Welcome! I’m videogame composer Winifred Phillips, and this is the continuation of our four-part discussion of the role that music can play in Virtual Reality video games. These articles are based on the presentation I gave at this year’s Game Developer’s Conference in San Francisco, entitled Music in Virtual Reality (I’ve included the official description of my talk at this end of this article). If you missed the first article exploring the history and significance of positional audio, please go check that article out first.
Are you back? Great! Let’s continue!
During my GDC talk, I addressed three questions which are important to video game music composers working in VR:
- Do we compose our music in 3D or 2D?
- Do we structure our music to be Diegetic or Non-Diegetic?
- Do we focus our music on enhancing player Comfort or Performance?