Our discussion of Vertical Layering will focus on its use in one of my projects: The LittleBigPlanet 2: Toy Story video game (photo above). As opposed to the three layer music system we discussed in the previous article, this vertical layering music model for the LittleBigPlanet 2: Toy Story game features six layers, all able to function simultaneously. To make this possible, the layers needed to be most carefully constructed. In my book, A Composer’s Guide to Game Music, I talked at length about how musical events can best be vertically constructed for the purposes of such complex interactive implementation. That discussion included an exploration of what ‘vertical’ means in the context of such a music system:
Happy Holidays, everybody! It’s become a tradition in this blog to share some holiday tunes from some awesome video games, so here’s a selection of holiday cover songs to fuel your festive spirit (and one bonus cover song with a very different take on the holiday spirit). Enjoy!
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!
Welcome back to my three-part blog series on the art of arrangement for dynamic music systems in games! In this series of articles, I’m discussing the techniques of arrangement as they pertain to interactive game music by exploring examples from the music I composed for video games from the LittleBigPlanet franchise. In part one of this series, we went over the role of the arranger, the importance of an interesting and creative arrangement, and the relationship between arranging for traditional linear and non-linear interactive music. We also reviewed arranging techniques that apply to melody, and how these should (or should not) be applied in an interactive composition. If you haven’t read part one, please click here to read that entry first, and then return here to continue reading part two. Okay, are you back now? Ready? Here we go!
Yesterday I shared some info about my upcoming Audio Bootcamp presentation on Tuesday March 3rd at the Game Developers Conference in San Francisco — and today I’d like to share some information about the second presentation I’ll be giving during the main conference. On Friday, March 6th at 10am, I’ll be giving an Audio Track presentation at the Game Developers Conference – I’ll have the pleasure of talking about the interactive music system of the LittleBigPlanet franchise. Here is the official description of my conference session from the GDC 2015 Schedule:
“LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes” presents down-to-earth strategies for the design and utilization of a vertical layering music system. Composer Winifred Phillips’ credits include six LittleBigPlanet games (LittleBigPlanet 3, LittleBigPlanet 2, LittleBigPlanet Vita, LittleBigPlanet Cross Controller, LittleBigPlanet Karting, LittleBigPlanet Toy Story). Phillips will discuss her music from the LittleBigPlanet franchise — a series that features one of the most complex vertical layering systems in the field of game audio. Intense challenges often lead to inventive solutions. By virtue of the extreme example embodied by the LittleBigPlanet system, Phillips will share the simple approaches that solved some of the common problems associated with vertical construction. This discussion will be augmented by musical examples from a dozen interactive compositions that Phillips created for LittleBigPlanet games. Attendees will learn techniques to avoid problems in any vertical layering system, regardless of whether that system is simple or extreme.
Through detailed examples from the LittleBigPlanet franchise, Phillips will provide a step-by-step analysis of the process that resulted in a tightly-constructed, six-layer interactive music system. This discussion will provide attendees with practical knowledge that can be applied to their own projects.
This session is for anyone interested in game scoring, interactive music systems and game music implementation strategies. Simple approaches to vertical layering will be accessible to attendees at all levels, while more advanced attendees will appreciate the innovative solutions applied to the complex vertical music system of the LittleBigPlanet franchise.
So, if you’ll be attending GDC in San Francisco on March the 6th, I hope you’ll come to my session!