Video game music composer: Getting your big break

In this article for video game composers, popular game composer Winifred Phillips is depicted in this photo working in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m videogame composer Winifred Phillips (pictured above working on my career breakthrough project, God of War). Today I’ll be discussing a hot topic that we’ve previously explored, but that definitely deserves to be revisited periodically.  This is one of the most popular subjects that I’ve addressed in my previous articles here: How does a newcomer get hired as a game composer?

I’m asked this question frequently, and while I offered quite a lot of advice on this topic in my book A Composer’s Guide to Game Music, I’m keenly aware of how urgent the need is for updated guidance on this issue for aspiring video game composers.  Game music newcomers often feel adrift and alone in the game industry, and some good advice can be a welcome lifeline.  In my book, I described the career path that led me into the game industry and allowed me to land my first gigs, but I’m well aware that my experience was pretty unique.  With that in mind, I’ve collated some recent research and insights from some top game industry professionals in this article, in the hopes that some of these expert observations might prove helpful.  There are lots of original and provocative viewpoints presented here, so we should feel free to pick and choose the strategies and tips that will work best for us.

Also, later in the article you’ll find my presentation for the Society of Composers and Lyricists seminar, in which I answered the question about how I personally got my start in the games industry (for those who might be curious).  Finally, at the end of the article I have included a full list of links for further reading and reference.

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Resources for Video Game Music Composers: The Big List

Video game music composer Winifred Phillips creating music in her video game music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m videogame composer Winifred Phillips.  Every year, between working in my studio creating music for some awesome games, I like to take a little time to gather together some of the top online resources and guidance available for newbies in the field of video game music.  What follows in this article is an updated and expanded collection of links on a variety of topics pertinent to our profession.  We begin with the concert tours and events where we can get inspired by seeing game music performed live.  Then we’ll move on to a discussion of online communities that can help us out when we’re trying to solve a problem.  Next, we’ll see a collection of software tools that are commonplace in our field.  Finally, we’ll check out some conferences and academic organizations where we can absorb new ideas and skills.

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Video Game Music Composers: New VR Headphone Tech (2018)

By Winifred Phillips | Contact | Follow

In this article for and about the craft of video game composers, Winifred Phillips is pictured in this photo from her lecture on Virtual Reality given at the popular Game Developers Conference in 2018.Hey, everyone!  I’m videogame composer Winifred Phillips, and my work has included the musical scores for top games on all sorts of popular gaming platforms, from handhelds and mobile, all the way up to the latest consoles and PCs.  Lately, I’ve been doing a lot of video game music composition for virtual reality.  I had the pleasure of presenting a lecture on Music in Virtual Reality (pictured left) at the most recent Game Developers Conference in San Francisco.

My experience as a composer for VR includes many VR games, including the Scraper: First Strike shooter (set to be released for the PSVR, Oculus Rift and HTC Vive in December 2018), and the recently released VR experience The Haunted Graveyard, which is now available on Steam and in VR Arcades around the world.  Since we’re in the Halloween season, and this VR experience is designed specifically for your Halloween pleasure, here’s a trailer that features my music from The Haunted Graveyard:

By virtue of all the experiences I’ve had recently creating music for VR, I’ve become keenly aware of the importance of sound fidelity in VR.  If the experience doesn’t sound real, it loses the chance to actually feel like a fully-convincing, thoroughly awesome virtual reality experience.  With that in mind, I’ve been writing periodic articles about new technologies in connection with headphones for VR.

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VR Headphones Update 2018: Video Game Music Composers

In this article written for video game composers, Winifred Phillips (composer of music for God of War) is here pictured working in her music production studio.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m videogame composer Winifred Phillips.  My work as a game music composer has included music for projects released on nearly all of the gaming platforms, from one of my most recent projects (a Homefront game released on all the latest consoles and PCs) to one of my earliest projects (a God of War game released on PlayStation 2, PlayStation 3, and PlayStation Vita, pictured above).  An image of the September 2018 cover of Music Connection Magazine featuring the article "Video Game Composers Speak!" - features interviews of famous game music composers, including popular game music composer Winifred Phillips.You can read about my work as a video game composer in an interview I gave to Music Connection Magazine for this month’s issue (pictured right).

Lately, I’ve also been creating lots of video game music for awesome virtual reality games developed for the Oculus Rift, Oculus Go, HTC Vive, Samsung Gear VR, PlayStation VR, and lots of other top VR platforms.  One of the things I’ve noticed while working in VR is the immense importance of the audio delivery mechanism.

When audio is painstakingly spatialized, it becomes crucial to convey that carefully-crafted spatialization to the player with as little fidelity loss as possible.  With the importance of this issue in mind, for the past few years I’ve been periodically writing about headphones in relation to their use in virtual reality.

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Composing video game music for Virtual Reality: Comfort versus performance

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

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m videogame composer Winifred Phillips, and I’m happy to welcome you back to this four-part article series exploring the role of music in VR 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 haven’t read the previous three articles, you’ll find them here:

During my GDC presentation, I focused on three important questions for VR game music composers:

  • 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?

In the course of exploring these questions during my GDC presentation, I discussed my work on four of my own VR game projects –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.

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Composing video game music for Virtual Reality: Diegetic versus Non-diegetic

In this article for and about the craft of video game composers, Winifred Phillips is pictured in this photo working in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m videogame composer Winifred Phillips.  Welcome back to our four part discussion of the role that music plays in Virtual Reality video games! These articles are based on the presentation I gave at this year’s gathering of the famous Game Developer’s Conference in San Francisco.  My talk was entitled Music in Virtual Reality (I’ve included the official description of my talk at this end of this article). If you haven’t read the previous two articles, you’ll find them here:

During my GDC presentation, I focused on three important questions for VR video game composers:

  • 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?

While attempting to answer these questions during my GDC talk, I discussed my work on four of my own VR game projects – 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.

In these articles, I’ve been sharing the discussions and conclusions that formed the basis of my GDC talk, including numerous examples from these four VR game projects.  So now let’s look at the second of our three questions:

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