Composer Winifred Phillips answers Reddit’s questions in viral Ask-Me-Anything about video game music

Photo of popular video game composer Winifred Phillips, taken as 'proof photo' for her recent viral Reddit Ask-Me-Anything that hit the Reddit front page, receiving 14.8 thousand upvotes and garnering Reddit's gold and platinum awards.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game music composer Winifred Phillips, and I’m the author of the book A Composer’s Guide to Game Music.  Recently my publisher The MIT Press requested that I host a question and answer session on Reddit’s famous Ask Me Anything forum, to share my knowledge about game music and spread the word about my book on that topic.  I’d be answering questions from a community consisting of thousands of gamers, developers and aspiring composers.  It sounded like fun, so last Thursday and Friday I logged onto Reddit and answered as many questions as I possibly could.  It was an awesome experience!  Over the course of those two days, my Reddit AMA went viral.  It ascended to the Reddit front page, receiving 14.8 thousand upvotes and garnering Reddit’s gold and platinum awards.  My AMA has now become one of the most engaged and popular Reddit gaming AMAs ever hosted on the Ask-Me-Anything subreddit.  I’m so grateful to the Reddit community for their amazing support and enthusiasm!!  During the course of those two days, the community posed some wonderful questions, and I thought it would be great to gather together some of those questions and answers that might interest us here.  Below you’ll find a discussion focused on the art and craft of game music composition.  The discussion covered the gamut of subjects, from elementary to expert, and I’ve arranged the discussion below under topic headings for the sake of convenience.  I hope you enjoy this excerpted Q&A from my Reddit Ask-Me-Anything!  If you’d like to read the entire AMA (which also includes lots of discussion of my past video game music projects), you’ll find the whole Reddit AMA here.

Questions about workflow

Question: I am really curious to learn what the process of developing music for a game is. I know with film media, musical directors get footage to create along with, how does this process work for games?

Winifred Phillips: You’re right about the process with film media. It’s a spotting procedure, wherein the director and composer go through the film and look for good opportunities to place music in positions that will have maximum impact. I think that there’s a similar philosophy behind how music is placed in games. The game development team and the composer make decisions about where music is going to be most impactful. The difference is that we can’t just watch the game all the way through, the way we might watch a film. Instead, we can look at the design documents, look at the currently built levels at whatever stage of development they’re currently in, and make decisions based on that. The dev team usually has strong ideas about the role of music in their project, and how they want the music to interact with their game. Sometimes I’ll have more input regarding these choices, and other times the team will be fired up about their vision for the role that music will play, and I’ll need to execute that vision.

Image illustrating the concept of workflow, from the article by game composer Winifred Phillips about her Reddit AMA that went viral, hitting the Reddit front page, with 14.8 thousand upvotes and both Reddit's gold and platinum awards.Question: When composing, what kind of details are important to ensure it fits the game? Do you play through a scene without music before working on the piece?

Winifred Phillips: Cool question! I always love receiving a build of the game while I’m working so that I can play it and get inspired by what the development team is doing. That’s not always possible, though. Sometimes the game is just too early in development for me to receive a playable version. In that case, I read all sorts of design documents, look at tons of concept art, have lots of great meetings with the developers to talk about what inspires them and what their vision is for the music of their game. I’ll also do a bunch of research before I begin work. The research sometimes focuses on musical style, genre, instrumentation, etc. Sometimes the research also includes topics related to the game narrative and history. I want to understand the world of the game, so that I can create music that’s appropriate for it.

Question: How is your typical workflow when writing music for a new scene/part of a game? Like; play the scene once, fiddle around with some melodies, record a quick piece and let it sit for a few days and so on.

Winifred Phillips: I like to watch gameplay video or play a game build (if there’s one available) before I start work. Every piece of gameplay has its own visual rhythm, and that has a profound influence on the pacing and momentum of the music I’ll create for it. Regarding how I schedule my work — usually I’m operating on some An image of the Assassin's Creed Liberation HD cover art, illustrating the discussion in the article by popular video game music composer Winifred Phillipspretty tight deadlines, so I rarely have the luxury to set a piece aside and then come back to it. The music must be finished! The deadline gods will be satisfied! Honestly, there’s nothing more inspiring than that terrifying ticking of the clock counting down to a deadline. I amaze myself with how much I can get done.

