Resources for Video Game Music Composers: The Big List

Video game music composer Winifred Phillips creating music in her video game music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m videogame composer Winifred Phillips.  Every year, between working in my studio creating music for some awesome games, I like to take a little time to gather together some of the top online resources and guidance available for newbies in the field of video game music.  What follows in this article is an updated and expanded collection of links on a variety of topics pertinent to our profession.  We begin with the concert tours and events where we can get inspired by seeing game music performed live.  Then we’ll move on to a discussion of online communities that can help us out when we’re trying to solve a problem.  Next, we’ll see a collection of software tools that are commonplace in our field.  Finally, we’ll check out some conferences and academic organizations where we can absorb new ideas and skills.

Ready?  Let’s get started!

Concerts and Tours

An image accompanying a discussion of popular video game music concert tours and events, from the article for video game composers by Winifred Phillips (game music composer).

Let’s check out some of the great concert events and tours that are circling the globe, offering famous video game music performed live to audiences ranging from sedate symphony halls to screaming mosh pits. There are tons of ways in which we game composers can find inspiration in these performances, and there’s a wealth of options from which to choose.  If our tastes lean towards the more classical side of things, we can check out the big orchestral concerts like the Video Games Live and Distant Worlds tours, or we can opt for the subtler pleasures of a chamber ensemble approach with the intimate music of A New World.  Then again, some of us would rather head for the mosh pits and get ourselves some head-banging good times.  These folks may want to opt for events like MagFest and Bit Gen Gamer Fest.  There’s something for everyone in the collection of links below.  I’ve also included video clips that show notable performances from past shows.

I’d like to start with a concert tour that was just announced last week, and that means a lot to me personally:

Assassin’s Creed Symphony World Tour

Kicking off its world tour in June 2019, the Assassin’s Creed Symphony will feature the most popular music selections from the entire Assassin’s Creed game franchise, including music from the score I composed for Assassin’s Creed Liberation.  I’m very excited that selections of my Assassin’s Creed Liberation music will be performed by an 80-piece orchestra and choir as a part of the world tour.  The concert tour will premiere in the famous Dolby Theatre in Los Angeles, best known for hosting the Oscars ceremonies each year.  This is a brand-new concert tour that hasn’t premiered yet.  Since there aren’t any videos from past shows, here is the official trailer from Assassin’s Creed Liberation, featuring three of the tracks from my Liberation score: “Stealth,” “In the Service of Humanity,” and “The Hunt.”

A New World: Intimate Music from Final Fantasy

This concert tour of video game music from the Final Fantasy repertoire takes a unique approach.  Instead of opting for large-scale orchestral ensembles and choirs, A New World: Intimate Music from Final Fantasy uses small chamber ensembles and special arrangements designed to accommodate them.  The result is a complete reimagining of Final Fantasy music, allowing well-worn tracks to feel more fresh and personal.  Three concerts are currently set to take place in small venues during 2019, including performances in Los Angeles, Seattle and Atlanta.  Here is a performance of the “Chocobo Medley” from a 2017 show that took place in Vancouver.

Bit Gen Gamer Fest

The Bit Gen Gamer Fest is an annual event celebrating game soundtracks during one jam-packed day of music and mayhem.  Feeling like a cross between a rock festival and a video game arcade, the July 2018 edition of Bit Gen Gamer Fest included 18 musical acts performing video game cover songs at the Ottobar in Baltimore.  Here’s an extended video of the X-Hunters full set during Bit Gen XIII.

Distant Worlds: Music of Final Fantasy

Launching into its twelfth year of touring the world, the Distant Worlds: Music of Final Fantasy concert tour continues its quest to spread the music of Nobuo Uematsu to video game fans everywhere.  The performances include the large-scale Distant Worlds Philharmonic Orchestra and Chorus under the direction of Grammy Award-winning conductor Arnie Roth.  Here’s a video of their performance of the Final Fantasy VII Main Theme during a 2014 performance at the Royal Albert Hall in London.

