-date=1 October 2011 | archive-url=https://web.archive.org/web/20111001075912/http://www.petroglyphgames.com/forums/index.php?showtopic=1012&hl=klepacki | url-status=dead }}</ref> A die-hard fan of the '']'' franchise, Klepacki enjoyed complementing ]'s style as he worked with sound effects used in the feature films.<ref name="music4gamesinterview" /> He worked closely with programmers to ensure perfect aural functionality. Though most of the game's score is John Williams's work, Klepacki estimates that he contributed 20% original material. Apart from the main theme, he aimed to minimize his editing in order to retain the classic ''Star Wars'' sound.<ref name="music4gamesinterview" /> He chiefly composed for new areas of the ''Star Wars'' universe only found in ''Empire at War''. He calls his work on the game "the peak of my career,"<ref name="petroglyphpodcast" /> and felt he had spent his entire life grooming his abilities for that soundtrack.<ref name="gwjinterview" /> As a perk of composing, he visited the ] and ], and took pride in having his name associated with an official ''Star Wars'' product.<ref name="twincities">{{cite web | title=Fans share their Star Wars memories | author=Pioneer Press | date=23 May 2007 | url=http://www.twincities.com/searchresults/ci_5959685?nclick_check=1 | work= Twin Cities | access-date=4 June 2007}}</ref><ref name="readerswrite">{{cite web | title=The Readers Write: 'Star Wars' memories | date=25 May 2007 | url=http://www.post-gazette.com/pg/07133/785788-254.stm | work= Pittsburgh Post-Gazette | access-date=4 June 2007}}</ref> | |||
] | |||
For the ''Forces of Corruption'' expansion pack, he took greater creative liberty with the ''Star Wars'' feel by writing an original theme for the new criminal faction.<ref name="petroglyphpodcast" /> In attempting to compose this piece, he wrote several preliminary hooks that were later integrated into the game's battle themes.<ref name="gamespotdiary5">{{cite web | title=Star Wars: Empire at War: Forces of Corruption Designer Diary #5 – The Sounds of Corruption | date=17 October 2006 | author=Frank Klepacki | url=http://www.gamespot.com/pc/strategy/starwarsempireatwarforces/news.html?sid=6159916 | work= GameSpot | access-date=2 January 2007}}</ref> He composed six pieces for the expansion total, including the finale theme. In line with the criminal theme of the game, Klepacki borrowed motifs and recreated the mood from scenes involving ] in '']''.<ref name="music4gamesfoc">{{cite web | title=Star Wars: Empire at War – Forces of Corruption Interview with Audio Director and Composer Frank Klepacki | date=5 December 2006 | url=http://www.music4games.net/Features_Display.aspx?id=119 | work=Music4Games | access-date=2 January 2007 | url-status=dead | archive-url=https://web.archive.org/web/20070829145624/http://www.music4games.net/Features_Display.aspx?id=119 | archive-date=29 August 2007 }}</ref> His score for the expansion pack was accepted upon first submission to ].<ref name="music4gamesfoc" /> As Petroglyph's audio director, he also selected sound effects, a tricky process due to the issue of making the criminal faction's sounds a "little different, without straying too much from the original signature sounds."<ref name="gamespotdiary5" /> Klepacki worked with LucasArts to select voice actors, and contributed his own talents to the role of ] and other minor characters.<ref name="gamespotdiary5" /> A ] reel of his voice acting was released on Petroglyph's forums after the one-thousandth member registered.<ref name="focblooper">{{cite web | date=15 December 2006 | url=http://www.petroglyphgames.com/forums/index.php?showtopic=1511 | work=Petroglyph Games | title=Frank's FOC Bloopers! | access-date=2 January 2007 | archive-date=1 October 2011 | archive-url=https://web.archive.org/web/20111001075937/http://www.petroglyphgames.com/forums/index.php?showtopic=1511 | url-status=dead }}</ref> Klepacki was contacted to score '']'', but was too busy with duties at Petroglyph and declined to mention the offer publicly.<ref name="pcgamerpodcast">{{cite news | title=PCGP Episode 80: Four Score! | date=26 April 2007 | url=http://www.pcgamerpodcast.com/?p=128 | work= PCGamerPodcast.com | access-date=5 May 2007| archive-url = https://web.archive.org/web/20070505022123/http://www.pcgamerpodcast.com/?p=128| archive-date = 5 May 2007}}</ref><ref name="klepackinews" /> Electronic Arts hired ] to score the game instead;<ref name="c&c3composer">{{cite web | url=https://www.imdb.com/name/nm0413011/ | title=Steve Jablonsky, IMDB entry| website=]| access-date=19 December 2006 }}</ref> an EA community manager at ''C&C 3''{{'}}s forums suggested that the audio team studied Klepacki's music and tried to recreate his style.<ref name="eaforum">{{cite web|date=24 April 2006 |title=Bring Frank Klepacki back for the music |url=http://forums.ea.com/mboards/thread.jspa?sls=2&tstart=0&threadID=64939&start=15 |work=EA Forums |access-date=28 July 2006 }}{{dead link|date=June 2016|bot=medic}}{{cbignore|bot=medic}}</ref> Klepacki feels that ''Command & Conquer'' is a significant part of his life and that he would like to return to the ''Tiberian'' era.<ref name="gamingeyeinterview" /> He conceded that employment at Petroglyph games would probably prevent him from working with Electronic Arts.<ref name="klepackinews" /> Years later, in 2018, he would have that opportunity due to EA partnering with Petroglyph to remaster the games since many of the former developers from Westwood Studios had started, and continue to work at, Petroglyph.<ref>{{Cite web|url=https://www.ea.com/news/details-command-and-conquer-remastered|title=EA Reveals the Details of C&C Remastered|last=Arts|first=Electronic|date=14 November 2018|website=Electronic Arts Inc.|access-date=4 December 2018}}</ref> | |||
==Work and beliefs== | |||
Klepacki's next project was a game collaboration by ] and Petroglyph named '']''.<ref name="gwjinterview" /> As of December 2006, he had composed several songs for various factions and enjoyed the "opportunity to create something new again, not based on...existing intellectual property.<ref name="petropo2">{{cite web | date=2006-12-06 | title=Frank's Music for P-02 | url=http://www.petroglyphgames.com/forums/index.php?showtopic=1385 | work=Petroglyph Games | access-date=2 January 2007 | archive-date=1 October 2011 | archive-url=https://web.archive.org/web/20111001075953/http://www.petroglyphgames.com/forums/index.php?showtopic=1385 | url-status=dead }}</ref><ref name="gamespotuaw">{{cite web | date=2007-11-02 | title=Universe at War: Earth Assault Designer Diary #5 – Alien Sound and Music Design | url=http://www.gamespot.com/pc/strategy/universeatwarearthassault/news.html?sid=6182220 | work= Gamespot.com | access-date=15 November 2007}}</ref> Klepacki "began by taking into account what songs were identified as fan favorites in...past related work".<ref name="gamespotuaw" /> He was interviewed about the creative process on 27 March 2007 by Kevin Yu, a Petroglyph community manager, and provided a detailed tour of his studio at the company.<ref name="pgvideointerview">{{cite web | author=Kevin Yu, Frank Klepacki | date=27 March 2007 | url=http://www.petroglyphgames.com/news/index.php?id=149&year=2007 | title=VIDEO PODCAST: THE KING IS BACK TO PREVIEW THE MUSIC IN UAW! | work=Petroglyph Games | access-date=22 April 2007 | archive-date=14 September 2011 | archive-url=https://web.archive.org/web/20110914084148/http://www.petroglyphgames.com/news/index.php?id=149&year=2007 | url-status=dead }}</ref> His office included one of the fastest computers at Petroglyph and a vocal booth where unit responses and other vocalizations were tested and tweaked before voice actors performed finishing work.<ref name="pgvideointerview" /> Klepacki was glad that Universe of War did not demand strict obedience to a particular style. He declared that surprises were in store for ''Command & Conquer'' fans waiting for him to return to his "roots" and "adrenaline-pumping soundtrack style", and suggested that they "imagine my mindset...when ''Command & Conquer'' first came out, and add about fifteen years experience to that."<ref name="gamespotuaw" /><ref name="pgvideointerview" /> Klepacki summarized the game's main styles shortly before release: | |||
When composing for video games, Frank Klepacki spends a few days to compose and master one song on average.<ref name="imperiuminterview">{{cite web | title=Interview with Frank Klepacki | url=http://www.imperium-ww.pl/articles.php?article_id=30 | work= | accessdate=28 August | accessyear=2006}}</ref> He feels writing music for games is somewhat difficult as only early ]s are available to play. He sometimes must compose songs based off vague descriptions.<ref name="westwoodnetinterview" /> Composing for cut scenes is easier by comparison.<ref name="westwoodnetinterview" /> Nonetheless, he prefers to compose for a game throughout its development rather than write songs for a finished product.<ref name="petropo2" /> He has said that the most rewarding part of composing video game music is working with a team—which he compares to chemistry between band members—and knowing he is part of a greater cause.<ref name="petroglyphpodcast" /> He believes that game music could improve if artists focused on quality and derived inspiration from playing games.<ref name="music4gamesinterview" /> He has expressed interest in having Electronic Arts sell his soundtracks in retail stores, preferably next to video games in electronic departments.<ref name="music4gamesinterview4">{{cite web | title=Video Game Soundtrack Report 1.0 | url=http://www.music4games.net/f_soundtracks_report_1.html | work= | archiveurl=http://web.archive.org/web/20021107110623/http://www.music4games.net/f_soundtracks_report_1.html | archivedate=2002-11-07 | accessdate=28 July | accessyear=2006}}</ref> He advises those wishing to get in the video game business to attend conventions and investigate developer companies.<ref name="petroglyphpodcast" /> | |||
] | |||