Question: I’m interested in your work on God of War and Assassin’s Creed. Those are two, for the most part, period pieces. Do you try and incorporate instruments or styles of music from ancient times? If so, how do you choose where to have modern/period music?  As a second question; how much creative freedom do you have? Do it vary gig to gig?

Winifred Phillips: Good questions!  I enjoy working on period pieces, because I get to do research and incorporate instruments and performance styles from another time. For Assassin’s Creed Liberation, I dug deep into baroque musical structures and instruments, and I learned a -lot- from the experience of creating the music for that game. For God of War I listened to a lot of world music from the locations where the game is based. Of course, we don’t really know what the ancient music of Sparta would have sounded like, although there are some guesses being made. Regarding creative freedom — you are absolutely right. It varies from gig to gig. I’ve worked on some gigs where the team just gave me their blessing and told me to do whatever I liked. I’ve also worked on projects where the development team closely supervised everything I did and had detailed instructions at every step of the project. It’s important to be able to adapt to whatever the circumstances may be.

 

Questions about working with development teams

Depiction of the popular LittleBigPlanet 2 cover art, illustrating a discussion in an article by Winifred Phillips (video game composer) of her recent Reddit Ask-Me-Anything. Phillips' AMA reached the Reddit front page, receiving Reddit's gold and platinum awards and garnering 14.8 thousand upvotes.Question: I would consider the music to be a huge part of the feel of any good game; considering what you just said about not having the ability to play a piece of the game before you compose, would you say that you have some creative license to sway the tone and feel of a game? I understand you want to help the game become what it’s supposed to become but sometimes a little creativity can help make the game into something more.

Winifred Phillips: You’re right about the creative license that composers sometimes have to define the sound of a game. When we’re brought in before the levels are finished, our music might actually have a big impact on the design of those levels. For instance, after I was hired to compose music for LittleBigPlanet 2, my first assignment was to create music for the Victoria’s Lab level, and I was given the description of the main character as a sort of mad scientist figure. She likes to build killer robots, and she’s a bit nuts. Always a delightful combination! So I composed a track with a lot of dark elements — gritty guitars, epic orchestral strings, etc. But since it’s also a LittleBigPlanet track, I made sure to infuse it with a lot of fun and wacky elements, like calliope, accordion, beat boxing, vocoder, and so on. Later, I found out that after I’d submitted the music, the level designers had gone back to the drawing board and revised the level pretty extensively. When I finally saw the level, Victoria was still a mad scientist, but now she was also a baker. The level was filled with cookies and cakes, and Sackboy could attack the killer robots by hurling giant cupcakes at them. The team at Media Molecule let me know that they’d changed the level because the music had inspired them. I can’t express how much that meant to me. The folks at Media Molecule are profoundly gifted and amazing, so I was so touched that my contribution helped to shape their creative process!  Here’s a vid of that music:

Question: I am a 29 year old who literally loves little big planet! Is there ever a time where you would feel like the music wasn’t right for the game and you were forced to pick it because of the director or developer?

Depiction of the famous Sackboy character from the LittleBigPlanet 2 franchise, from the article by video game music composer Winifred Phillips.Winifred Phillips: Nothing wrong with being 29 and loving LittleBigPlanet! I love it too! Regarding your question — I’ve been asked sometimes to deliver music that seems like sort of an eccentric choice for the game in question. But in those moments, I think it’s important to remember that the dev team knows their game a lot better than I do. They know their audience. They also know the overall effect they’re trying to create with the music of the game. Creative collaboration doesn’t work unless everybody trusts everybody else. I just have to metaphorically close my eyes and do a ‘trust fall’ in those circumstances. The final result is almost always fantastic!

Question: In projects where the sound design team and music team are not really coordinating wth each other, how do you ensure the music produced and evaluated stays on brand for a project?

Winifred Phillips: I know what you mean. Really, the sound design team and music team ought to be coordinating with each other! At the very least, there should be some kind of supervisor in the team that’s keeping an eye on those things and making sure that the music and sound design work together. In most projects I’ve worked on, that’s the case. However, I also like to ask the team to send me videos of gameplay that include the sound design. That way, I can drop the video with its sound design into my Pro Tools session and hear the sounds of the game while I’m creating the music. This helps me create music that isn’t going to clash with the other aural elements in the game.

