Composing video game music for Virtual Reality: 3D versus 2D

In this article written for video game composers, Winifred Phillips is here pictured working in her music production studio.

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?

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Composing video game music for Virtual Reality: The role of music in VR

In this article for video game composers, Winifred Phillips is pictured working in her music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips.  At this year’s Game Developers Conference in San Francisco, I was pleased to give a presentation entitled Music in Virtual Reality (I’ve included the official description of my talk at the end of this article). While I’ve enjoyed discussing the role of music in virtual reality in previous articles that I’ve posted here, the talk I gave at GDC gave me the opportunity to pull a lot of those ideas together and present a more concentrated exploration of the practice of music composition for VR games.  It occurred to me that such a focused discussion might be interesting to share in this forum as well. So, with that in mind, I’m excited to begin a four-part article series based on my GDC 2018 presentation!

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Video Game Composers: The Tech of Music in Virtual Reality (GDC 2018)

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

By Winifred Phillips | Contact | Follow

The Game Developers Conference is almost here! I’m looking forward to giving my presentation soon on “Music in Virtual Reality” (Thursday, March 22nd at 3pm in room 3002 West Hall, Moscone Center, San Francisco).  Over the course of the last two years, I’ve composed a lot of music for virtual reality projects, some of which have already hit retail, and some of which will be getting released very soon!  As a result, I’ve spent a lot of time thinking about what role music should play in a virtual reality game. During my GDC talk in March, I’ll be taking my audience through my experiences composing music for four very different VR games –the Bebylon: Battle Royale game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike RPG-Shooter hybrid from Labrodex Inc.  In preparing my GDC presentation, I made sure my talk addressed some of the most important creative and technical hurdles facing video game composers working in VR.  However, time constraints ensured that some interesting info ended up ‘on the cutting room floor,’ so to speak.  So, I’ve written two articles that explore some of the best topics that didn’t make it into my GDC presentation.

My previous article focused on some abstract, creative concerns facing video game music composers and audio folks working in VR.  In this article, we’ll be turning our attention to more concrete technical issues.  Ready?  Let’s go.

New Binaural Developments

Illustration of popular binaural developments in VR audio, from the article by composer Winifred Phillips for video game composers.VR games currently focus on binaural audio to immerse players in the awesome soundscapes of their virtual worlds.  As we know, binaural recording techniques use two microphones, often embedded in the artificial ears of a dummy head (pictured right).  By virtual of the popular binaural recording technique and/or binaural encoding technologies, game audio teams can plunge VR players into convincing aural worlds where sounds are spatially localized in a way that conforms with real world expectations.  The technology of binaural sound continually improves, and recently the expert developers of the Oculus Rift VR headset have refined the quality of their VR sound with two significant upgrades.

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Video Game Composers: The Art of Music in Virtual Reality (GDC 2018)

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

 

By Winifred Phillips | Contact | Follow

Once again, the Game Developers Conference is almost upon us!  GDC 2018 promises to be an awesome event, chock full of great opportunities for us to learn and grow as video game music composers.  I always look forward to the comprehensive sessions on offer in the popular GDC audio track, and for the past few years I’ve been honored to be selected as a GDC speaker.  Last year I presented a talk that explored how I built suspense and tension through music I composed for such games as God of War and Homefront: The Revolution.  This year, I’m tremendously excited that I’ll be presenting the talk, “Music in Virtual Reality.” The subject matter is very close to my heart!  Throughout 2016 and 2017, I’ve composed music for many virtual reality projects, some of which have hit retail over the past year, and some of which will be released very soon.  I’ve learned a lot about the process of composing music for a VR experience, and I’ve given a lot of thought to what makes music for VR unique.  During my GDC talk in March, I’ll be taking my audience through my experiences composing music for four very different VR games –the Bebylon: Battle Royale arena combat game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike Shooter/RPG from Labrodex Inc.  I’ll talk about some of the top problems that came up, the solutions that were tried, and the lessons that were learned.  Virtual Reality is a brave new world for game music composers, and there will be a lot of ground for me to cover in my presentation!

In preparing my talk for GDC, I kept my focus squarely on composition techniques for VR music creation, while making sure to supply an overview of the technologies that would help place these techniques in context.  With these considerations in mind, I had to prioritize the information I intended to offer, and some interesting topics simply wouldn’t fit within the time constraints of my GDC presentation.  With that in mind, I thought it would be worthwhile to include some of these extra materials in a couple of articles that would precede my talk in March.  In this article, I’ll explore some theoretical ideas from experts in the field of VR, and I’ll include some of my own musings about creative directions we might pursue with VR music composition.  In the next article, I’ll talk about some practical considerations relating to the technology of VR music.

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VR Headphones Update: Video Game Music Composers

Video game composer Winifred Phillips, pictured in her music production studio working on the music of the Dragon Front virtual reality game for Oculus Rift and Samsung Gear VR.

By Winifred Phillips | Contact | Follow

Last year while working on the music of the Dragon Front virtual reality game for Oculus Rift (as pictured above), I gave a lot of consideration to the listening environment in which VR gamers would be hearing my video game music.  Since then I’ve served as the video game composer for several more virtual reality games (which will be released in the next few months).  I’ve also written a number of articles on this subject in order to share what I’ve learned with other game composers.  Last September I devoted two articles to a discussion of audio headphones designed specifically for the demands of virtual reality applications.  You can read those here:

In addition, two years ago I wrote an article that focused on some of the top difficulties associated with choosing the right headphones for VR.  You can read that article here:

Music Composers and Sound Designers in VR: The Headphones Problem

Now, I’d like to revisit the ideas discussed in those articles, so that we can see how the art of VR audio for headphones has progressed.

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Video Game Music Composers: New VR Headphones

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

By Winifred Phillips | Contact | Follow

As a video game composer, I’ve been working in my studio composing music for quite a few virtual reality projects lately (as pictured above), so I’ve been thinking a lot about issues related to audio in the VR environment.  Those issues include how gamers experience the audio content through various headphone models.  In this article, I thought we’d take a look at three newly-announced headphone models that are targeting the VR marketplace, and see what new technologies are being proposed to facilitate the best and most awesome VR audio experiences.  So, let’s get started!

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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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