Klepacki runs a personal featuring a biography, archived interviews, and a playlist of songs ] in 128 ] ]. His music is also available from ]. As a ''Star Wars'' fan, he has extensively written about the film premieres of the last two prequels on his website.<ref name="klepackistarwars">{{cite web | title=COMMENTARY: Frank at ''Star Wars'' Celebration 2 | url=http://www.frankklepacki.com/ | work= | accessdate=28 July | accessyear=2006}}</ref> He maintains an account at ] and has posted three videos of his work with other bands.<Ref name="video">{{cite web | year=2006 | title=Youtube: Flyrecords1 | url=http://www.youtube.com/profile?user=flyrecords1 | accessdate=2 January | accessyear=2007}}</ref> He is an ardent supporter of ], believing the medium to be the pinnacle of quality.<ref name="digitalcinema">{{cite web | title=COMMENTARY: Digital Cinema | url=http://www.frankklepacki.com | work= | accessdate=28 July | accessyear=2006}}</ref> He has scored two short films, and won a ] award for his work with ''Unreel Invasion''.<Ref name="aboutme">{{cite web | title=Frank Klepacki: About Me | url=http://www.frankklepacki.com | work= | accessdate=27 July | accessyear=2006}}</ref> Klepacki believes that the genre of video game music is more respected than it has ever been. He notes that complex and quality music comes at a higher cost, prompting certain producers to simply "get somebody who could cop the Hollywood sound" instead of nurturing original style.<ref name="gwjinterview" /> When asked about his career low-point, he named '']'' for the ], citing difficulties with the system's limited musical capabilities.<ref name="gwjinterview" /> | |||
{{quote|For the Hierarchy—our evil alien race—I went with a more heavy-metal rock influence, to go along with how they stomp all over everything on the map with their massive walker units. Novus—our high-tech, hit-and-run faction—featured more industrial electronica to go along with their futuristic robotic feel. For our third faction, the Masari—our ancient star-faring side—I provided an epic orchestral feel, with worldly influences to reflect their godlike nature and questionable links to our past. One Masari track in particular, "Divine Intervention," would become the central theme to the whole game.<ref name="gamespotuaw" />}} | |||
Klepacki is not seeking a record deal, citing a "horrible chain of steps to getting famous." Scathingly critical of the ], he blames ] for putting a pretty face on music and destroying the independent valuation of actual sound.<ref name="klepackirecorddeal">{{cite web | title=COMMENTARY: Record Deals | url=http://www.frankklepacki.com/ | work= | accessdate=28 July | accessyear=2006}}</ref> He has also criticized ] and the repackaging of music genre through different labels—such as ] for ] and ] for ].<ref name="klepackirecorddeal" /> He believes that signing a deal does not guarantee profits, and would rather keep his ] as audio director. These sentiments were echoed in a special feature on the band ] in 2000—Klepacki said the group wanted to "work with a label, not for them."<ref name="homecookin0">{{cite web | title=Sonic Garden: Home Cookin' | url=http://www.sonicgarden.com/sonic-web/artist.cfm?artistid=4960 | work= | accessdate=25 August | accessyear=2006}}</ref> He champions the internet as a medium through which creative and original artists can be found. Klepacki believes it is the preferred avenue for music when compared to radio ]—where one hears "the exact same songs 3 months at a time."<ref name="klepackirecorddeal" /> When interviewed about file-sharing, he expressed mixed emotions.<ref name="westwoodnetinterview" /> He believes that the high price of ]s could prompt one to download music. Conversely, he notes that artists—who "don't get as much money as you think"—need to be compensated for their work.<ref name="westwoodnetinterview" /> His favorite artists by decade, starting with the ], are ], ], ], ], and ].<ref name="favorites">{{cite web | title=Where My Rockers At? | url=http://www.petroglyphgames.com/forums/index.php?showtopic=191&hl=klepacki&st=20 | work= | accessdate=2 January | accessyear=2007}}</ref> | |||
As audio director, Klepacki also created many sound effects for ''Universe at War''. For the alien Hierarchy, he cultivated an "unnatural" aesthetic through an "arsenal of mangled noises".<ref name="gamespotuaw" /> Klepacki used a "combination of heavy cranes recorded with overdriven impacts" to give the faction's walkers a "menacing machinelike breathing sound", and made up his own language to record "various grunts, growls, mannerisms, and strange vocalizations.<ref name="gamespotuaw" /> Since Hierarchy heroes needed to communicate to the player in English, Klepacki engineered dialogue to seem as if the aliens were "telepathically speaking to you, with a back-masking effect on their voices...as if the words are being channeled straight to your brain".<ref name="gamespotuaw" /> The Novus effects were usually ] and involved "mechanical movement, electricity, and metal sounds". He invented yet another language for two characters Viktor and Mirabel, who occasionally speak to one another. Lastly, he drew on weather and other natural sounds for the Masari, describing their ambience as having "more weight, thunder, heavy bass rumblings, vortex gusts..."<ref name="gamespotuaw" /> Klepacki directed the voice-acting to have a "noble and strong" feel without appearing typically medieval or overly dramatic.<ref name="gamespotuaw" /> He ultimately felt he did the work of "three people" with ''Universe at War'', as the game's audio requirements changed constantly, requiring vigilance and programmer support.<ref name="music4gamesinterviewinthestudio" /> ''Divine Intervention'' was later nominated for a ''Game Audio Network Guild'' award, and the soundtrack was released as a free download after Petroglyph's efforts toward a traditional release were frustrated.<ref name="gangaward">{{cite web | url=http://www.audiogang.org/index.php?option=com_content&task=view&id=159&Itemid=188 | title=6th G.A.N.G. Awards| access-date=15 June 2009 }}</ref><ref name="evobloginterview">{{cite web | date=15 February 2008 | url=http://evo-gamer.com/2008/02/15/frank-klepacki-exclusive-interview/ | title=Frank Klepacki – Exclusive Interview| access-date=15 June 2009 | archive-url=https://archive.today/20090520010459/http://evo-gamer.com/2008/02/15/frank-klepacki-exclusive-interview/ <!--Added by H3llBot--> | archive-date=20 May 2009 }}</ref> | |||
==Audio clips== | |||
] | |||
{{multi-listen start}} | |||
{{multi-listen item|filename=Hellmarch.ogg|title=Frank Klepacki's "Hell March"|description=A 30 second sample of "Hell March", the iconic piece from ''Red Alert''.|format=]}} | |||
{{multi-listen item|filename=Volcanic Assault Clip.ogg|title=Frank Klepacki's "Volcanic Assault"|description=A 30 second sample of "Volcanic Assault", an original piece composed for ''Star Wars: Empire at War.''|format=]}} | |||
{{multi-listen item|filename=Rocktronic_Clip.ogg|title=Frank Klepacki's "Rocktronic"|description=A 30 second sample of "Rocktronic", displaying Klepacki's solo style of composition.|format=]}} | |||
{{multi-listen end}} | |||
Klepacki next composed three songs for '']'', including "The Red Menace", "Grinder 2", and "Hell March 3". "Hell March 3" was recorded with the aid of a four-piece rock band alongside the Skywalker Symphony Orchestra and Choir at the Skywalker Sound scoring stage; the choir also sang in ] for an updated version of "Grinder" from ''Red Alert 2''.<ref name="m4ghm3">{{cite web|date=1 October 2008 |url=http://www.music4games.net/Features_Display.aspx?id=302 |title=Interview with Command & Conquer 3 Music Team |access-date=15 June 2009 |url-status=dead |archive-url=https://web.archive.org/web/20081003165725/http://www.music4games.net/Features_Display.aspx?id=302 |archive-date=3 October 2008 }}</ref> He remarked in 2008 that he would never grow tired of "Hell March", and was thankful it had resonated with so many fans.<ref name="evobloginterview" /> Around this time, he composed using ], ], a ] 2408 audio interface, and several instruments.<ref name="music4gamesinterviewinthestudio" /> Collaborating with ], Klepacki performed "Hell March" and its ''Red Alert 2'' version in Las Vegas in 2008, and later performed "Hell March 3" in the Netherlands with a choir and orchestra through the ''Games in Concert'' series; he wore a Soviet army conscript uniform for the song.<ref name="gameplaylistinterview" /> | |||
==Full discography== | |||
=== Solo and band work === | |||
; Video game music | |||
] | |||