 

Questions about dynamic / interactive music composition

Question: What would you consider the main difference between game music and normal music?

Winifred Phillips: Well, normal music has a beginning, that proceeds to a middle, and then concludes with an ending. Game music usually doesn’t have any of those things. At its simplest, game music is composed so that it can be repeated indefinitely, which means that it must be composed with a very different composition structure than traditional music. As game composers, we have to think about what qualities will help players to enjoy a piece of music that repeats, and what qualities will lessen that enjoyment. Beyond this simplest of considerations, as game music gets more interactive and responsive to the actions of the player, the whole situation grows exponentially more complex. The music starts getting fragmented into many different segments that can be juggled around according to the action of the game. It can be very challenging for a traditional composer to understand how fundamentally different game music composition is.

Question: Is making game music different from making regular music, is there a guideline to follow?

Winifred Phillips: Regarding making game music — it couldn’t be -more- different than making regular music! Game music is very distinct. The demands on the composer are very different than they would be for a film or television composer, or even for a symphonic composer. Game music has to be interactive. It has to react An illustration emphasizing the importance of gamer choice, from a discussion of game music in an article by Winifred Phillips (video game composer) -- the article includes materials from her recent Reddit Ask-Me-Anything that received 14.8 thousand upvotes, helping it to reach the Reddit front page and garner both Reddit's gold and platinum awards.to the actions of the player. That’s actually really inspiring to me. I feel like I’m having a sort of musical conversation with players. They perform actions, and the music responds. Hopefully the music inspires players on their in-game journey. In terms of the technical aspects, game music has to be constructed in bits and pieces, that can be jig-sawed together by the game engine according to what’s going on in the game. I go into a lot of detail about this in my book — it’s a fascinating way to think about music creation, and it’s really inspired me to stretch and grow as a composer.

Question: How do you manage to get certain feelings (tension, etc) to change over time during certain songs? Such as going into combat or coming out of it.

Winifred Phillips: Good question! When we’re structuring music for a game, we’ll assign different tasks to different compositions. A track may be assigned the task of accompanying the player during exploration. Another track may be assigned to a specific combat sequence. When transitioning from exploration into combat, often the game engine may trigger a specifically-composed transitional composition to play. This may be a short track that helps to ease the player from one piece of music to another, smoothing out the rough edges and helping the transition to feel natural.

Question: So do you ever end up with situations where the game itself is resolving chord progressions or making harmonic functional type changes where you compose something that has a series of chords but they end on what is to be a transition to another section that the gameplay or some kind of randomness might chose where the progression goes next? (so for example like the game itself would chose whether you end up with a cadence or go to another chord which might resolve to something else etc? ) Or is this more of “one theme” and then the game action will trade for “another theme…” but the functions are more or less contained? (and if the answer is NO? Wouldnt it be so cool to for a composer to be involved with game developers to design a game that way!? eg the player would be literally working to resolve tension in the music !)

Winifred Phillips: Wonderful question! What you’re describing is the technique and core philosophy of interactive/dynamic music construction. It’s challenging for a game composer, but also incredibly stimulating and inspiring. Kind of like trying to solve a really good puzzle. Composing interactive music for a game often requires a game composer to construct the harmonic progressions so that they can transition in several different optional directions — allowing the game engine to pick and choose depending on what’s happening in the game. To make this happen, the composer records the music in separate distinct segments, and the game engine picks and chooses the segments according to what’s happening during gameplay. It’s a complicated subject — I actually produced a series of four tutorial videos about it in connection with my book, A Composer’s Guide to Game Music. Here’s the first video:

Question: I’m working on a retro shooter at the moment and I had an idea to do things that were constructed less from the perspective of whole pieces of music that would fade into one another, but rather as bite-sized function-focused chunks that would be triggered as players entered from one zone to another, confronted enemies, etc. My question for you has to do with interactivity of music and how you design your layers when constructing an adaptive score. Have you ever used level layout and player progress through a level as a way of dictating which layers are faded in/out? If so, are there any best practices you’ve come up with for the process?

