The new horror film Behind You stars Addy Miller and Elizabeth Birkner as two sisters who find out that all the mirrors in their estranged aunt’s house are hidden from sight. When one of them happens upon an uncovered mirror in the basement, she unknowingly releases a malicious demon. The film was released on April 17, 2020, and is currently available on VOD. Composer for the film is Christian Davis whose previous works include Deadly Signal, Zombie Hunter, and the hit CW TV series Jane the Virgin.
Read our interview with him below!
Haunted MTL:Hello, I hope you are doing well and staying safe. First, just let me say that this musical score captured the tone of the film perfectly. Suspenseful but very reserved. It was an incredible extension of the story. Can you walk us through it?
Christian Davis: Thank you! The score for Behind You was super fun to compose and I’m really happy with how it turned out. It was a very collaborative effort with co-directors, Andrew Mecham and Matthew Whedon. There is scary stuff, there is sentimental stuff.
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H: Why did you decide to become a film composer?
Davis: It was in college; I was actually pre-dental and hating it. I couldn’t figure out what I wanted to do with my life. Through a piano lesson, I learned there was a “Commercial Music Major” with a film scoring emphasis and a lightbulb when off. I realized I could combine two things I was passionate about (film and music) into a career.
H: What piece are you most proud of?
Davis: On this film, I’m particularly proud of the song Behind You. It’s the first track on the album but actually plays towards the end of the film. I’m very comfortable doing instrumental score, but producing a song with lyrics and a singer is something I don’t do often, so it’s always a little frightening. But also, a lot of fun!
H: How did you become a part of the film Behind You?
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Davis: I actually heard about it on Facebook. I saw all of the on-set photos people were posting and it looked amazing! So I reached out to Andrew Mecham (one of the co-directors) on Facebook, sent a cold DM, and told him I’d wanted to score his film. I sent him a curated reel with my best horror music, then convinced him to grab a coffee where I pitched him my idea for the score and I got the gig!
H:You have worked on horror movies before such as Deadly Signal and Nocture, do you enjoy composing for this genre?
Davis: Yes, scoring horror films is a ton of fun, because there’s so many things to you get to do that you can’t do in any other genre. Lots of dissonance, distortion and strange effects. As a composer, you get to really draw outside the lines.
H:The score, although spooky, seems to be rooted in longing. In the beginning of Behind You, there is a very sorrowful tune that lingers in the atmosphere. Every one of the main characters has lost something, whether it is innocence or a loved one. Did you keep this in mind when composing the beginning scenes?
Davis: Absolutely. The first act of the movie is very sad, very emotional. We also come back to that at the end of the film. Sometimes those scenes are harder to write because you have to practice so much restraint and not overstep on the actors’ performance.
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H: Mirrors play a major role in old-world superstition. In China, Ireland, Germany, and other parts of Europe they would cover the mirrors in a home because of their supposed connections to death. These fears are linked to the very idea of spirits, that we are haunted by our pasts and those that we’ve lost. Did any of these philosophies or cultural superstitions go into your creation of the score?
Davis: Yes. In our first meeting, Andrew Mecham talked a lot about how the house, which is inhabited by a demon, needed to have a voice in the score. The mirrors in the house are all covered because that’s how the “demon/house” are able to communicate, seduce, and possess our characters. So I started thinking about how to use objects around my house to give the “demon/house” a voice in the score. We have hissing tea kettles, chainsaw engine, kitchen percussion, and bowed wood. All this to give the house a voice and also give a unique color to the score.
H: The track that plays while Beth attempts to murder Clair is one of the standouts of the whole soundtrack. It reminded me a little of Psycho, were there such inspirations?
Davis: Thank you! Bernard Hermann is always an inspiration. One of the most brilliant film composers. There is a certain “knifey psycho strings” sound that we attribute to Mr. Hermann and Psycho which we used in this score at certain jump-scare moments. I remember Matthew Whedon (one of the co-directors) often saying “give us some more knifey stuff here and here.” He was a big fan of that sound.
H: Were any violins used as a reference to Beth’s background as a violinist? I’m just asking because I thought I heard some violins in the background at one point.
Davis: There was a whole scene that ended up on the cutting room floor, where she actually played the violin. It was a really cool scene musically because I got to write a violin version of our main Behind You theme for her to play.
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H: What is your biggest take away from this project?
Davis: If you come across a covered mirror, in a creepy house, leave it covered!!
You can visit Christian Davis’s website here and follow him on Twitter @cdavis_cmpsr
Listen to whole soundtrack for Behind You on iTunes or Amazon
Rachel Roth is a writer who lives in South Florida. She has a degree in Writing Studies and a Certificate in Creative Writing, her work has appeared in several literary journals and anthologies.
@WinterGreenRoth
To start off check out our exclusive interview with Barb Dexter from My Haunted Hometown! Prepare for spine-tingling tales as Barb Dexter unveils her shocking personal ghost encounters on T+E Channel’s gripping paranormal series, “My Haunted Hometown”. Don’t miss exclusive behind-the-scenes insights and emotional revelations that will leave you questioning reality. Premieres Friday, September 6th at 10 PM ET/PT.
Click the trailer for My Haunted Hometown and set your clocks for the premiere 6 Sept!
Want to know more about T+E Channel’s My Haunted Hometown?? Check out the trailer below (and make sure you watch the show as it airs Friday 6 September, 10PM PT/ET only on T+E!
If you ever wondered what it was like to be in a town with a dark history–and live in a forever home that might be forever occupied by spirit energy, then you need to check this episode out!