Klepacki has also played in and produced albums for several Las Vegas bands. ]'s '']'' is his first full-length CD appearance. The band featured Greg Greer on vocals, Rod Arnett on bass, Dan Ryan on guitar, and Klepacki on drums.<ref name="iam">{{cite web | title=I AM | url=http://www.frankklepacki.com/ | work= frankklepacki.com| access-date=25 August 2006}}</ref> Formed from the rhythm section of local band ''Shatterbone'', I AM released one album in 1995 and broke up.<ref name="iam"/> Described as ] ], the band's music drew influences from ] and ].<ref name="iam" /> The song "Destructible Times" was used for the Brotherhood of Nod ending in the original ''Command & Conquer''.<ref name="behindcc" /> After the break-up, Klepacki joined ], a ten-member ensemble which played funk and soul in the tradition of ].<ref name="lvweekly0">{{cite news | title=Home Cookin': Pink in the Middle | date=23 December 1999 | author=Jeff Inman | url=http://www.lasvegasweekly.com/departments/12_23_99/cd_home_cooking.html | work=Las Vegas Life | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20030219073129/http://www.lasvegasweekly.com/departments/12_23_99/cd_home_cooking.html |archive-date=19 February 2003}}</ref> Founded in 1989, Home Cookin' commercially debuted with '']'' in 1997 (which featured a number one hit) and released a second album ('']'') in 2000 before disbanding following a tour in California.<ref name="lvweekly3">{{cite news | title=Sound Feedback: R.I.P. | date=30 November 2000 | author=Jeff Inman | url=http://www.lasvegasweekly.com/departments/11_30_00/sound_feedback.html| work=Las Vegas Life | access-date=28 August 2006}}{{dead link|date=February 2012}}</ref> Towards the end of its run, the band played at Quark's Bar in ] and at the Boston Grill and Bar.<ref name="lvweekly1">{{cite news | title=Show Review: Funk, Soul Brethren |date=September 2000 | author=Molly Brown | url=http://www.lasvegasweekly.com/noise/09_00/showreview.html | work=Las Vegas Life | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20020821001853/http://www.lasvegasweekly.com/noise/09_00/showreview.html |archive-date=21 August 2002}}</ref> The group sometimes opened shows with a four-member ] act named Junkfood.<ref name="lvweekly2">{{cite news | title=Pink Funk | date=9 December 1999 | author=Jeff Inman | url=http://www.lvlife.com/2000/03/702/story01.html | work=Las Vegas Life | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20071224031528/http://www.lvlife.com/2000/03/702/story01.html |archive-date=24 December 2007}}</ref> Home Cookin' was popular by readers of ''Las Vegas Weekly'', winning several awards over its history—including "Best Horns" in a band.<ref name="lvweekly6">{{cite news | title=Top of the Pops | date=8 June 2000 | url=http://www.lasvegasweekly.com/features/pop_top_of_the_pops.html | work=Las Vegas Life | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20061017155716/http://www.lasvegasweekly.com/features/pop_top_of_the_pops.html |archive-date=17 October 2006}}</ref> Klepacki boasted that turnout for the band at clubs was usually above four hundred people.<ref name="lvweekly4">{{cite news | date=22 June 2000 | author=Frank Klepacki | title=Letters to the Editor: Reality Check | url=http://www.lasvegasweekly.com/opinion/readerspeak_06_22_00.html | work= Las Vegas Weekly | access-date=28 August 2006 |archive-url=https://web.archive.org/web/20010105065300/http://lasvegasweekly.com/opinion/readerspeak_06_22_00.html |archive-date=5 January 2001}}</ref> In 2003, he formed The Bitters, a trio composed of Klepacki, bassist Vinny Moncada, and guitarist Jeff Murphy. With a style described as metal and ], the group has released one album as of August 2006.<ref name="thebittersband" /> Klepacki is also a member of the group Mo Friction, supported by former Home Cookin' members. Their debut album will mark Klepacki's first outing as a band's lead ].<ref name="mofriction">{{cite web | title=Mo Friction | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=28 July 2006}}</ref> | |||
{{listen | |||
* '']'' (Westwood Studios, 1991) | |||
| filename = Rocktronic_Clip.ogg | |||
* '']'' (Westwood Studios, 1991) | |||
| title = Klepacki's "Rocktronic" | |||
| description = A 30 second sample of "Rocktronic", displaying Klepacki's solo style of composition. | |||
| format = ] | |||
}} | |||
Klepacki's solo work debuted in 2002 with '']''. Production began in 1996 with the song "Cybertek", though an album was not planned at this time. The rest of ''Morphscape''{{'}}s songs were composed after ''Red Alert 2''. Klepacki composed the album's title track while working on ''Command & Conquer: Renegade'', and feels the game's style is visibly present in ''Morphscape''.<ref name="morphscape" /> Klepacki released the final product after Westwood's dissolution. His biggest inspiration in creating solo works is the legion of fans interested in ''Command & Conquer''.<ref name="music4gamesinterview2">{{cite web | author=Jay Semerad | year=2002 | title=Interview with Frank Klepacki | url=http://www.music4games.net/f_frankklepacki_morphscape.html | work= Music4Games | archive-url=https://web.archive.org/web/20031227123848/http://www.music4games.net/f_frankklepacki_morphscape.html | archive-date=27 December 2003| access-date=28 July 2006}}</ref> Klepacki took a hiatus from composing video game music to write two other solo albums, the first of which is entitled '']''. Released in 2004, the album was described as dark, edgy, and heavy in a way that will appeal to ''Command & Conquer'' fans.<ref name="personalprojects">{{cite web | title=Personal Projects | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=28 July 2006}}</ref> Klepacki sought out specific samples and instruments used in the ''Command & Conquer'' soundtrack for use in the release; the title "Rocktronic" was an attempt to name his style of music.<ref name="creatingrock" /> Featuring live drumming in certain songs, the album is Klepacki's best-seller. Following ''Rocktronic'' was '']'', released in 2005. Klepacki complemented his usual style with experiments in hip hop on the album. Tracks from each release have been periodically used in '']'', along with certain custom themes written for the show.<ref name="twistedinterview" /><ref name="personalprojects" /> | |||
On 1 August 2006, he revealed his next solo project would be named '']'' and confirmed the music would be "heavy" and "hard-hitting."<ref name="klepackinews" /> When interviewed, Klepacki said that he channeled stress into the heavy music of the new album.<ref name="music4gamesfoc" /> ''Aggression'' was released in October of the same year, and was made available on ] on 7 December. He filled the liner notes of the album with the names of several supportive fans who had purchased his music.<ref name="klepackinews" /> As of April 2007, he speculates that a new solo release will be ready by the end of the year.<ref name="twistedinterview" /> After establishing recognition on ''Ultimate Fighter'', Klepacki began scoring themes for ]'s ''Inside the MMA'' and ''HDNet Fights'' in autumn 2007.<ref name="klepackinews" /> Around this time, he made it to the district finals of the ] "drum-off" competition after winning two store challenges in Las Vegas but was eliminated.<ref name="drumoff">{{cite web | title=STORE WINNERS | date=10 October 2007 | url=http://www.gcdrumoff.com/blog/entry/21 | work= Guitar Center Drum-Off | access-date=15 November 2007| archive-url = https://web.archive.org/web/20071112225705/http://gcdrumoff.com/blog/entry/21| archive-date = 12 November 2007}}</ref> His solo album '']'' was released in April 2009. According to Klepacki, the album was inspired by his recent work on the ''Red Alert'' series.<ref name="klepackinews" /> Klepacki enjoys Las Vegas thanks to its diversity of musical talent and prolific number of shows and attractions.<ref name="gameplaylistinterview" /> He attributes his showmanship to being raised in the city, noting that one has to "stand out" to be noticed among the entertainment atmosphere of Vegas.<ref name="gameplaylistinterview" /> The city's ''Las Vegas Weekly'' honored him as a "badass composer" in its mid-April 2009 issue, highlighting his prolific fan-base and work as producer for various local bands.<ref name="lvweeklybadass">{{cite news | title=Make Room for the BADASS Music Issue! | date=16 April 2009 | author=Spencer Patterson | url=http://www.lasvegasweekly.com/departments/12_23_99/cd_home_cooking.html | work=Cinevegas | access-date=5 June 2009| archive-url = https://web.archive.org/web/20030219073129/http://www.lasvegasweekly.com/departments/12_23_99/cd_home_cooking.html| archive-date = 19 February 2003}}</ref> | |||
== Work and beliefs == | |||
When composing for video games, Klepacki spends a few days to compose and master one song on average.<ref name="imperiuminterview">{{cite web | title=Interview with Frank Klepacki | url=http://www.imperium-ww.pl/articles.php?article_id=30 | work= Imperium Westwood | access-date=26 August 2006 |archive-url=https://web.archive.org/web/20070928174901/http://www.imperium-ww.pl/articles.php?article_id=30 |archive-date=28 September 2007}}</ref> He feels writing music for games is somewhat difficult as only early ]s are available to play; he sometimes must compose songs based on vague descriptions.<ref name="westwoodnetinterview" /> Composing for cut scenes is easier by comparison, and Klepacki enjoys drawing inspiration and direction from game design art.<ref name="gameplaylistinterview" /><ref name="westwoodnetinterview" /> Nonetheless, he prefers to compose for a game throughout its development rather than write songs for a finished product.<ref name="petropo2" /> He feels that game music has been harder to compose than film or solo music as he must compose for all situations a player may discover or engineer.<ref name="gameplaymag" /> Klepacki maintains templates with a base of common instruments prepared for sudden bursts of inspiration, as he resents "having technical issues...as an obstacle."<ref name="gameplaymag" /> When asked how the composing process begins, Klepacki related: | |||
{{quote|It starts with knowing what I'm composing for. Is it a battle theme, or main title, or ambient theme, etc. Then I figure out what type of mood or style best fits...the subject matter. From there it's about picking the right instrumentation and then the writing process starts. It could start with anything; a guitar riff, a French horn melody, a drum rhythm or bass line. Then I keep alternating instruments track by track recording one part at a time until I have something that sounds full and gets the point across I'm trying for.<ref name="gameplaymag" />}} | |||