Winifred Phillips: Sounds like you’re putting together either a Horizontal Resequencing system or a system based on the triggering of stingers — not sure which, but either choice is cool. Regarding the layering music system you described… I talk about Vertical Layering a bunch in my book. One of my first experiences with it was for The Maw video game from Twisted Pixel games. Level layout and player progress were both determining factors when making choices about where layers would be triggered and manipulated. The system had three layers of dynamic music per composition — a layer for slapstick situations, a layer for exploring, and a layer for special circumstances (like flying, fighting, or fire breathing). Depending on where the player was or what the player was doing, the layers would turn on and off or adjust their volume up and down. When I was planning out this system, I combed through the game for good triggering points and drew up a sort-of roadmap for the audio implementation at Twisted Pixel, so they’d know how the music should behave during gameplay. Here’s a video of some gameplay from The Maw:

 

Questions about the creative composition process for video game music

Question: What is your normal first step in creating a composition for a new project? Do you always approach things in a particular order or with a specific method? I’m interested to hear how your process begins for a new piece.

Winifred Phillips: Hey, what a fascinating question! My process for composition is going to depend a lot on the preferences of the development team. Their working method has a lot of influence over mine. They’ll tell me which tracks they want me to compose first. They’ll give me instruction about style. They’ll lay out preferences for the way they want the music to interact with gameplay. All of that has to come into consideration in my composition process. I want to make sure my music is serving their vision. Otherwise, my creative process tends to change with each project, depending on the nature of the music in question. Sometimes I plan things out very meticulously, so that I’ll have a very clear idea of what every instrument is doing right from my initial piano sketches. Other times, I just launch right in with instrumental experimentation, like a painter throwing paint on the canvas just to see what happens. It really depends on the nature of the project. 🙂

Question: Hi! How do you find inspiration for particular melodies/musical themes? Do you just fiddle around until there’s a lightbulb moment? Also, how much of a role do themes/leitmotifs play in game composition, because they can make or break films when applied incorrectly/inconsistently.

The cover of the book A Composer's Guide to Game Music, as discussed in this article written by popular game composer Winifred Phillips -- the article included excerpts from her recent Reddit Ask-Me-Anything that reached the Reddit front page, garnered Reddit's gold and platinum awards and received 14.8 thousand upvotes.Winifred Phillips: Hey, that’s a really good point! I spend a chapter of my book, A Composer’s Guide to Game Music, on the importance of musical themes in games. I think that themes can play a pivotal role in helping gamers to fully appreciate a game’s narrative. They can also step forward and communicate important information to the player about what gameplay objectives to pursue, and what threats may exist. I try to compose musical themes for all my projects, but the importance of thematic content can hinge on how the development team feels about that idea. They may not be excited about themes, and that’s okay. Not every musical score needs to be highly melodic in order to be effective. But themes can be really powerful, so I always try to incorporate them. When I’m composing music for a game, I try to save the big story-driven moments for later in music production. I like to compose exploration and combat music first. These tracks give me lots of opportunity to experiment with themes. Inevitably, some themes will leap out and shine. I’ll use those themes in the narrative-driven parts of the game, associating them with characters and situations. This tends to bind the gameplay and the story together really nicely.

Question: I love leitmotifs and recurring themes in music, but there have been cases like on Yoshi’s Island 3ds where the same tune was used too much and the music became repetitive and annoying. How do you find the balance between underusing and overusing recurring themes and how many leitmotifs do usually use per game?

Winifred Phillips: You make a good point — repetition fatigue is a HUGE issue in our work as game composers. I talk about repetition fatigue repeatedly in my book A Composer’s Guide to Game Music (in chapters 4, 9, 10 and 12). Avoiding repetition fatigue is incredibly tricky. Regarding how many leitmotifs and recurring themes do I use… that varies per project. For instance, my music for the Speed Racer game only had a couple of recurring themes, but my music for Assassin’s Creed Liberation had -loads- of them. I think the depth and complexity of the narrative can exert an influence on how many leitmotifs and themes would work successfully. If the story has lots of characters and explores a lot of important issues and ideas, then it will probably be able to support a large assortment of themes. Otherwise, it might make more sense to use fewer themes and associate them with only the most important aspects of the game.