Game Music Festival

This is a brand-new game concert series, planned to be a yearly event.  The concert took place this past October at the National Forum of Music in Wroclaw Poland.  Sponsored by GameMusic.pl, the Game Music Festival concert featured musical selections from Heroes of Might and Magic, Grim Fandango, Ori and the Blind Forest, and three Blizzard properties: Diablo, World of Warcraft, and Starcraft.  Here’s a trailer produced by the concert series for their first annual event:

Joystick with the Malmo Symphony Orchestra

Like the Game Music Festival in Poland, the Joystick concerts in Sweden are intended as an annual event.  Joystick is now entering its eleventh year of offering video game music as performed by the Malmo Symphony Orchestra.  The program for this year’s concert includes selections from The Witcher 3, Hitman 2, Horizon Zero Dawn and Final Fantasy VII, among others.  Here is a performance of “The Dragonborn Comes” track from Skyrim, as performed during the Joystick concert in 2013.

MAGFest

The “Music And Gaming Festival” known as MAGFest takes place over the course of four intense days each year in which massive gaming tournaments run 24 hours a day and banging video game music concerts play loud and long into the night.  In addition to the big yearly bash (coming to National Harbor Maryland in January 2019), the nonprofit MAGFest organization also sponsors a touring concert series called Game Over, and several smaller music/gaming events that take place around the country.  Here’s a cover version of the Mega Man 3 Intro music as performed by The Advantage during MAGFest VI:

Metal Gear in Concert

The Metal Gear in Concert tour began with two performances in Japan before coming to Paris in October 2018.  This coming year, the Metal Gear in Concert tour will stage two concerts in the United States, including its stateside premiere in March 2019 at the United Palace in New York City, and a Los Angeles performance in April at the Wellshire Ebell Theatre.  The tour features a 70-piece orchestra and performances by vocalist Donna Burke, best known for singing the themes for both Peacewalker and The Phantom Pain.  Here is a video of Donna Burke performing the Snake Eater theme during the Metal Gear in Concert performance in Paris:

Video Games Live

Finally, we have the granddaddy of them all – the Video Games Live concert tour.  Since its debut in 2005 at the Hollywood Bowl in LA, the Video Games Live concert tour has pursued a rigorous schedule involving hundreds of performance dates around the world.  The Video Games Live series eschews its own orchestral ensemble in favor of recruiting local symphony orchestras and musicians in each of the touring cities and towns it visits. The result is a touch of local flavor influencing the character and size of every Video Games Live performance.  Here is a clip of Video Games Live performing music from the Overwatch game during a 2018 concert in Germany:

So now that we’ve looked at the concert tours that can get us inspired to make great game music, let’s look at other resources that can help us to stay energized and improve our skills.

Communities / Discussion Forums

An illustration for a discussion of social communities for game composers - section of the article by video game music composer Winifred Phillips.Need help?  Expert advice?  A shoulder to lean on?  These are some of the most popular online communities where you just might find the answers you’re looking for.

The game audio community is tremendously friendly and approachable.

Some of these communities listed below are focused on specific topics (such as a software application).

Other communities have a broader mandate to discuss any and all issues pertaining to game music composition and sound design.  Feel free to explore the below links and find a community that’s a good fit for you!

 

Software Tools

Image illustrating a discussion of the popular software useful to game audio pros, from the article by Winifred Phillips for video game composersThere are a wide variety of audio middleware solutions available for implementing audio and music into games, and I’ve listed some of the more high-profile software packages below.

Some of these middleware solutions are designed specifically with video game music composers in mind, to provide a user-friendly way for us to have the best control over the music implementation process.  These include Elias, FMOD, Nuendo, and Wwise.

The rest are more general-purpose audio implementation tools, with the exception of the Facebook 360 Spatial Workstation (designed with Virtual Reality and 360 video applications in mind) and PureData (designed specifically for generative music uses).

 

Game Music Academia & Conferences

An image accompanying a discussion of academic scholarship and educational conferences for game composers - section from the article by Winifred Phillips, video game music composer.