Klepacki has said that the most rewarding part of composing video game music is working with a team—which he compares to chemistry between band members—and knowing he is part of a greater cause.<ref name="petroglyphpodcast" /> He believes that game music could improve if artists focused on quality and derived inspiration from playing games.<ref name="music4gamesinterview" /> He has expressed interest in having Electronic Arts sell his soundtracks in retail stores, preferably next to video games in electronic departments.<ref name="music4gamesinterview4">{{cite web | title=Video Game Soundtrack Report 1.0 | url=http://www.music4games.net/f_soundtracks_report_1.html | work= Music4Games | archive-url=https://web.archive.org/web/20021107110623/http://www.music4games.net/f_soundtracks_report_1.html | archive-date=7 November 2002| access-date=28 July 2006}}</ref> He advises those wishing to get in the video game business to attend conventions and investigate developer companies.<ref name="petroglyphpodcast" /> He also noted in 2008 that "composition and engineering skills are now required," advising upstart composers to ensure their work is film-quality.<ref name="gameplaylistinterview" /> Klepacki is happy to see older games offered on the ], hoping that gamers are "recognizing once again that simple, short fun experiences are just as good as...long, huge-production experiences."<ref name="gameplaymag" /> Klepacki listed several influences for his style of composition: "John Williams naturally for my love of ''Star Wars'' and his style in general, Michael Kamen for his composing diversity, Metallica for sparking my metal influence, Vince Dicola who in my opinion is way under-rated for his great work, Sly & The Family Stone for inspiring funk, syncopation, and positive energy, Larry Graham for inspiring me to play funk bass, Nine Inch Nails for their unique uses of mangled sound, and Rob Zombie for combining music with a theme and persona."<ref name="music4gamesinterviewinthestudio">{{cite web | title=In the Studio: Frank Klepacki | date=3 March 2008 | url=http://www.music4games.net/Features_Display.aspx?id=203 | work=Music4Games | access-date=15 June 2009 | url-status=dead | archive-url=https://web.archive.org/web/20080508035427/http://www.music4games.net/Features_Display.aspx?id=203 | archive-date=8 May 2008 }}</ref> | |||
] | |||
Klepacki runs a personal featuring a biography, archived interviews, and a playlist of songs ] in 128 ] ]. His music is also available from ]. As a ''Star Wars'' fan, he has extensively written about the film premieres of the last two prequels on his website.<ref name="klepackistarwars">{{cite web | title=COMMENTARY: Frank at ''Star Wars'' Celebration 2 | url=http://www.frankklepacki.com/ | work= frankklepacki.com | access-date=28 July 2006}}</ref> He maintains an account at ] and has posted three videos of his work with other bands.<ref name="video">{{cite web | year=2006 | title=Youtube: Flyrecords1 | website=] | url=https://www.youtube.com/profile?user=flyrecords1| access-date=2 January 2007}}</ref> He is an ardent supporter of ], believing the medium to be the pinnacle of quality.<ref name="digitalcinema">{{cite web | title=COMMENTARY: Digital Cinema | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=28 July 2006}}</ref> He has scored two short films, and won a ] award for his work with ''Unreel Invasion''.<ref name="aboutme">{{cite web | title=Frank Klepacki: About Me | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=27 July 2006}}</ref> Klepacki believes that the genre of video game music is more respected than it has ever been. He notes that complex and quality music comes at a higher cost, prompting certain producers to simply "get somebody who could cop the Hollywood sound" instead of nurturing original style.<ref name="gwjinterview" /> When asked about his career low-point, he named '']'' for the ], citing difficulties with the system's limited musical capabilities.<ref name="gwjinterview" /> Concerning his solo career and Westwood, Klepacki regrets "not having attended more of the fun company functions and parties while I was instead playing club gigs with bands with the mentality of trying to get signed or discovered."<ref name="gameplaymag" /> When asked to reflect on his career, he replied: | |||
{{quote|The ironic thing is that my original goal in life was to be in a famous band, tour the world and sell millions of albums. Although that didn't quite happen, I got something else just as gratifying. Instead of being in a famous band, I gained some fame in the industry as a game composer. Instead of touring the world, I receive fan mail from around the world. Instead of selling millions of albums, my music is on millions of games! And I sell enough of my own albums that allows me to keep releasing them. So in a different way, I kind of got what I wanted after all. And I'm more than happy with that. The most fulfilling part of it is that I feel I contributed something that mattered to a significant number of people, and more importantly, I got to be a part of projects that mattered a lot to my life personally, like Star Wars!<ref name="gameplaymag" />}} | |||
Klepacki is not seeking a record deal, citing a "horrible chain of steps to getting famous." Scathingly critical of the ], he blames ]—described as a "teenage reality show channel"—for putting a pretty face on music and destroying the independent valuation of actual sound.<ref name="gameplaymag" /><ref name="klepackirecorddeal">{{cite web | title=COMMENTARY: Record Deals | url=http://www.frankklepacki.com/ | work=frankklepacki.com| access-date=28 July 2006}}</ref> Klepacki has declared pop music as having become the "largest farce in music history—soul-less, mechanical, and only made for the sole purpose of making the fastest dollar possible, with more emphasis on imagery than the music."<ref name="gameplaymag" /> He's also criticized ] and the repackaging of music genre through different labels—such as ] for ] and ] for ].<ref name="klepackirecorddeal" /> He believes that signing a deal does not guarantee profits, and would rather keep his ] as audio director. These sentiments were echoed in a special feature on the band ]; in 2000, Klepacki said the group wanted to "work with a label, not for them."<ref name="homecookin0">{{cite web | title=Sonic Garden: Home Cookin' | url=http://www.sonicgarden.com/sonic-web/artist.cfm?artistid=4960 | work= Sonic Garden | access-date=25 August 2006| archive-url = https://web.archive.org/web/20050825053531/http://www.sonicgarden.com/sonic-web/artist.cfm?artistid=4960| archive-date = 25 August 2005}}</ref> Stating that he would not compromise his work for popularity, he believes that "the only artists that have any longevity are the ones that pioneer a movement—not follow one."<ref name="gameplaymag" /> He enjoys working independently, as he does not have to "change...music for the sake of pop radio."<ref name="music4gamesfoc" /> He champions the internet as a medium through which creative and original artists can be found. Klepacki believes it is the preferred avenue for music when compared to radio ]—where one hears "the exact same songs 3 months at a time."<ref name="klepackirecorddeal" /> When interviewed about file-sharing, he expressed mixed emotions.<ref name="westwoodnetinterview" /> Holding that ]s are "just too damn expensive", Klepacki believes that a few dollars' reduction in price would "deter people from downloading for free."<ref name="napsterklepacki2">{{cite journal | title = HIGH TECH: Easy Access | author=John Przybys | journal = ] | date =12 October 2000}}</ref> Conversely, he notes that artists—who "don't get as much money as you think"—need to be compensated for their work.<ref name="westwoodnetinterview" /> His favorite artists by decade, starting with the 1960s, are ], ], ], ], and ].<ref name="favorites">{{cite web | title=Where My Rockers At? | url=http://www.petroglyphgames.com/forums/index.php?showtopic=191&hl=klepacki&st=20 | work=Petroglyph Games | access-date=2 January 2007 | archive-date=1 October 2011 | archive-url=https://web.archive.org/web/20111001080012/http://www.petroglyphgames.com/forums/index.php?showtopic=191&hl=klepacki&st=20 | url-status=dead }}</ref> | |||
== Frank Klepacki & The Tiberian Sons == | |||
The band consists of: | |||
* Frank Klepacki – guitar, keys, drums | |||
* Tony Dickinson – guitar, keys, bass, frontman | |||
* Connor Engstrom – guitar | |||
* Travis Moberg – drums | |||
* Max Noel – bass | |||
The Tiberian Sons minus Klepacki have released the albums ''Conquering MAGFest'' (2015) and ''Collateral Jammage'' (2016). In 2020, they all collaborated to produce ] for the remastered collection. | |||
== Works == | |||
] | |||
=== Video game music === | |||
{{div col}} | |||
* '']'' (Westwood Studios, 1991) | |||
* '']'' (Westwood Studios, 1992) | * '']'' (Westwood Studios, 1992) | ||
* '']'' (Westwood Studios, 1992) | * '']'' (Westwood Studios, 1992) | ||
* '']'' (Westwood Studios, 1992) | * '']'' (Westwood Studios, 1992) | ||
* '']'' (Westwood Studios, 1992) <small>(NES port only)</small> | |||
* '']'' (Westwood Studios, 1992) | * '']'' (Westwood Studios, 1992) | ||
* '']'' (Westwood Studios, 1993) | * '']'' (Westwood Studios, 1993) | ||
* '']'' (Westwood Studios, 1993) | * '']'' (Westwood Studios, 1993) | ||
* '']'' (Westwood Studios, 1994) | * '']'' (Westwood Studios, 1994) | ||
* '']'' (Westwood Studios, 1994) | * '']'' (Westwood Studios, 1994) | ||
* '']'' (Westwood Studios, 1994) | * '']'' (Westwood Studios, 1994) | ||
* '']'' (Westwood Studios, 1995) | * '']'' (Westwood Studios, 1995) | ||
* '']'' (Westwood Studios, 1995) | * '']'' (Westwood Studios, 1995) | ||
* '']'' (Westwood Studios, 1996) | * '']'' (Westwood Studios, 1996) | ||
* '']'' (Westwood Studios, 1996) | * '']'' (Westwood Studios, 1996) | ||
* '']'' (Westwood Studios, 1997) | * '']'' (Westwood Studios, 1997) | ||
* '']'' (Westwood Studios, 1997) | |||
* '']'' (Westwood Studios, 1997) | * '']'' (Westwood Studios, 1997) | ||
* '']'' (Westwood Studios, 1997) | * '']'' (Westwood Studios, 1997) | ||
* '']'' (Westwood Studios, |
* '']'' (Westwood Studios, 1998) | ||
* '']'' (Westwood Studios, 1998) | * '']'' (Westwood Studios, 1998) | ||
* '']'' (Westwood Studios, 1998) | |||
* '']'' (Westwood Studios, 1998) | * '']'' (Westwood Studios, 1998) | ||
* '']'' (Westwood Studios, 1999) | * '']'' (Westwood Studios, 1999) | ||
* '']'' (Westwood Studios, 1999) | * '']'' (Westwood Studios, 1999) | ||
* '']'' (Westwood Studios, 2000) | * '']'' (Westwood Studios, 2000) | ||
* '']'' (Westwood |
* '']'' (Westwood Pacific, 2000) | ||
* '']'' (Westwood Studios, 2000) | * '']'' (Westwood Studios, 2000) | ||
* '']'' (Westwood |
* '']'' (Westwood Pacific, 2001) | ||
* '']'' (Westwood Studios, 2001) | * '']'' (Westwood Studios, 2001) | ||
* '']'' ( |