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Why T+E Channel’s My Haunted Hometown hits
The production value works. The camera. The crew. The sound. The editing. The PR team. These are all great assets–and the best asset of them all? The people in the show.
We have all seen shows where the ghost story is made up. It’s usually some quick cash grab for a celeb (although there were some great truly well done celeb ghost stories, too!) or just some channel/content filler type thing. This is not that….this is what every ghost show should be.
The crew sits down. The people are taken seriously. They are giving a channel to voice their story and by sharing their story, they get to grow and sometimes heal from the telling. We draw strength in knowing we are not alone.
When the episode starts, your emotions range from being afraid for the people to being all warm and fuzzy with knowing that these people are opening themselves up to you and you are not alone.
If you have any paranormal experience, these stories will help you feel a bit more whole.
If you are a believer, this is your show.
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If you are a doubter, this is your show. You might still doubt, but you won’t doubt that these are real down to earth people giving witness to what they saw.
See why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3
The Setting
I think small towns work well as a setting. If you recall most of Seth Breedlove’s movies are SMALL Town monsters. If you recall our interview with Harker Jones’s interview the scary horror wasn’t the city of LA but the SMALL Town where you are a bit more isolated.
Not only does the setting work because of the more remote feel, but it works because of the people. The people in the show make the show. They are relatable. They are down to earth. They are easily your next best friend after moving into the neighborhood.
Also, if you are a fan of cats and dogs–there are a few of the most adorable furry friends ever in this episode.
The Rating and Where to Watch
After watching the first episode, I can’t wait for the rest! I’m sure to check it out when they drop every Friday in September! Won’t you join me? 🙂
See what all the rave reviews are about (5/5 Cthulhu!) and see why we call the T+E Channel the Blumhouse of TV and catch the free preview on T+E Channel from Sept 2 to Nov 3 – your gateway to the supernatural! Tune in and share the thrills with #MyHauntedHometown and #TEonTV. Are you brave enough to watch?
(5 / 5)
Another game I had the chance to play at PAX East was, Let’s! Revolution!, a Minesweeper-inspired roguelite puzzle game by animation (and now game) studio, BUCK. I talk more about the game itself in another post. Here, I wanted to highlight the conversation I had with Michael Highland, the Creative Director for Let’s! Revolution! and his journey through video game development.
How did you become involved in video game development?
I studied digital media design in college; this was before there were many programs dedicated to game development. After graduating, I self-published a mobile game called Hipster City Cycle with friends. Over the next few years, I slowly got more freelance work as a game designer, and eventually landed a full-time role at thatgamecompany working on the follow-up to their 2012 GOTY Journey. I worked my way up there and was eventually the Lead Designer on Sky: Children of the Light. Working at thatgamecompany opened a lot of doors professionally. I eventually wound up at BUCK, where I saw the opportunity to help establish a new game studio within a very vibrant existing creative culture.
What has been the most challenging aspect of the development process?
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Each studio has its own unique issues based on the people involved. There are commonalities like the need to fight feature creep and building consensus around ideas early in the process when all you have is an abstract grey box prototype to react to. At BUCK the biggest challenge has been channeling the abundance of creative energy and talent into a shippable product. There’s a ton of enthusiasm for games within the company, and without clear product-centric goals (who is the target audience, what platform are we releasing on, what’s the marketing strategy), projects have the tendency to spiral out of scope. Another challenge has been building credibility with publishers. BUCK has an amazing pedigree for animation and design, maybe the best in the world, but when we initially pitched ideas to publishers, they all said the same thing: looks great, but until you’ve shipped a game, you’re too high-risk. That’s what led to us self-publishing Let’s! Revolution! Now that we have a well-reviewed game out in the wild, I feel confident we’ll have more luck with publishers.
BUCK primarily has its roots in animation, what led the decision to start branching into video game development?
It started with a general excitement about the medium and a desire among the staff to work on a game. Leadership at BUCK is all about providing the staff with exciting creative opportunities, and getting to work on a game, is, for some, a creative dream come true. And putting BUCK content out in the world is a point of pride and a boost to morale. From a business perspective, the fact we can staff out game projects with the top animation and design talent in the world is a huge advantage. We’re already starting to see new opportunities for the service side of the business based on the success of Let’s! Revolution!
The art, unsurprisingly, is delightful. What were some of the priorities during the character design process and how did those influence the final hero designs?
Our Art Director Emily Suvanvej really led the charge on the look of the game. There are obvious influences like Studio Ghibli, Moebius, and Steven Universe. My shared goal with Emily was to make something together that reflected the diversity of the team’s artistic and lived experiences. The artists put so much love into the character designs and animation, it really shows.
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Some of the primary game mechanics take inspiration from Minesweeper, what was the process like to create your own interpretation of those classic mechanics?
This article goes into depth on this topic. The TLDR is that we took a very iterative approach, at each stage trying to identify what was working about the prototype and lean into that. The initial game concept came together relatively quickly in part because our goal for this project was just to finish a game. We just focused on what was good and kept building on it. I wouldn’t say the final game is “perfect” – but we wound up with a much bigger and higher quality experience than I expected by not letting perfectionism get in the way of making good better.
Is there anything else you would like to plug or that you think is important for people to know about Let’s! Revolution! or other upcoming projects?
The music and sound design for the game is stellar. We worked with a creative audio company called Antfood and they knocked it out of the park. The audio got an honorable mention from IGF, which I think is extra impressive because most of the other games were audio-centric titles with some unusual hook to the sound design. For the OST, Antfood reworked all of the music from the game into a continuous flow, like a concept album. It’s so good. I love working with them.
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