When we’re in the mood to broaden our minds and think about our discipline in a new way, there are lots of scholarly organizations and conferences ready to offer us some inspiration and enlightenment!  First we’ll check out a list of academic and scholarly groups dedicated to studying the history and practice of music creation for video games.  After that, we’ll see a list of the yearly conferences that focus on audio and music creation.  Most of the list consists of conferences exclusively dedicated to the video game industry, but one of the conferences (Music & the Moving Image) offers a more general “music for media” event that includes video games in its offered content.

Academia

 

Conferences

Conclusion

I hope you find some good resources and helpful information in this list!  Please let me know if you think I should add anything else to this collection, and let me know what you think of the article in the comments section below!

 

Photo of video game composer Winifred Phillips in her game composers production studio.Popular music from composer Winifred Phillips’ award-winning Assassin’s Creed Liberation score will be performed live by a top 80-piece orchestra and choir as part of the Assassin’s Creed Symphony World Tour, which kicks off in 2019 with its Los Angeles premiere at the famous Dolby Theatre. As an accomplished video game composer, Phillips is best known for composing music for games in five of the most famous and popular franchises in gaming: Assassin’s Creed, LittleBigPlanet, Total War, God of War, and The Sims.  Phillips’ other notable projects include the triple-A first person shooter Homefront: The Revolution, and numerous virtual reality games, including Scraper: First Strike, Dragon Front, and many more.   She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. As a VR game music expert, she writes frequently on the future of music in virtual reality games. Follow her on Twitter @winphillips.

 
 

VR for the Game Music Composer: Audio for VR Platforms

In this article written for video game composers, Winifred Phillips (video game composer) is here pictured working in her music production studio on the music for the Scraper: First Strike game, developed for popular VR gaming platforms (PSVR, Oculus Rift, HTC Vive).

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game music composer Winifred Phillips.  Lately, I’ve been very busy in my production studio composing music for a lot of awesome virtual reality games, including the upcoming Scraper: First Strike first person VR shooter (pictured above) that’s coming out next Wednesday (November 21st) for the Oculus Rift, HTC Vive and Windows Mixed Reality Devices, and will be released on December 18th for the Playstation VR.  My work on this project has definitely stoked my interest in everything VR!  Since the game will be released very soon, here’s a trailer video released by the developers Labrodex Studios, featuring some of the music I composed for the game:

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Understanding Audio in VR – A Game Music Composer’s Resource Guide

Video game music composer Winifred Phillips working in her game composers production studio.

By Winifred Phillips | Contact | Follow

When I’m not at work in my studio making music for games, I like to keep up with new developments in the field of interactive entertainment, and I’ll often share what I learn here in these articles.  Virtual reality is an awesome subject for study for a video game composer, and several of my recent projects have been in the world of VR.  Since I’m sure that most of us are curious about what’s coming next in virtual reality, I’ve decided to devote this article to a collection of educational resources.  I’ve made a point of keeping our focus general here, with the intent of understanding the role of audio in VR and the best resources available to audio folks.  As a component of the VR soundscape, our music must fit into the entire matrix of aural elements, so we’ll spend this article learning about what goes into making expert sound for a virtual reality experience. Let’s start with a few articles that discuss methods and techniques for VR audio practitioners.

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Resources For Video Game Music Composers

Video game music composer Winifred Phillips, at work in her music production studio.

By Winifred Phillips | Contact | Follow

I’m pleased to announce that my book, A Composer’s Guide to Game Music, is now available its new paperback edition! I’m excited that my book has done well enough to merit a paperback release, and I’m looking forward to getting to know a lot of new readers!  The paperback is much lighter and more portable than the hardcover.  Here’s a view of the front and back covers of the new paperback edition of my book (click the image for a bigger version if you’d like to read the back cover):

award-winning video game music composer Winifred Phillips' book, A Composer's Guide to Game Music, is now available in paperback.