* '']'' (Westwood Studios, 2001) | ||
* '']'' (Westwood Studios, 2002) | * '']'' (Westwood Studios, 2002) | ||
* '']'' (Westwood Studios, 2002) | * '']'' (Westwood Studios, 2002) | ||
* '']'' (Petroglyph Games, 2006) | * '']'' (Petroglyph Games, 2006) | ||
* '']'' (Petroglyph Games, 2006) | |||
* '']'' (Petroglyph Games, 2007) | |||
* '']'' (EA Los Angeles, 2008) | |||
* '']'' (EA Los Angeles, 2009) | |||
* '']'' (Petroglyph Games, 2009) | |||
* '']'' (Petroglyph Games, 2010) | |||
* '']'' (Petroglyph Games/True Games, 2011) | |||
* '']'' (Petroglyph Games, 2011) | |||
* '']'' (Petroglyph Games, 2012) | |||
* ''Coin a Phrase'' (Petroglyph Games, 2013) | |||
* '']'' (Petroglyph Games/Trion Worlds, cancelled) | |||
* '']'' (Petroglyph Games, 2015) | |||
* '']'' (Petroglyph Games, 2016) | |||
* '']'' (Petroglyph Games, 2016) | |||
* ''8-Bit Invaders!'' (Petroglyph Games, 2016) | |||
* '']'' (Team Reptile, 2018) | |||
* '']'' (Petroglyph Games, 2019) | |||
* '']'' (Petroglyph Games/EA, 2020) | |||
* ''Modern Warships'' (Artstorm FZE, 2022) | |||
* ''9-Bit Armies: A Bit Too Far'' (Petroglyph Games, 2024)<ref>{{cite tweet|user=petroglyphgames|number=1755287887518581085|title=Award-winning video game composer Frank Klepacki has been cooking for 9-Bit Armies}} {{better source|date=April 2024}}</ref> | |||
* '']'' (Frost Giant Studios, TBA)<ref>{{cite tweet|user=FrankKlepacki|number=1703828846867525927|title=Happy to be part of the game Stormgate!}} {{better source|date=April 2024}}</ref> | |||
* ''Earthbreakers'' (Petroglyph Games, TBA) | |||
* '']'' (Slipgate Ironworks/2B Games, TBA)<ref>{{Cite web |last=Allsop |first=Ken |date=2023-10-01 |title=Command and Conquer spiritual successor signs one of C&C's top talents |url=https://www.pcgamesn.com/tempest-rising/frank-klepacki |access-date=2024-04-20 |website=]}}</ref> | |||
{{div col end}} | |||
=== Band, film, and solo music === | |||
{{div col}} | |||
* '']'' (I AM, 1995) | * '']'' (I AM, 1995) | ||
* '']'' ('']'', 1997) | * '']'' ('']'', 1997) | ||
* ''Unreel Invasion'' (short film, 1999) | * ''Unreel Invasion'' (short film, 1999) | ||
* '' |
* ''Pink in the Middle'' (Home Cookin', 2000) | ||
* ''Essence of the Force'' (short film, 2002) | * ''Essence of the Force'' (short film, 2002) | ||
* '']'' (2002) | * '']'' (2002) | ||
* '']'' (2004) | * '']'' (2004) | ||
* '']'' (2005) | * '']'' (2005) | ||
* '' |
* ''The Bitters'' (The Bitters, 2006) | ||
* '']'' (2006) | * '']'' (2006) | ||
* ''Grudgement Day'' (The Bitters, 2008) | |||
* ''Infiltrator'' (2009) | |||
* ''Viratia'' (2009) | |||
* ''Conquering 20 Years'' (2012) | |||
* ''Digital Frontiers'' (2016) | |||
* '']'' (Tina Guo, 2017) | |||
* ''Transform '' (2018) | |||
* ''Coded Number'' (2020) | |||
{{div col end}} | |||
=== Commercial music === | |||
{{div col}} | |||
* '']'' (1997) | * '']'' (1997) | ||
* '']'' ('']'', 2000) | * '']'' ('']'', 2000) | ||
* '']'' (2001) | * '']'' (2001) | ||
* '']'' (Fox Sports, |
* '']'' (Fox Sports, 2003–2006) | ||
* '']'' (Spike TV, |
* '']'' (Spike TV, 2005–2006) | ||
* '' |
* ''Ultimate Fight Night'' (Spike TV, 2005–2006) | ||
* '']'' (Spike TV, |
* '']'' (Spike TV, 2005–2006) | ||
* ''Inside the MMA'' (], 2007) | |||
* ''HDNet Fights'' (HDNet, 2007) | |||
{{div col end}} | |||
==See also== | == See also == | ||
* ] | |||
*] | |||
* ] | |||
==References== | == References == | ||
{{Reflist}} | |||
<div class="references-small" style="-moz-column-count:2; column-count:2;"> | |||
<references /> | |||
</div> | |||
==External links== | == External links == | ||
{{commons category|Frank Klepacki}} | |||
* — features a jukebox with some of his songs from different games | |||
{{wikiquote}} | |||
* | |||
* {{Official website}} | |||
* | |||
* | |||
* | |||
* | |||
* | |||
* | |||
*{{moby developer |id=1950 |name=Frank Klepacki's profile}} | |||
{{Petroglyph Games}} | |||
] | |||
{{Westwood Studios}} | |||
] | |||
{{Authority control}} | |||
] | |||
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{{DEFAULTSORT:Klepacki, Frank}} | |||
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Latest revision as of 19:28, 7 December 2024
American musician, video game music composer and sound director
Frank Klepacki | |
---|---|
Klepacki, from his solo album Morphscape (2002) | |
Background information | |
Origin | Las Vegas, Nevada, US |
Genres | Industrial, industrial metal, post-grunge, alternative rock, electronic, funk, thrash metal, soul, jazz fusion, progressive rock |
Occupation(s) | Video game music composer, musician |
Instrument(s) | Guitar, bass, synthesizer, drums |
Website | FrankKlepacki.com |
Frank Klepacki (/kləˈpæki/; Polish: [klɛˈpat͡skʲi]) is an American musician and video game composer, best known for his work on the Command & Conquer series. Having learned to play drums as a child, he joined Westwood Studios as a composer when he was 17 years old. He has scored several games there, including the Lands of Lore series, Westwood Studios' Dune games, The Legend of Kyrandia series, Blade Runner, and the Command & Conquer series. His work in Command & Conquer: Red Alert won two awards.
He lives in Las Vegas, where he has shaped a solo career and played and produced for several local bands. His personal and band work touches upon several genres, including orchestral, rock music, hip hop music, soul music, and funk. He has dubbed the style of music he writes as "Rocktronic". His work has appeared in various media, including the Spike TV program The Ultimate Fighter.
Klepacki is currently the audio director of Petroglyph Games, where he scored Star Wars: Empire at War. Klepacki was contacted to score Command & Conquer 3: Tiberium Wars, but was too busy with Petroglyph to take the project, and declined to mention the offer. Klepacki composed three songs for Command & Conquer: Red Alert 3 by EA Los Angeles. His solo CD entitled Viratia is packaged with a comic he helped produce.
Early life and career
Klepacki was raised by a family of musicians of Polish and Italian descent who played on the Las Vegas strip. He drew art as a hobby, but music prevailed in his early interests. He received his first drumset at age 8 and began performing professionally by age 11. Among his early influences were electronica and heavy metal groups, including Depeche Mode, Afrika Bambaataa, AC/DC, and Iron Maiden. Seeking to master guitar, bass, and keyboards, he formed local bands and created a demo tape of original material by age 17. His impetus for diversifying his instrumental abilities was "not being able to communicate with other band members on ideas...for original songs." His first piece of audio gear was a TASCAM 4-track cassette recorder, which he used to record demos, band practices, and live shows.
After learning to program BASIC on a Tandy 1000 and becoming interested in computer and video games, he applied for a job as a game tester at Westwood studios. He submitted his demo tape—described as "an acoustic guitar song with electric guitar leads and keyboard strings, and raining sound effects"—to the company's audio director. The growing company enlisted him as a composer for the NES port of DragonStrike and the computer game Eye of the Beholder II. He later composed with MIDI sequencing for several other Dungeons & Dragons games. In 1992, he helmed the audio of Dune II, attempting to complement the music of the original Dune. He later noted that he pushed the sequencing program on his Amiga to the limit while scoring the game. While working on Disney's The Lion King in 1994, he and the Westwood team were shown sketches of the unfinished feature film. Film composer Hans Zimmer later praised Klepacki for reworking his scores. After finishing the third entry into The Legend of Kyrandia series, Malcolm's Revenge, Frank Klepacki met with Westwood leaders to discuss the upcoming game Command & Conquer, the first in a series which would bring him wider fame and critical acclaim.
Command and Conquer series
In 1994, Klepacki met with Westwood Studios developers to discuss the soundtrack of the company's next project, Command & Conquer. To define the game's style, Klepacki listened to a number of bands, including Nine Inch Nails and Ministry, which would supply the iconic industrial style found in the majority of the songs. He combined various elements of this music and added his own touch to create a unique sound. With the company's recent shift to 22 kHz audio, Klepacki composed with an Ensoniq ASR-10 sampler, a Roland S760 sampler, a Roland JD-990 synth module, and an electric guitar. The first few songs he composed for Command & Conquer contained voice samples, including the notable pieces "Act on Instinct" and "No Mercy" (which featured wild declarations from Bill & Ted's Bogus Journey). The samples were later found to interfere with the game's spoken audio, and were replaced with versions lacking the voices, although the original versions (and several other unused pieces) can still be found on the DOS C&C and Covert Operations discs. Complete versions of the songs later appeared on the game's commercial soundtrack. He would continue to sample clips from film and other media throughout his career, using a quote from The Brain from Planet Arous in the Yuri's Revenge track "Brainfreeze", for example. Klepacki next composed instrumental pieces for Command & Conquer, drawing influences from orchestral, house, heavy metal, and hip hop music. For the credits, Klepacki wrote "Airstrike", featuring a hook later used in Command & Conquer: Tiberian Sun for the Global Defense Initiative. Conversely, the Brotherhood of Nod ending used the song "Destructible Times", written by Klepacki's local band, I AM. The developers requested the song because it "reflected the war aspect and bad-ass vibe of Nod's side." The C&C expansion pack The Covert Operations featured seven new ambient pieces, all of which were also included on the disc in high quality CD Audio format. Though the soundtrack was not released through retail, Westwood sold it by special order through its website and in game catalogues.
