The holiday season is in full swing, with the New Year right around the corner, so here’s some more game music that’s perfect for the holidays…and one bonus track that I composed for LittleBigPlanet 3 (I’m told it makes most everybody think of Christmas!)
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.)
I was very proud to speak at three events during the Audio Engineering Society convention last week! My hour-long presentation last Sunday was entitled “Interactive Music of the LittleBigPlanet Franchise: Dissecting a Complex, Multi-Component System.”
In addition, I spoke as a panelist during a game audio panel presentation on Saturday, and I also participated on Saturday as a game audio mentor in the awesome AES Speed Mentoring session, sponsored by the Society of Professional Audio Recording Services. Attendees got a chance to ask loads of terrific questions of the assembled professional mentors, and it was great fun to answer game audio questions during the mentoring session!
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!
Saturday, Oct. 31st, 3:30 pm – 5:00 pm (1A22) Game Audio Education – New Opportunities for Students. I’ll be a panelist answering questions and participating in discussion of the role of education in a game audio professional’s career. Fellow panelists include Steve Horowitz, Scott Looney, Leonard J. Paul and Michael Sweet.
Welcome back to my three-part blog series on techniques of arrangement for interactive game music! In this blog series, I’m exploring the discipline of arrangement in relation to interactive game music, using examples from my music for the LittleBigPlanet franchise. In part one, we covered the purpose of the arranger, the value of a strong arrangement, and what differentiates traditional arranging from creating an arrangement for an interactive piece of music. We then discussed techniques for arranging an effective melody in an interactive construct. In part two we extended the discussion to countermelody, exploring techniques that function well when creating a secondary melody for use within interactive music. If you haven’t read the first two parts of this series, please click below to catch up:
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!