Video game composers can make you smarter! (The music of Dragon Front) Pt. 3

Winifred Phillips, video game music composer, pictured at the GDC 2016 display for the Dragon Front virtual reality game.

By Winifred Phillips | Contact | Follow

Welcome to the third (and final) article in this three-part discussion of how video game composers (like us) can make strategy gamers smarter!  We’ve been exploring the best ways that the music of game composers can help strategy gamers to better concentrate while making more sound tactical decisions. During this discussion, I’ve shared my personal perspective as the composer for the popular Dragon Front strategy game for VR.

In part one, we discussed the concept of ‘music-message congruency,’ so if you haven’t read that article yet, you can read it here.  In part two, we explored the meaning of ‘cognition-enhancing tempo’ – you can read that article here.  Please make sure to read both those articles first and then come back.

Are you back?  Awesome!  Let’s launch into a discussion of the third technique for increasing the smarts of strategy gamers!

Tension-regulating affect

From the article by game composer Winifred Phillips, an illustration of 'psychological affect.'In psychology, the term ‘affect’ refers to emotion, particularly in terms of the way in which such emotional content is displayed.  Whether by visual or aural means, an emotion can not be shared without some kind of ‘affect’ that serves as its mode of communication from one person to another.  When we’re happy, we smile.  When we’re angry, we frown.

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Video game composers can make you smarter! (The music of Dragon Front) Pt. 2

Pictured: Winifred Phillips (video game music composer) in her studio working on the music of the Dragon Front virtual reality game.

By Winifred Phillips | Contact | Follow

Welcome back to our three-part discussion of how video game composers (such as ourselves) can make strategy gamers smarter!  In these articles, we’re looking at ways in which our music can enhance concentration and tactical decision-making for players engrossed in strategic gameplay.  Along the way, I’ve been sharing my personal experiences as the composer for the Dragon Front strategy game for virtual reality.  Over the course of these articles we’ll be covering three of the top concepts that pertain to the relationship between music and concentration.  In part one, we discussed the concept of ‘music-message congruency,’ so if you haven’t read that article yet, please go check it out and then come back.

Are you back now?  Good!  Let’s move on to the second big technique for increasing the smarts of strategy gamers!

Cognition-enhancing tempo

As video game composers, we create music in a wide variety of tempos designed to support the energy of play and the pacing of the game’s overall design.  From leisurely tracks that accompany unstructured exploration to frenetic pieces that support the most high-stakes combat, our music is planned with expert precision to shape the excitement level of players and keep them motivated as they progress.

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A Composer’s Guide to Game Music, now in Japanese!

 

A Composer's Guide to Game Music by Winifred Phillips, now on sale in Japanese! Published by O'Reilly Japan.

A Composer’s Guide to Game Music by Winifred Phillips, now on sale in Japanese!  Published by O’Reilly Japan.

I’m excited to share that my book, A Composer’s Guide to Game Music, was released today in Japan in its newly-published Japanese-language edition!  O’Reilly Japan has published the Japanese softcover of my book in Japan under the title, “Game Sound Production Guide: Composer Techniques for Interactive Music.”

This is the Japanese cover of the book. In Japanese, A Composer's Guide to Game Music is titled "Game sound production guide - composer techniques for interactive music," by Winifred Phillips.

Side-by-side, these are the covers of the two editions of the book. In Japanese, A Composer’s Guide to Game Music is titled “Game sound production guide – composer techniques for interactive music,” by Winifred Phillips.

I’m very excited that the Japanese language edition of my book has already hit #1 on the “Most Wished For” list on Amazon Japan!

The Amazon Japan "Most Wished For" list.

The “Most Wished For” list on Amazon.co.jp.

Coincidentally, the English-language version of A Composer’s Guide to Game Music is now #1 on the Kindle Top Rated list, too!

The Kindle "Top Rated" list on Amazon.com.

The Kindle “Top Rated” list on Amazon.com.

O’Reilly Japan is located in Tokyo, and is dedicated to translating books about technological innovation for Japanese readers.  They are a division of O’Reilly Media, a California publishing company that acts as “a chronicler and catalyst of leading-edge development, homing in on the technology trends that really matter and galvanizing their adoption by amplifying “faint signals” from the alpha geeks who are creating the future.  O’Reilly publishes definitive books on computer technologies for developers, administrators, and users. Bestselling series include the legendary “animal books,” Missing Manuals, Hacks, and Head First.”

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From what I’ve gathered, my book – A Composer’s Guide to Game Music – is the first English language book about game music to be translated into Japanese and sold in Japan.  There are a few other books available in Japan on the subject – but they were all originally written in Japanese.  These include a book exploring game sound by the audio hardware designer and sound developer Shiomi Toshiyukia text on creating sound for games with the CRI ADX2 middleware by Uchida Tomoya, and a book on producing game music and sound design by the artist “polymoog” of the dance music duo ELEKETL (pictured below, from left to right).

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I’m tremendously excited about the Japanese edition of my book, and my excitement comes in large part from the venerable tradition of outstanding music in Japanese games.  From the most celebrated classic scores of such top game composers as Koji Kondo (Super Mario Bros.) and Nobuo Uematsu (Final Fantasy), to the excellent modern scores of such popular composers as Masato Kouda (Monster Hunter) and Yoko Shimomura (Kingdom Hearts), Japanese video game composers have set the creative bar very high.  I’m incredibly honored that my book will be read by both established and aspiring game composers in Japan!  I hope they’ll find some helpful information in my book, and I’m excited to contribute to the ongoing conversation about game music in the Japanese development community.

