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.
As a video game composer and author of the book A Composer’s Guide to Game Music, I’m frequently asked for advice on how a young composer can gain entry into this business. I dedicated a chapter of my book to this topic (Chapter 14: Acting Like a Business and Finding Work), so I’ve certainly thought a great deal about the issue. From my very first project (God of War) all the way to my most recent game (Homefront The Revolution, pictured right), one thing has always been abundantly clear: landing gigs can be a complex journey. That’s especially true for newcomers, and there are no easy signposts pointing the way. While I tried to use my own experiences and insights to provide useful guidance in my book, I know that everyone’s experience is different, and multiple points of view can be very helpful. So in this article, I’ll be offering resources from articles and community discussions on how to face down the awesome challenges of breaking into the industry as a composer of music for games.
First, I’ll be sharing a video from my presentation at the Society of Composers and Lyricists seminar, in which I answered the question about how I got my start in the games industry. Then, we’ll be exploring highlights from a collection of online articles that offer helpful tips for how to break in and establish a career as a game composer. Finally, at the end of this article I’ll be including a full list of links for further reading and reference.
I was pleased to give a talk about composing music for games at the 2016 Game Developers Conference (pictured left). GDC took place this past March in San Francisco – it was an honor to be a part of the audio track again this year, which offered a wealth of awesome educational sessions for game audio practitioners. So much fun to see the other talks and learn about what’s new and exciting in the field of game audio! In this blog, I want to share some info that I thought was really interesting from two talks that pertained to the audio production side of game development: composer Laura Karpman’s talk about “Composing Virtually, Sounding Real” and audio director Garry Taylor’s talk on “Audio Mastering for Interactive Entertainment.” Both sessions had some very good info for video game composers who may be looking to improve the quality of their recordings. Along the way, I’ll also be sharing a few of my own personal viewpoints on these music production topics, and I’ll include some examples from one of my own projects, the Ultimate Trailers album for West One Music, to illustrate ideas that we’ll be discussing. So let’s get started!
Last week, it was my honor and pleasure to give a presentation at the Game Developers Conference in San Francisco. My talk was entitled “From Total War to Assassin’s Creed: Music for Mobile Games.” The talk focused on the best and most effective methods for composition and implementation of music in portable gaming. The talk was structured for the benefit of video game composers and game audio pros, and as a part of the presentation, I played short excerpts of music that I composed for several of my top mobile and handheld video game projects. Now that GDC is over, I thought I’d provide streaming links to some of the complete music tracks that I featured during my presentation, in case attendees were curious about the complete pieces of music. So, without further ado, here are tracks from my GDC 2016 talk!
Assassin’s Creed Liberation
The Assassin’s Creed Liberation game was released by Ubisoft for the PlayStation Vita, and delivered an immersive experience from the popular Assassin’s Creed franchise. The game was designed specifically for a portable system, and as such, all aspects of the design were adjusted to cater specifically to a portable gaming experience, including the music.
I’ll be talking about effective music composition for mobile and portable gaming platforms during my talk, “From Total War to Assassin’s Creed: Music for Mobile Games,” which will take place on March 16th at the upcoming Game Developers Conference at the Moscone Center in San Francisco. With that in mind, I thought I’d use this blog entry to share some resources that explore current strategies and trends in regards to sound and music for mobile – resources that could be useful to the video game composer and sound designer.
While my talk at GDC will focus specifically on music composition and implementation for handheld devices, the resources that will follow in this blog offer assistance with the more general technical issues that face audio pros creating sound assets for a mobile gaming environment. I’ve included links to the original articles, as well as a summation of some of the best points that I thought were particularly interesting:
Winifred Phillips, composer for the Call of Champions game
I’m very proud and excited to announce that I composed the music for the Call of Champions video game, developed by Spacetime Studios!
Call of Champions is an awesome action game in the popular Multiplayer Online Battle Arena (or MOBA) genre. The game pits players against each other in exciting timed matches within a futuristic fantasy-inspired setting. The game was created by the team at Spacetime Studios, an accomplished group of top industry veterans (including developers responsible for the famous Wing Commander series and Star Wars Galaxies.)
The LittleBigPlanet franchise is 7 years old today! On October 28th, 2008, the very first LittleBigPlanet game was published by Sony Computer Entertainment Europe. In the seven years since that auspicious day, players have explored the whimsical world of LittleBigPlanet in countless awesome adventures. I’m very proud to have been a part of the music team for this famous franchise. So, to celebrate the game franchise’s seventh birthday, let’s go for a tour through the history of LittleBigPlanet!