This comes from a larger NintendoLife feature on the soundtrack of Impossible Lair, which is a group effort between Grant Kirkhope, David Wise, and Playtonic's in-house audio guys Dan Murdoch and Matt Griffin. Some choice tidbits:
Nintendo Life: How do you decide what the split is between you, Dan and Matt?
David Wise: Well this is Daniel's domain; Daniel's running the show here.
Dan Murdoch: I love how you say 'decide' as if it was all pre-planned! If we're going to get right into it, in the very beginning – going back a year or two at this point – we drew up how much music we thought we'd need in the game. I came up with a number, and then we got told a music budget and we said this is how much we want in commission from Dave and Grant, and then we'll fill in the rest. Over the course of the last two years, with every review and every time we looked at the game progressing, it kind of felt like we should have a little more music. So we'll do some more of our own tunes, and then get a little bit more from Dave, and so on. So what was originally supposed to be around fifty pieces of music – mostly from Dave and Grant – ended up to be more like sixty pieces of music, with the heavier split in our direction. It wasn't necessarily decided; we needed a lot more music than we originally intended.
Nintendo Life: Talking about those layers, one of the big things about Impossible Lair is that there are two versions of every level. Does that mean you've got two unique pieces of music? You've done double the amount of work you usually do?
Dan Murdoch: Yes. So this is where, as the game really developed, we had to adjust our strategy. Originally, we were thinking that the level 'State Change' would be just a new way to play that level. And as the game went on, we realised that's not good enough. It's going to effectively be an entirely different new level, where there might be a different time of day, or might be an entire course which is completely different, depending on the level. The interesting link is that you're in the same place, but you're not doing the same things. You're not on the same path necessarily, and you're not doing the same gameplay. The atmosphere may be completely different. So, of course, we needed a new tune.
Matt Griffin: From a composing standpoint, this a new level. We did do a few tunes where we used a state change to inform how we could flip the piece and use similar melodies, but a lot of the time it seemed like unnecessarily restricting yourself when the level was so, so different.
Dan Murdoch: There are ones where the two pieces will share entirely the same instrument pattern. In fact, I've written a theme where the two pieces are the exact same chords and the exact same instruments but they sound absolutely nothing alike. One's a really fast rock track, and one is a really laid-back ambient atmospheric piece – but they just happen to be using the same chords and the same instruments.
The David Wise music sample is incredible and I'm excited to hear whether Dan and Matt's contributions can stand toe to toe with two legends. Andy Robinson (former Playtonic writer) seems pretty confident.