 

Advice for breaking into the industry as a young game composer

Question: Do you have any advice for a composer in college who’s just starting their career?

Illustration to support a discussion of opportunities for aspiring game composers in the university setting, from the article by game music composer Winifred Phillips -- the article includes excerpts from her recent Reddit Ask-Me-Anything that received Reddit's gold and platinum awards, received 14.8 thousand upvotes and reached the Reddit front page.Winifred Phillips: Thanks for the question. If you’re in a college with a game development program, my advice to you is to make friends with those student developers! Also, you can look into student competitions. There’s the Imagine Cup, the Independent Games Festival Student Showcase, and the Dare to be Digital “One to Watch” award from BAFTA. Those student teams are going to need a composer, and why shouldn’t that be you? You could connect with a student team at your college, or maybe do some internet networking to find a team at another college that might be in need of your help.

Question: There seem to be countless thousands of would-be game composers out there these days. What can any of us do to help our music (and ourselves!) stand out from the crowd?

Winifred Phillips: You’re right, there are a lot of aspiring game composers out there. In terms of what you can do to make your music stand out… that’s a hard question. There’s usually a lot of discussion about being ‘unique’ and ‘true to yourself’ and that’s all worthwhile. But I think it makes us feel like we have to put ourselves in a stylistic box, like sticking a label on our foreheads. Personally, I tend to resist that. If I enjoy a style of music, I want to be able to compose in that style. So my recommendation is to compose the music you -want- to compose, and make sure that it pleases you. Apart from that, I think the biggest secret to success here is hard-headed stubbornness. Just don’t give up. Keep plugging away. Move mountains. That kind of determination is the special sauce that gives successful composers longevity in this industry.

Question: After you’re in the Industry is it very competitive or is it a very niche market?

Winifred Phillips: Regarding how competitive the industry is… it’s -very- competitive. Not terribly niche at all. There are lots of film and tv composers filtering over into the games sector. All are welcome! But game music composition is really -hard- and I’m not sure composers for other media are always fully cognizant of this when they try to cross over into games. It’s a completely different art form, and the learning curve is steep.

 

Questions about the role and function of music in video games

Question: How much do you think music elevates a game’s storyboard? Movies are often times build around visuals and music but games on the other hand have so much to offer like visuals, gameplay, graphics, story. So was there a point in your work experience where you were came across certain story elements that demanded equal if not more justification for the scene through music? If so how did you.go about it?

The logo for the Dragon Front virtual reality game, as included in a discussion of the role music plays in cognitive function for gamers (from the article by popular video game composer Winifred Phillips) -- this accompanies excerpts from Phillips' recent Reddit Ask-Me-Anything that received 14.8 thousand upvotes, garnering Reddit's gold and platinum awards and reaching the Reddit front page.Winifred Phillips: I think that music can do a -lot- to elevate a gameplay experience, and it’s not just about the kind of emotional and atmospheric concerns that usually drive these decisions. In games, the experience of the audience is active rather than passive. Because of this, the music has a chance to actually infiltrate the player’s thought process and help shape some of the cognitive activities that are going on. I wrote a whole series of articles about this for Gamasutra. The articles were about how the music of Dragon Front interacted with the thought process of gamers. I called the article series, Video game composers can make you smarter! 🙂

Question: Is “distractiveness” an important aspect of your compositions?

Winifred Phillips: You make a good point. Music shouldn’t distract the player. There’s a careful balance to be maintained. If the music becomes a distraction, that’s a problem. However, if we overreact and make the music so bland that nobody would ever notice it or care about it… then that’s a problem too. Got to find a solution midway between the two extremes, I think.

 

Some technical questions

Question: Are there any technical limitations you have to consider when composing music for games? I know in the past technical limitations could have an effect on what was produced, have you found that to the be the case today?

Winifred Phillips: Interesting question! You’re right — in the past, there were some big technical limitations. Nowadays, that isn’t the case… but sometimes we face some technical obstacles. If we’re composing music for a game that’s trying to achieve a small memory footprint, there may be limits on how much memory is assigned to music at any given time. This may prevent the music from delving into more interactive constructs, wherein several music files might be playing simultaneous in synchronization. Since this would use more memory, it might not be a choice that’s available for every project.