While working on Covert Operations, Klepacki composed "Hell March", from the idea of "a rock tune to marching boots," finishing the song in one day after inventing the guitar riff. Upon listening, director Brett Sperry insisted this song be used as the signature theme of Command & Conquer: Red Alert. Originally intended for use with the Brotherhood of Nod, it features militaristic samples—including marching, industrial sounds, and a commander shouting orders. Klepacki initially scored Red Alert with sci-fi camp in mind, but early songs were shelved. He switched gears to write gritty pieces, prompting the Red Alert team to expand upon the style of Command & Conquer. In preparing to compose, Klepacki acquired new sample libraries for unique and strange sounds. Particular creative moods would result in a few songs at a time. He first wrote heavy songs like "Workmen" and "Crush", then composed neutral, synthesizer-laden music, such as "Vector" and "Roll Out". Klepacki also composed "Fogger" and "Mud", one of his personal favorites, before finishing with "Militant Force" and "Radio 2". He took breaks from working to make cameo appearances as a Soviet soldier killed by Kane and an Allied commander in the cut scenes of Red Alert. He previously appeared as a Nod soldier and the voice of the commando in Command & Conquer and would voice bit parts in future Westwood games.
Frank Klepacki's "Hell March" A 30 second sample of "Hell March", the iconic piece from Red Alert.Problems playing this file? See media help.
After completing Red Alert, he took a short break to review his work. He concluded that some songs could be enhanced, but Red Alert had already gone gold, precluding new versions. These remixes later appeared on the unsuccessful Command & Conquer: Sole Survivor. Red Alert's soundtrack was voted best video game soundtrack of 1996 by PC Gamer and Gameslice magazines, defeating Trent Reznor's score for Quake. Reviewers called it "fun to listen to" and "second to none." As of 2005, Red Alert was listed in the Guinness Book of World Records for selling several million units, bringing Klepacki his widest audience. He wrote additional music for the game's expansion packs, Counterstrike and Aftermath. He attributed the success of Red Alert to an infusion of modern styles not found in other games. Klepacki initially wrote off the popularity of his music, assuming that his music "must only appeal to die-hards." He considered it "very surreal" to realize his soundtracks had gained him fame, and has since embraced his fans and critics.
Later Westwood games
In 1997, Klepacki scored a Blade Runner adaptation. Though Westwood acquired the rights to use the original film score by Vangelis, the company was not allowed access to the original master recordings, and Klepacki had to recreate the themes by ear. Developers were satisfied by his attention to detail, feeling that his digital recreations sounded clearer than the originals. In 1998, Klepacki composed the soundtrack for Dune 2000. He attempted to update the music from Dune II into "this non-blip stuff," and worked in homages to the original style of the films as composed by Toto. Dune 2000 was panned by critics, though Klepacki's score was praised for adhering to the traditional Dune style. Klepacki considered 2000 to be a more definitive work than Dune II, which was constrained by software and hardware limitations. He then composed the soundtrack for Command & Conquer: Tiberian Sun with Jarrid Mendelson, with whom he would later collaborate on Emperor: Battle for Dune. He began by writing "Stomp", an energetic rock piece intended to recreate the effect of "Hell March" for the new game. Coincidentally, one of the trailers for Command and Conquer 3 featured "Stomp" as the soundtrack. Westwood instead wanted Tiberian Sun to feature darker, more moody music, and "Stomp" was shelved in favor of the current sound. Bereft of ideas due to the stark change in direction, Klepacki asked Mendelson to collaborate; he regards tracks they both worked on as the best. Tiberian Sun ultimately featured dark, ambient techno music and ambient space music suited to the game's post-apocalyptic and futuristic setting. Klepacki cited the piece "Mad Rap" as his favorite. An avid Star Wars fan, he enjoyed scoring cut scenes featuring James Earl Jones, the voice of Darth Vader. The scenes also allowed him to integrate the "Airstrike" and "No Mercy" themes into the game's score, despite the aforementioned shift. With the expansion pack Firestorm, he attempted to "set things right" by writing more upbeat songs and including "Stomp", which would also appear in Command & Conquer: Renegade.
He next scored Lands of Lore III and Command & Conquer: Red Alert 2. Klepacki defined Red Alert 2's style with heavy metal guitar and fast-paced beats. Klepacki scored the game with a Korg TR Rack, Novation Nova desktop, and Roland XV-5080. Red Alert 2 included a remix of "Hell March". The return to high-energy songs was owed in part to fan criticism of Tiberian Sun. Klepacki maintained the energetic style in Red Alert 2's expansion pack Yuri's Revenge. For Command & Conquer: Renegade, the next entry in the series, Klepacki tried to update the style of the original Command & Conquer by making it "hipper and more elaborate." Several Command & Conquer mainstays appear as reworked versions, including "Target (Mechanical Man)", "Industrial", "Act on Instinct" and "No Mercy". The main theme's melody comes from "C&C 80's Mix", a piece composed for Covert Operations, but which was scrapped before release. Klepacki's last contribution to Westwood Studios was the music of Earth & Beyond, comprising four albums of material. Acquired by Electronic Arts in 1998, Westwood was liquidated in 2002 and the remaining employees were relocated to EA Los Angeles. Several Westwood founders left the company. Though Klepacki offered to score Command & Conquer: Generals, and submitted a demo to EA, he was not offered the job. When asked in 2002 whether he'd continue scoring music after ten years in the business, he exclaimed, "ten down, next ten to go!" After Westwood's closure, he reflected on his past work at a dinner held by Joseph Kucan and other former employees.
Petroglyph Games
Klepacki took a brief hiatus to work on solo albums, then joined Petroglyph Games as full-time audio director in 2004. He prepared by becoming versed in the job's requirements and demands. His first task was scoring Star Wars: Empire at War, Petroglyph's launch title; he also helped select voice actors. A die-hard fan of the Star Wars franchise, Klepacki enjoyed complementing John Williams's style as he worked with sound effects used in the feature films. He worked closely with programmers to ensure perfect aural functionality. Though most of the game's score is John Williams's work, Klepacki estimates that he contributed 20% original material. Apart from the main theme, he aimed to minimize his editing in order to retain the classic Star Wars sound. He chiefly composed for new areas of the Star Wars universe only found in Empire at War. He calls his work on the game "the peak of my career," and felt he had spent his entire life grooming his abilities for that soundtrack. As a perk of composing, he visited the Skywalker Ranch and Industrial Light and Magic, and took pride in having his name associated with an official Star Wars product.
For the Forces of Corruption expansion pack, he took greater creative liberty with the Star Wars feel by writing an original theme for the new criminal faction. In attempting to compose this piece, he wrote several preliminary hooks that were later integrated into the game's battle themes. He composed six pieces for the expansion total, including the finale theme. In line with the criminal theme of the game, Klepacki borrowed motifs and recreated the mood from scenes involving Jabba the Hutt in Return of the Jedi. His score for the expansion pack was accepted upon first submission to LucasArts. As Petroglyph's audio director, he also selected sound effects, a tricky process due to the issue of making the criminal faction's sounds a "little different, without straying too much from the original signature sounds." Klepacki worked with LucasArts to select voice actors, and contributed his own talents to the role of IG-88 and other minor characters. A blooper reel of his voice acting was released on Petroglyph's forums after the one-thousandth member registered. Klepacki was contacted to score Command & Conquer 3, but was too busy with duties at Petroglyph and declined to mention the offer publicly. Electronic Arts hired Steve Jablonsky to score the game instead; an EA community manager at C&C 3's forums suggested that the audio team studied Klepacki's music and tried to recreate his style. Klepacki feels that Command & Conquer is a significant part of his life and that he would like to return to the Tiberian era. He conceded that employment at Petroglyph games would probably prevent him from working with Electronic Arts. Years later, in 2018, he would have that opportunity due to EA partnering with Petroglyph to remaster the games since many of the former developers from Westwood Studios had started, and continue to work at, Petroglyph.
Klepacki's next project was a game collaboration by SEGA and Petroglyph named Universe at War: Earth Assault. As of December 2006, he had composed several songs for various factions and enjoyed the "opportunity to create something new again, not based on...existing intellectual property. Klepacki "began by taking into account what songs were identified as fan favorites in...past related work". He was interviewed about the creative process on 27 March 2007 by Kevin Yu, a Petroglyph community manager, and provided a detailed tour of his studio at the company. His office included one of the fastest computers at Petroglyph and a vocal booth where unit responses and other vocalizations were tested and tweaked before voice actors performed finishing work. Klepacki was glad that Universe of War did not demand strict obedience to a particular style. He declared that surprises were in store for Command & Conquer fans waiting for him to return to his "roots" and "adrenaline-pumping soundtrack style", and suggested that they "imagine my mindset...when Command & Conquer first came out, and add about fifteen years experience to that." Klepacki summarized the game's main styles shortly before release:
For the Hierarchy—our evil alien race—I went with a more heavy-metal rock influence, to go along with how they stomp all over everything on the map with their massive walker units. Novus—our high-tech, hit-and-run faction—featured more industrial electronica to go along with their futuristic robotic feel. For our third faction, the Masari—our ancient star-faring side—I provided an epic orchestral feel, with worldly influences to reflect their godlike nature and questionable links to our past. One Masari track in particular, "Divine Intervention," would become the central theme to the whole game.
As audio director, Klepacki also created many sound effects for Universe at War. For the alien Hierarchy, he cultivated an "unnatural" aesthetic through an "arsenal of mangled noises". Klepacki used a "combination of heavy cranes recorded with overdriven impacts" to give the faction's walkers a "menacing machinelike breathing sound", and made up his own language to record "various grunts, growls, mannerisms, and strange vocalizations. Since Hierarchy heroes needed to communicate to the player in English, Klepacki engineered dialogue to seem as if the aliens were "telepathically speaking to you, with a back-masking effect on their voices...as if the words are being channeled straight to your brain". The Novus effects were usually phased and involved "mechanical movement, electricity, and metal sounds". He invented yet another language for two characters Viktor and Mirabel, who occasionally speak to one another. Lastly, he drew on weather and other natural sounds for the Masari, describing their ambience as having "more weight, thunder, heavy bass rumblings, vortex gusts..." Klepacki directed the voice-acting to have a "noble and strong" feel without appearing typically medieval or overly dramatic. He ultimately felt he did the work of "three people" with Universe at War, as the game's audio requirements changed constantly, requiring vigilance and programmer support. Divine Intervention was later nominated for a Game Audio Network Guild award, and the soundtrack was released as a free download after Petroglyph's efforts toward a traditional release were frustrated.
