Assassin’s Creed Origins – interview with composer Sarah Schachner

Assassin’s Creed is known for it’s eclectic, atmospheric soundtracks – featuring the work from the likes of Jesper Kyd, Lorne Balfe, Brian Tyler and Austin Wintory.  Assassin’s Creed Origins brings back Philadelphia-born multi-instrumentalist and composer of TV, film and video-game scores, Sarah Schachner. Schachner worked with Brian Tyler on the soundtrack for Assassin’s Creed IV: Black Flag back in 2013, before taking on one of three lead composer roles on the following year’s Assassin’s Creed Unity.

This time around, Schachner is the main composer – bringing her award-winning skills to bear on Origin’s Ancient Egyptian setting.  Why not click “play” on the soundtrack sampler below, and listen to the lovely sounds while reading the exclusive interview beneath.

Sarah Schachner
   Sarah Schachner – Assassin’s Creed Origins

You’ve previously worked on the soundtracks for Assassin’s Creed IV: Black Flag and Assassin’s Creed Unity, both of which had music that felt very appropriate to their 18th-century settings. How did you initially get involved in helming the soundtrack for Assassin’s Creed Origins?

Since I had worked on those previous titles, when the time came to find a composer for Origins, Ubisoft Montreal reached out and wanted to hear what my take on ancient Egypt would be. Luckily we were on the same page and we went from there! I couldn’t have been more thrilled with the setting and I knew it was going to be a special project, especially with the Black Flag team back together. I’m just so excited for everyone to experience the game and I hope they enjoy it as much as we loved making it!

Black Flag’s music had this fantastic high-seas adventure feel, while some of your music for Unity had a distinct baroque flavour. What’s your thematic goal with Origins’ music? What kind of atmosphere does it capture or evoke?

Deserts are such crazy environments. They are beautiful and serene, yet so harsh and unforgiving at the same time. You could be observing the most gorgeous sunrise you’ve ever seen, or losing your mind hallucinating from dehydration stumbling through a violent sandstorm. I wanted the music to reflect this duality. It has this otherworldly feeling of beauty and mystery but is also harsh, raw and alive, always reminding you of the desert’s power.

There’s a foundation of ambient desert textures and this raw guttural bowed instrument, but there’s also a theme for Egypt and the historical context we find ourselves in with Bayek’s story. I wanted Bayek to have a simple motif that was instantly recognizable so players could connect to him emotionally anytime they hear it throughout the game. It cracked me up to see people referring to it phonetically as “Too do too do do” from some of the E3 and gameplay demos. So anytime you hear that you’re reminded of his strength, and will to fight.

What were some of your inspirations in creating the soundtrack for Origins? Are you drawing from any of the instruments or musical styles of Ancient Egypt?

From the beginning, the Montreal audio team and I agreed about not wanting to do something too stereotypically Middle Eastern. Creating a sound for the desert is totally subjective anyway so I felt pretty free to explore sonically. You’ll definitely hear instruments that would have been played at the time like short-necked lutes, winds, rattles, bells, animal hide drums etc. but it’s also somewhat ambiguous with prominent sci-fi influences.

Unlike the past Assassin’s Creed games I’ve worked on, where we have a very good idea or know exactly what the music of the time sounded like, we don’t totally know what BC Egyptian music would have been outside of academic opinions and knowledge of instruments and later periods, so this was an opportunity to explore ancient Egypt through my own imagination. This was a culture that believed in animal-headed gods and underworlds, so I wanted to create a soundtrack that had a mythical air, not completely grounded in reality.

What are some of the most significant challenges you’ve faced in creating music for something as big and dynamic as an open-world game? For example, where do you begin with a project like this?
So many challenges. I’d say the biggest one is just the sheer volume of work you have to produce. It’s hours and hours of music and I was working on this for 2 years straight. There are hundreds and hundreds of specific scenarios in an open world game that need music to do a certain thing and meet certain technical requirements to work in the system they’ve designed. You have to deliver on all that while still creating something you personally enjoy. I think that’s one of the biggest challenges with being a composer for visual media in general. The time and effort it takes to create work that you are completely satisfied with unfortunately doesn’t always fit on a timeline with crazy deadlines and constraints, especially when we’re all our own worst critics. Having said that, it’s great fun too and making a game is always a roller coaster of an experience and I wouldn’t give it up for anything!

On a game like this, the very first thing is to establish the sound palette and tone which you do right away in your demos. After that, we usually just dive right in. I think we started out with general combat stuff but jumped around a lot over the 2 years as priorities constantly shift depending on what they need and when as they are making the game.

Does the scope of Origins feel different from your work on previous ACs?

It does feel different. The physical world of Origins is so much bigger and the sound is moodier and more mysterious than the previous scores but it still has its fair share of action. That mysterious and understated vibe is something I appreciated about Jesper’s work on the early games, and I wanted to go back to that approach. That, to me, is the essence of Assassin’s Creed and was most fitting for Bayek’s personality and maturity. However, I do typically perform all my own instruments and vocals so people will, of course, draw comparisons to my work on Black Flag and Unity simply because it’s the same person playing. The way I play is as much a part of my sound as the compositions themselves.

Without getting into spoilers, do you have a favourite moment for which you composed music, in this or any previous Assassin’s Creed game?

Maybe because I didn’t get to do as much of it on the past games, but my favourite part by far was composing the ambient exploration music for the different regions. I only wish I could have done more of it! I feel like that’s where you really get to express the emotion and soul of the game. Subtle music is not always easy to pull off in action games, but I really treasure the moments where I get to do it.


Assassin’s Creed Origins arrives on Xbox One, PS4 and PC next Friday, October 27th.  For more details, check out our previous coverage and – of course – keep it Ubisoft Blog.

Assassin's Creed Origins

Assassin's Creed Origins

Release date — October 27th, 2017
Developer — Ubisoft Montreal
PEGI 18+
Amongst the Great Pyramids, the last pharaohs, and myths of Ancient Egypt, the Assassin's Brotherhood was born. Follow Bayek, a protector of Egypt, as the origin story of the Brotherhood unfolds against the backdrop of one of history’s greatest empires, plunging players into a living world where epic battles will be fought and ancient secrets discovered. Experience Assassin's Creed Origins' new action-RPG elements that allow players to level and customize their own version of Bayek with unique gear and powerful weapons before taking on foes in a new combat system designed to offer more tactical freedom than ever before in the franchise. Likewise, a new quest experience gives players the opportunity to explore and uncover the mysteries of Ancient Egypt at their own pace.
The Author

Phil is so incredibly old that his earliest gaming memories involve those late-70s TV Pong clone machines made by Binatone, typing BASIC games into the one-piece keyboard of a Sinclair ZX80 from magazine listings, and the static burble of Commodore 64 tape loading. He does Marketing things in Ubisoft's Guildford office. He's been at the company for 20 years. The numpty.