Illustration of the music mixing process, as included in an article by popular game composer Winifred Phillips -- article includes excerpts from her recent Reddit Ask-Me-Anything that reached the Reddit front page, garnering Reddit's gold and platinum awards and receiving 14.8 thousand upvotes.Question: Do you do your own mixing for the music? If so, do you have any general tips regarding the mixing process?

Winifred Phillips: I do all my own mixing. In terms of general tips for the mixing process, I have a favorite mantra I repeat to myself during the mixing process. ‘Follow the lines.’ In music, there’s usually foreground content that gives the composition its shape. Whatever instrument is carrying this content has to receive top priority — it’s tracing the ‘line’ — creating the contours of the musical experience we want listeners to have. When I mix, I try to ‘follow the line,’ and emphasize whatever instruments are giving the music its shape and sense of movement. The line is often traded from instrument to instrument, so following the line becomes very important. In addition to that, I try to prioritize instruments according to their importance in the overall structure of the piece. As the composer, I have very definite ideas about what elements are most important in any ensemble I’m mixing, so I set level automation accordingly. This is one of the reasons why it’s great to be able to mix your own compositions.

Question: I’m curious how much you delve into synthesis for your projects?

Winifred Phillips: I’ll delve into synthesis from time to time, depending on the project. For the Speed Racer video game from Warner Bros. Interactive, I loaded my sound palette with a lot of synthetic sounds, and I tinkered a lot with them in order to achieve the distinctly analog/retro flavor that I wanted for that project. The whole aesthetic of Speed Racer is focused on a retro-futuristic vibe, so I wanted the music to reflect that as well. I also did some major synth tinkering for one of my latest projects, Sports Scramble for the Oculus Quest. It was fun trying to recreate the feel of those antique synths we remember from techno and hip-hop sports anthems (you can hear some of that in my music for the trailer). Really enjoyed that gig!

Question: Do you have any advice on making the most of limited resources? All I’m working with at the moment is a an iPhone, slightly older laptop, Reaper, some of my own instruments, a midi keyboard, and all the free plugins I can get. I’m an experienced musician and writer but I struggle to create something with a pleasing or professional sonic aesthetic. I worry that no matter how good the composition is, it won’t pass for anything usable. Thanks!

Winifred Phillips: I can absolutely sympathize — it’s hard to create the sound you’re dreaming about when your tools aren’t there yet. However, you might be able to restrict your sound to an electronic or even retro sound palette, and achieve some really satisfying results. What Koji Kondo taught us with Super Mario Bros. is that a fantastic musical theme can transcend the rudimentary instruments that are delivering that theme to our ears. There’s a whole movement in game development geared towards the nostalgia of early video games, complete with retro-styled soundtracks. Those games need composers that can discipline their composition style to function well with very limited tools, so that could be an avenue to explore.

Conclusion

That concludes these excerpted questions and answers from my viral Reddit Ask-Me-Anything.  The Reddit community was incredibly supportive, and I’m very grateful for their kindness and enthusiasm!  Many thanks to The MIT Press for arranging this Reddit AMA!  If you’d like to read more, the entire Reddit AMA is available to read on the Reddit Ask Me Anything page.

 
 

Photo of video game music composer Winifred Phillips, from the article about her recent popular Reddit Ask-Me-Anything that reached the Reddit front page, receiving 14.8 thousand upvotes and garnering Reddit's gold and platinum awards.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 Paris premiere. 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 Sports Scramble, Audioshield, 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. Phillips’ is a sought-after public speaker, and she has been invited to speak about her work as a game composer at the Library of Congress, the Game Developers Conference, the Audio Engineering Society, the Society of Composers and Lyricists, and many more.  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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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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Video game music systems at GDC 2017: what are composers using?

By video game music composer Winifred Phillips | Contact | Follow

Video game composer Winifred Phillips, presenting at the Game Developers Conference 2017.The 2017 Game Developers Conference could be described as a densely-packed deep-dive exploration of the state-of-the-art tools and methodologies used in modern game development.  This description held especially true for the game audio track, wherein top experts in the field offered a plethora of viewpoints and advice on the awesome technical and artistic challenges of creating great sound for games. I’ve given GDC talks for the past three years now (see photo), and every year I’m amazed at the breadth and diversity of the problem-solving approaches discussed by my fellow GDC presenters.  Often I’ll emerge from the conference with the impression that we game audio folks are all “doing it our own way,” using widely divergent strategies and tools.