Klepacki next composed three songs for Command & Conquer: Red Alert 3, including "The Red Menace", "Grinder 2", and "Hell March 3". "Hell March 3" was recorded with the aid of a four-piece rock band alongside the Skywalker Symphony Orchestra and Choir at the Skywalker Sound scoring stage; the choir also sang in Russian for an updated version of "Grinder" from Red Alert 2. He remarked in 2008 that he would never grow tired of "Hell March", and was thankful it had resonated with so many fans. Around this time, he composed using Cubase, Kontakt, a MOTU 2408 audio interface, and several instruments. Collaborating with Video Games Live, Klepacki performed "Hell March" and its Red Alert 2 version in Las Vegas in 2008, and later performed "Hell March 3" in the Netherlands with a choir and orchestra through the Games in Concert series; he wore a Soviet army conscript uniform for the song.
Solo and band work
Klepacki has also played in and produced albums for several Las Vegas bands. I AM's There's a Home is his first full-length CD appearance. The band featured Greg Greer on vocals, Rod Arnett on bass, Dan Ryan on guitar, and Klepacki on drums. Formed from the rhythm section of local band Shatterbone, I AM released one album in 1995 and broke up. Described as alternative progressive rock, the band's music drew influences from Tool and Soundgarden. The song "Destructible Times" was used for the Brotherhood of Nod ending in the original Command & Conquer. After the break-up, Klepacki joined Home Cookin', a ten-member ensemble which played funk and soul in the tradition of Tower of Power. Founded in 1989, Home Cookin' commercially debuted with Mmm, Mmm, Mmm, in 1997 (which featured a number one hit) and released a second album (Pink in the Middle) in 2000 before disbanding following a tour in California. Towards the end of its run, the band played at Quark's Bar in Star Trek: The Experience and at the Boston Grill and Bar. The group sometimes opened shows with a four-member funk act named Junkfood. Home Cookin' was popular by readers of Las Vegas Weekly, winning several awards over its history—including "Best Horns" in a band. Klepacki boasted that turnout for the band at clubs was usually above four hundred people. In 2003, he formed The Bitters, a trio composed of Klepacki, bassist Vinny Moncada, and guitarist Jeff Murphy. With a style described as metal and jazz fusion, the group has released one album as of August 2006. Klepacki is also a member of the group Mo Friction, supported by former Home Cookin' members. Their debut album will mark Klepacki's first outing as a band's lead vocalist.
Klepacki's "Rocktronic" A 30 second sample of "Rocktronic", displaying Klepacki's solo style of composition.Problems playing this file? See media help.
Klepacki's solo work debuted in 2002 with Morphscape. Production began in 1996 with the song "Cybertek", though an album was not planned at this time. The rest of Morphscape's songs were composed after Red Alert 2. Klepacki composed the album's title track while working on Command & Conquer: Renegade, and feels the game's style is visibly present in Morphscape. Klepacki released the final product after Westwood's dissolution. His biggest inspiration in creating solo works is the legion of fans interested in Command & Conquer. Klepacki took a hiatus from composing video game music to write two other solo albums, the first of which is entitled Rocktronic. Released in 2004, the album was described as dark, edgy, and heavy in a way that will appeal to Command & Conquer fans. Klepacki sought out specific samples and instruments used in the Command & Conquer soundtrack for use in the release; the title "Rocktronic" was an attempt to name his style of music. Featuring live drumming in certain songs, the album is Klepacki's best-seller. Following Rocktronic was Virtual Control, released in 2005. Klepacki complemented his usual style with experiments in hip hop on the album. Tracks from each release have been periodically used in The Ultimate Fighter, along with certain custom themes written for the show.
On 1 August 2006, he revealed his next solo project would be named Awakening of Aggression and confirmed the music would be "heavy" and "hard-hitting." When interviewed, Klepacki said that he channeled stress into the heavy music of the new album. Aggression was released in October of the same year, and was made available on iTunes on 7 December. He filled the liner notes of the album with the names of several supportive fans who had purchased his music. As of April 2007, he speculates that a new solo release will be ready by the end of the year. After establishing recognition on Ultimate Fighter, Klepacki began scoring themes for HDNet's Inside the MMA and HDNet Fights in autumn 2007. Around this time, he made it to the district finals of the Guitar Center "drum-off" competition after winning two store challenges in Las Vegas but was eliminated. His solo album Infiltrator was released in April 2009. According to Klepacki, the album was inspired by his recent work on the Red Alert series. Klepacki enjoys Las Vegas thanks to its diversity of musical talent and prolific number of shows and attractions. He attributes his showmanship to being raised in the city, noting that one has to "stand out" to be noticed among the entertainment atmosphere of Vegas. The city's Las Vegas Weekly honored him as a "badass composer" in its mid-April 2009 issue, highlighting his prolific fan-base and work as producer for various local bands.
Work and beliefs
When composing for video games, Klepacki spends a few days to compose and master one song on average. He feels writing music for games is somewhat difficult as only early software builds are available to play; he sometimes must compose songs based on vague descriptions. Composing for cut scenes is easier by comparison, and Klepacki enjoys drawing inspiration and direction from game design art. Nonetheless, he prefers to compose for a game throughout its development rather than write songs for a finished product. He feels that game music has been harder to compose than film or solo music as he must compose for all situations a player may discover or engineer. Klepacki maintains templates with a base of common instruments prepared for sudden bursts of inspiration, as he resents "having technical issues...as an obstacle." When asked how the composing process begins, Klepacki related:
It starts with knowing what I'm composing for. Is it a battle theme, or main title, or ambient theme, etc. Then I figure out what type of mood or style best fits...the subject matter. From there it's about picking the right instrumentation and then the writing process starts. It could start with anything; a guitar riff, a French horn melody, a drum rhythm or bass line. Then I keep alternating instruments track by track recording one part at a time until I have something that sounds full and gets the point across I'm trying for.
Klepacki has said that the most rewarding part of composing video game music is working with a team—which he compares to chemistry between band members—and knowing he is part of a greater cause. He believes that game music could improve if artists focused on quality and derived inspiration from playing games. He has expressed interest in having Electronic Arts sell his soundtracks in retail stores, preferably next to video games in electronic departments. He advises those wishing to get in the video game business to attend conventions and investigate developer companies. He also noted in 2008 that "composition and engineering skills are now required," advising upstart composers to ensure their work is film-quality. Klepacki is happy to see older games offered on the Wii, hoping that gamers are "recognizing once again that simple, short fun experiences are just as good as...long, huge-production experiences." Klepacki listed several influences for his style of composition: "John Williams naturally for my love of Star Wars and his style in general, Michael Kamen for his composing diversity, Metallica for sparking my metal influence, Vince Dicola who in my opinion is way under-rated for his great work, Sly & The Family Stone for inspiring funk, syncopation, and positive energy, Larry Graham for inspiring me to play funk bass, Nine Inch Nails for their unique uses of mangled sound, and Rob Zombie for combining music with a theme and persona."
Klepacki runs a personal website featuring a biography, archived interviews, and a playlist of songs streamed in 128 kbit/s mp3. His music is also available from iTunes. As a Star Wars fan, he has extensively written about the film premieres of the last two prequels on his website. He maintains an account at YouTube and has posted three videos of his work with other bands. He is an ardent supporter of digital cinema, believing the medium to be the pinnacle of quality. He has scored two short films, and won a CineVegas award for his work with Unreel Invasion. Klepacki believes that the genre of video game music is more respected than it has ever been. He notes that complex and quality music comes at a higher cost, prompting certain producers to simply "get somebody who could cop the Hollywood sound" instead of nurturing original style. When asked about his career low-point, he named Order of the Griffon for the TurboGrafx-16, citing difficulties with the system's limited musical capabilities. Concerning his solo career and Westwood, Klepacki regrets "not having attended more of the fun company functions and parties while I was instead playing club gigs with bands with the mentality of trying to get signed or discovered." When asked to reflect on his career, he replied:
The ironic thing is that my original goal in life was to be in a famous band, tour the world and sell millions of albums. Although that didn't quite happen, I got something else just as gratifying. Instead of being in a famous band, I gained some fame in the industry as a game composer. Instead of touring the world, I receive fan mail from around the world. Instead of selling millions of albums, my music is on millions of games! And I sell enough of my own albums that allows me to keep releasing them. So in a different way, I kind of got what I wanted after all. And I'm more than happy with that. The most fulfilling part of it is that I feel I contributed something that mattered to a significant number of people, and more importantly, I got to be a part of projects that mattered a lot to my life personally, like Star Wars!
Klepacki is not seeking a record deal, citing a "horrible chain of steps to getting famous." Scathingly critical of the recording industry, he blames MTV—described as a "teenage reality show channel"—for putting a pretty face on music and destroying the independent valuation of actual sound. Klepacki has declared pop music as having become the "largest farce in music history—soul-less, mechanical, and only made for the sole purpose of making the fastest dollar possible, with more emphasis on imagery than the music." He's also criticized lip-synching and the repackaging of music genre through different labels—such as Nu metal for rock music and Neo soul for soul music. He believes that signing a deal does not guarantee profits, and would rather keep his day job as audio director. These sentiments were echoed in a special feature on the band Home Cookin'; in 2000, Klepacki said the group wanted to "work with a label, not for them." Stating that he would not compromise his work for popularity, he believes that "the only artists that have any longevity are the ones that pioneer a movement—not follow one." He enjoys working independently, as he does not have to "change...music for the sake of pop radio." He champions the internet as a medium through which creative and original artists can be found. Klepacki believes it is the preferred avenue for music when compared to radio airplay—where one hears "the exact same songs 3 months at a time." When interviewed about file-sharing, he expressed mixed emotions. Holding that compact discs are "just too damn expensive", Klepacki believes that a few dollars' reduction in price would "deter people from downloading for free." Conversely, he notes that artists—who "don't get as much money as you think"—need to be compensated for their work. His favorite artists by decade, starting with the 1960s, are Sly and the Family Stone, Graham Central Station, Metallica, Home Cookin', and Bob Schneider.