From the article by Winifred Phillips (composer of video game music) - depiction of the book cover of A COMPOSER'S GUIDE TO GAME MUSIC.As you might expect, many aspiring game composers read my book, and I’m honored that my book is a part of their hunt for the best resources to help them succeed in this very competitive business.  When I’m not working in my music studio, I like to keep up with all the great new developments in the game audio field, and I share a lot of what I learn in these articles. Keeping in mind how many of my readers are aspiring composers, I’ve made a point of devoting an article once a year to gathering the top online guidance currently available for newcomers to the game music profession.  In previous years I’ve focused solely on recommendations gleaned from the writings of game audio pros, but this time I’d like to expand that focus to include other types of resources that could be helpful.  Along the way, we’ll be taking a look at some nuggets of wisdom that have appeared on these sites.  So, let’s get started!

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Video game music systems at GDC 2017: tools and tips for composers

Photo of video game composer Winifred Phillips, working in her music production studio on the music of the SimAnimals video game.

By video game composer Winifred Phillips | Contact | Follow

Welcome back to this three article series that’s bringing together the ideas that were discussed in five different GDC 2017 audio talks about interactive music!  These five speakers explored discoveries they’d made while creating interactivity in the music of their own game projects.  We’re looking at these ideas side-by-side to broaden our viewpoint and gain a sense of the “bigger picture” when it comes to the leading-edge thinking for music interactivity in games. We’ve been looking at five interactive music systems discussed in these five GDC 2017 presentations:

In the first article, we examined the basic nature of these interactive systems. In the second article, we contemplated why those systems were used, with some of the inherent pros and cons of each system discussed in turn.  So now, let’s get into the nitty gritty of tools and tips for working with such interactive music systems.  If you haven’t read parts one and two of this series, please go do so now and then come back:

  1. Video game music systems at GDC 2017: what are composers using?
  2. Video game music systems at GDC 2017: pros and cons for composers

Ready?  Great!  Here we go!

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Video game music systems at GDC 2017: pros and cons for composers

Video game composer Winifred Phillips, pictured in her music production studio working on the music of LittleBigPlanet 2 Cross Controller

By Winifred Phillips | Contact | Follow

Welcome back to our three article series dedicated to collecting and exploring the ideas that were discussed in five different GDC 2017 audio talks about interactive music!  These five speakers shared ideas they’d developed in the process of creating interactivity in the music of their own game projects.  We’re looking at these ideas side-by-side to cultivate a sense of the “bigger picture” when it comes to the leading-edge thinking for music interactivity in games. In the first article, we looked at the basic nature of five interactive music systems discussed in these five GDC 2017 presentations:

If you haven’t read part one of this article series, please go do that now and come back.

Okay, so let’s now contemplate some simple but important questions: why were those systems used?  What was attractive about each interactive music strategy, and what were the challenges inherent in using those systems?

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More Business Advice for the Game Music Composer

Winifred Phillips (video game composer) working in her music studio.Every so often, I like to grab some time between music composition gigs to gather together the current general wisdom regarding career strategies for game music composers (since so many of my readers are new to the industry and looking for guidance).  In this article, I’ve included some of the stand-out ideas garnered from three online resources – a Gamasutra article by a former audio designer for Rockstar North, an awesome discussion thread on Reddit about effective communication strategies (found in the GameAudio subreddit), and a roundtable discussion at GameSoundCon about best business practices for game audio pros.

Make some noise! Getting a job creating sound and music for videogames

Audio Director Will Morton of Solid Audioworks (formerly a senior audio designer and dialogue supervisor at the famous Rockstar North development studio), has written a comprehensive article for the game industry site Gamasutra about getting jobs in the game audio field.  The article, entitled “Make Some Noise! Getting a Job Creating Sound and Music for Videogames,” focuses on the importance of experience, networking and a polished presentation in order to sufficiently impress a potential employer/client.  While much of the article is solid advice that might apply to a job seeker in any industry, a few areas impressed me as particularly interesting for game composers to bear in mind.

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