This year, I thought I’d write three articles to collect and explore the ideas that were discussed in five different GDC audio talks.  During their presentations, these five speakers all shared their thoughts on best practices and methods for instilling interactivity in modern game music.  By absorbing these ideas side-by-side, I thought we might gain a sense of the “bigger picture” when it comes to the current leading-edge thinking for music interactivity in games. In the first article, we’ll look at the basic nature of these interactive systems.  We’ll devote the second article to the pros and cons of each system, and in the third article we’ll look at tools and tips shared by these music interactivity experts. Along the way, I’ll also be sharing my thoughts on the subject, and we’ll take a look at musical examples from some of my own projects that demonstrate a few ideas explored in these GDC talks:

So, let’s begin with the most obvious question.  What kind of interactive music systems are game audio folks using lately?

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GDC 2017: How video game composers can use music to build suspense

Winifred Phillips, video game composer, giving a talk as part of the Game Developers Conference 2016 in San Francisco.

By Winifred Phillips | Contact | Follow

The Game Developers Conference is coming up soon!  Last year I presented a talk on music for mobile games (pictured above), and I’m pleased that this year I’ll be presenting the talk, “Homefront’ to ‘God of War’: Using Music to Build Suspense(Wednesday, March 1st at 11am in room 3006 West Hall, Moscone Center, San Francisco).  In my talk I’ll be focusing on practical applications of techniques for video game composers and game audio folks, using my own experiences as concrete examples for exploration.  Along the way, I’ll be discussing some very compelling scholarly research on the relationship between suspense, gameplay and musical expression.  In preparing my GDC 2017 presentation I did a lot of reading and studying about the nature of suspense in video games, the importance of suspense in gameplay design, and the role that video game music plays in regulating and elevating suspense.  There will be lots of ground to cover in my presentation!  That being said, the targeted focus of my presentation precluded me from incorporating some very interesting extra research into the importance of suspense in a more general sense… why human beings need suspense, and what purpose it serves in our lives.  I also couldn’t find the space to include everything I’d encountered regarding suspense as an element in the gaming experience.  It occurred to me that some of this could be very useful to us in our work as game makers, so I’d like to share some of these extra ideas in this article.

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Montreal International Game Summit 2014

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Just came back from a fantastic experience speaking at the Montreal International Game Summit 2014!

Montreal is a beautiful city, and that’s reflected in the fantastic rainbow-tinted windows of the convention center where the summit was held – the Palais des congrès de Montréal.

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The weather was relatively warm while I was there, but I spent most of my time at the summit… although I did enjoy the city views from the enormous walls of windows.


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This year’s summit was more vibrant than ever, and the fun began in the wide hallways where attendees could test their video game trivia knowledge by taking part in “The Game Masters” quiz show.  I wasn’t brave enough to compete, but I had to get a picture of the set:

MIGS-Game-Masters The show floor was very exciting this year, with a lot of the activity centering around the two Oculus Rift stations.  My attention, though, was caught by two things.  First — the AudioKinetic booth, where the Wwise middleware was on display:

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And second, this big green guy who was hulking inside the Ubisoft booth.  He looks brutish, but don’t let that fool you — he’s a real charmer.

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Here’s the big schedule of sessions that was posted at the event.  My speech was towards the end of the second day of the summit, right before the MIGS Brain Dump (which is kind of similar to a GDC rant).

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My talk was titled, “Music, the Brain, and the Three Levels of Immersion.”  It was a great audience!

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I had a wonderful time sharing some ideas about the role that music can play in helping gamers to achieve immersion. I’d first explored these ideas in my book, A Composer’s Guide to Game Music, and it was such a joy to explore these ideas with such an enthusiastic audience!

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I’ll be posting a video excerpt from my talk soon.  It was wonderful to speak at MIGS 2014, and thanks to all the creative and inspiring people I met this year in Montreal – it was a tremendous pleasure!