Frank Klepacki & The Tiberian Sons
The band consists of:
- Frank Klepacki – guitar, keys, drums
- Tony Dickinson – guitar, keys, bass, frontman
- Connor Engstrom – guitar
- Travis Moberg – drums
- Max Noel – bass
The Tiberian Sons minus Klepacki have released the albums Conquering MAGFest (2015) and Collateral Jammage (2016). In 2020, they all collaborated to produce Frank Klepacki & The Tiberian Sons: Celebrating 25 Years of Command & Conquer for the remastered collection.
Works
Video game music
- Eye of the Beholder II (Westwood Studios, 1991)
- Dune II (Westwood Studios, 1992)
- Dungeons & Dragons: Warriors of the Eternal Sun (Westwood Studios, 1992)
- Order of the Griffon (Westwood Studios, 1992)
- DragonStrike (Westwood Studios, 1992) (NES port only)
- The Legend of Kyrandia (Westwood Studios, 1992)
- Lands of Lore: The Throne of Chaos (Westwood Studios, 1993)
- The Legend of Kyrandia: Hand of Fate (Westwood Studios, 1993)
- The Lion King (Westwood Studios, 1994)
- The Legend of Kyrandia: Malcolm's Revenge (Westwood Studios, 1994)
- Young Merlin (Westwood Studios, 1994)
- Command & Conquer (Westwood Studios, 1995)
- Monopoly (Westwood Studios, 1995)
- Command & Conquer: The Covert Operations (Westwood Studios, 1996)
- Command & Conquer: Red Alert (Westwood Studios, 1996)
- Command & Conquer: Red Alert: Counterstrike (Westwood Studios, 1997)
- Command & Conquer: Red Alert: The Aftermath (Westwood Studios, 1997)
- Lands of Lore: Guardians of Destiny (Westwood Studios, 1997)
- Blade Runner (Westwood Studios, 1997)
- Command & Conquer: Red Alert: Retaliation (Westwood Studios, 1998)
- Command & Conquer: Sole Survivor (Westwood Studios, 1998)
- Dune 2000 (Westwood Studios, 1998)
- Command & Conquer: Tiberian Sun (Westwood Studios, 1999)
- Lands of Lore III (Westwood Studios, 1999)
- Command & Conquer: Tiberian Sun – Firestorm (Westwood Studios, 2000)
- Command & Conquer: Red Alert 2 (Westwood Pacific, 2000)
- Nox (Westwood Studios, 2000)
- Command & Conquer: Red Alert 2: Yuri's Revenge (Westwood Pacific, 2001)
- Emperor: Battle for Dune (Westwood Studios, 2001)
- Pirates: The Legend of Black Kat (Westwood Studios, 2001)
- Command & Conquer: Renegade (Westwood Studios, 2002)
- Earth & Beyond (Westwood Studios, 2002)
- Star Wars: Empire at War (Petroglyph Games, 2006)
- Star Wars: Empire at War: Forces of Corruption (Petroglyph Games, 2006)
- Universe at War: Earth Assault (Petroglyph Games, 2007)
- Command & Conquer: Red Alert 3 (EA Los Angeles, 2008)
- Command & Conquer: Red Alert 3 – Uprising (EA Los Angeles, 2009)
- Panzer General: Allied Assault (Petroglyph Games, 2009)
- Guardians of Graxia (Petroglyph Games, 2010)
- Mytheon (Petroglyph Games/True Games, 2011)
- Rise of Immortals (Petroglyph Games, 2011)
- Battle for Graxia (Petroglyph Games, 2012)
- Coin a Phrase (Petroglyph Games, 2013)
- End of Nations (Petroglyph Games/Trion Worlds, cancelled)
- Grey Goo (Petroglyph Games, 2015)
- 8-Bit Armies (Petroglyph Games, 2016)
- 8-Bit Hordes (Petroglyph Games, 2016)
- 8-Bit Invaders! (Petroglyph Games, 2016)
- Lethal League Blaze (Team Reptile, 2018)
- Conan Unconquered (Petroglyph Games, 2019)
- Command & Conquer Remastered Collection (Petroglyph Games/EA, 2020)
- Modern Warships (Artstorm FZE, 2022)
- 9-Bit Armies: A Bit Too Far (Petroglyph Games, 2024)
- Stormgate (Frost Giant Studios, TBA)
- Earthbreakers (Petroglyph Games, TBA)
- Tempest Rising (Slipgate Ironworks/2B Games, TBA)
Band, film, and solo music
- There's a Home (I AM, 1995)
- Mmm, Mmm, Mmm, (Home Cookin', 1997)
- Unreel Invasion (short film, 1999)
- Pink in the Middle (Home Cookin', 2000)
- Essence of the Force (short film, 2002)
- Morphscape (2002)
- Rocktronic (2004)
- Virtual Control (2005)
- The Bitters (The Bitters, 2006)
- Awakening of Aggression (2006)
- Grudgement Day (The Bitters, 2008)
- Infiltrator (2009)
- Viratia (2009)
- Conquering 20 Years (2012)
- Digital Frontiers (2016)
- Game On! (Tina Guo, 2017)
- Transform (2018)
- Coded Number (2020)
Commercial music
- MTV (1997)
- Cupid (abc, 2000)
- Miller Genuine Draft (2001)
- Ultimate Fighting Championship Pay-per view (Fox Sports, 2003–2006)
- The Ultimate Fighter (Spike TV, 2005–2006)
- Ultimate Fight Night (Spike TV, 2005–2006)
- Amp'd Mobile (Spike TV, 2005–2006)
- Inside the MMA (HDNet, 2007)
- HDNet Fights (HDNet, 2007)
See also
References
- "Yo, Cookie". Las Vegas Life. March 2000. Archived from the original on 24 December 2007. Retrieved 28 August 2006.
- ^ "The Bitters". Retrieved 28 August 2006.
- ^ Frank Klepacki. "COMMENTARY: Creating Rocktronic". frankklepacki.com. Retrieved 22 April 2007.
- ^ "MobyGames: Frank Klepacki Rap Sheet". MobyGames. Retrieved 28 August 2006.
- ^ "PCGP Episode 80: Four Score!". PCGamerPodcast.com. 26 April 2007. Archived from the original on 5 May 2007. Retrieved 5 May 2007.
- ^ "News". frankklepacki.com. Retrieved 5 June 2006.
- ^ Jarret Keene (30 June 2006). "Interview with Frank Klepacki". 944 Magazine. Archived from the original on 2 June 2016. Retrieved 27 July 2006.
- ^ Mattias Lundin (21 December 2003). "Interview with Frank Klepacki". Gamingeye.com. Archived from the original on 28 September 2007. Retrieved 28 July 2006.
- ^ Earl Green (2001). "Interview with Frank Klepacki". The Logbook. Archived from the original on 24 December 2007. Retrieved 27 July 2006.
- ^ "COMMENTARY: What is a Morphscape?". frankklepacki.com. Retrieved 28 July 2006.
- ^ Banxy (2 April 2007). "The Frank Klepacki Interview". Twisted Outlook. Archived from the original on 29 September 2007. Retrieved 22 April 2007.
- ^ "In the Studio: Frank Klepacki". Music4Games. 3 March 2008. Archived from the original on 8 May 2008. Retrieved 15 June 2009.
- ^ Klepacki, Frank (October 2007). "Interview with Frank Klepacki". Gameplay. ITC Publishing.
- ^ Frank Klepacki. "COMMENTARY: Behind the C&C Soundtrack". frankklepacki.com. Retrieved 27 July 2006.
- ^ Josh Horowitz (17 September 2006). "Good to the Last Note". Adrenaline Vault. Archived from the original on 6 November 2004. Retrieved 27 July 2006.
- ^ "Gamers With Jobs Radio: Interview with Frank Klepacki". Gamers with Jobs. 21 March 2006. Retrieved 22 August 2006.
- ^ Frank Klepacki. "Interview FAQ". frankklepacki.com. Retrieved 27 July 2006.
- ^ Music4Games staff (22 January 2006). "Interview with Star Wars: Empire At War Audio Director and composer Frank Klepacki". Music4Games. Archived from the original on 24 October 2007. Retrieved 28 July 2006.
{{cite web}}
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- ^ Frank Klepacki (8 November 2008). "Interview of Frank Klepacki". Retrieved 15 June 2009.
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- Claire Folkard, ed. (2005). The Guinness Book of World Records. Bantam Books. ISBN 0-553-58810-9.
- ^ "Frank Klepacki Podcast". Petroglyph Games. Archived from the original on 21 October 2006. Retrieved 27 October 2015.
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- The Logbook staff (20 January 2003). "Review of Command & Conquer: Tiberian Sun". The Logbook. Archived from the original on 24 December 2007. Retrieved 28 July 2006.
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- Pioneer Press (23 May 2007). "Fans share their Star Wars memories". Twin Cities. Retrieved 4 June 2007.
- "The Readers Write: 'Star Wars' memories". Pittsburgh Post-Gazette. 25 May 2007. Retrieved 4 June 2007.
- ^ Frank Klepacki (17 October 2006). "Star Wars: Empire at War: Forces of Corruption Designer Diary #5 – The Sounds of Corruption". GameSpot. Retrieved 2 January 2007.
- ^ "Star Wars: Empire at War – Forces of Corruption Interview with Audio Director and Composer Frank Klepacki". Music4Games. 5 December 2006. Archived from the original on 29 August 2007. Retrieved 2 January 2007.
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- Arts, Electronic (14 November 2018). "EA Reveals the Details of C&C Remastered". Electronic Arts Inc. Retrieved 4 December 2018.
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- "6th G.A.N.G. Awards". Retrieved 15 June 2009.
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- @petroglyphgames (7 February 2024). "Award-winning video game composer Frank Klepacki has been cooking for 9-Bit Armies" (Tweet) – via Twitter.
- @FrankKlepacki (18 September 2023). "Happy to be part of the game Stormgate!" (Tweet) – via Twitter.
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