I’ve always loved Japanese game music.  In 2008, I participated in a compilation album in which successful game composers created cover versions of celebrated video game songs from classic games.  The album was called “Best of the Best: A Tribute to Game Music.”  I chose the music by Koji Kondo from Super Mario Bros., and recorded an a cappella vocal version.  It’s currently available for sale from the Sumthing Else Music Works record label, and can also be downloaded on iTunes.  You can hear the track on YouTube here:

If you’d like to learn more about the rich legacy of game music composition in Japan, you can watch an awesome free documentary series produced by the Red Bull Music Academy, entitled “Diggin’ in the Carts: A Documentary Series About Japanese Video Game Music.”  The series interviews famous game composers of Japan, which means that the interviews and narration are both in Japanese (with English subtitles).  Here’s an episode that focuses on modern accomplishments by Japanese game composers:

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Studio1_GreenWinifred Phillips is an award-winning video game music composer whose most recent project is the triple-A first person shooter Homefront: The Revolution. Her credits include five of the most famous and popular franchises in video gaming: Assassin’s Creed, LittleBigPlanet, Total War, God of War, and The Sims. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the Massachusetts Institute of Technology Press. As a VR game music expert, she writes frequently on the future of music in virtual reality video games. Follow her on Twitter @winphillips.

LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes

1st-Slide_FF-and-LBP-session

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:

SackNotes

“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.

Takeaway

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.

Intended Audience

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!

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Inside the World of Game Music: A Society of Composers & Lyricists Seminar

SCL-GameMusic-Jan2015

I’m happy to announce that I’ll be speaking in New York City on a panel entitled “Inside the World of Game Music.”  The event is hosted by the Society of Composers & Lyricists, and moderated the distinguished NY SCL Steering Committee member Elizabeth Rose.

The panel will consist of myself and game composer Tom Salta, well known for his work on the Ghost Recon and H.A.W.X. series of games.  We’ll be talking about our creative process as game composers.  Here’s the official description of the seminar from the event’s web site:

These days, many top music composers who have been scoring film and TV are lending their talents to our newest media: video games. Using everything from full orchestras to digital instruments, this is a fascinating new creative field which turns the rules of composing sideways. Video games have earned more in revenue than film and TV combined, according to some reports. It is a bright, highly creative and competitive field. Please join us for this entertaining panel led by two of our most successful game composers who will demonstrate how they make musical magic happen in this fascinating “one-click” digital world.

Hosted by the New York chapter of the Society of Composers & Lyricists, this event is part of their ongoing seminar series.  As an organization that supports and champions the interests of music creators, the society offers lots of informational resources that delve into the creative and business aspects of writing music and lyrics for film and television.  They also make efforts to improve workplace and working conditions for their members, encourage a sense of community through the establishment of online forums, and proactively reach out to producers to facilitate productive communication and collaboration with the society’s members.

In 2008, the Society of Composers & Lyricists released a short video describing the mission of the organization.  Here is television composer Dan Foliart, describing the society in his own words when he was the president of the organization:

It’s an honor to participate in the SCL’s seminar series and speak about game music to the New York Chapter!  The event will take place on February 9th, starting at 6:30pm.  If you’d like to attend, you can register here.

 

LittleBigPlanet 3 – Hollywood Music in Media Awards

hmma2014

Hey, everyone!  After my blog yesterday about winning the Hollywood Music in Media Award, I’ve received a bunch of questions about LittleBigPlanet 3 and the Hollywood Music in Media Awards program – so I thought I’d post some info that explains everything in a bit more detail.  It’s a little easier to do this in third person, so here goes – I hope this helps!

On November 4th, game composer Winifred Phillips received a 2014 Hollywood Music in Media Award (HMMA) in the category of “Best Song in a Video Game” for music she composed for the LittleBigPlanet 3 video game (developed by Sumo Digital Ltd. and published by Sony Computer Entertainment, LLC).

As one of the composers on the LittleBigPlanet™3 music composer team, Phillips was recognized for her song, “LittleBigPlanet 3 Ziggurat Theme.”  

Info about LittleBigPlanet 3:

Sony Computer Entertainment Europe announced the news about this award on November 6th via their official LittleBigPlanet twitter feed.  

The critically acclaimed and best-selling PlayStation® franchise  LittleBigPlanet™ makes its debut on PlayStation®4  with  LittleBigPlanet™3. Sackboy™ is back, this time with playable new friends – Toggle, OddSock and Swoop – each with their own unique abilities and personalities.  This handcrafted adventure is set to revolutionize the way gamers Play, Create and Share in the world of LittleBigPlanet.

Sumo Digital Ltd, the developer of LittleBigPlanet 3, has forged a reputation as a World Class multiple award-winning independent game development studio. The company has grown exponentially over 11-years from 15, to 270 people spread across the Head Office in Sheffield, UK and a dedicated Art Studio in Pune, India.  Sumo Digital is one of the UK’s leading game development studios.

Info about the Hollywood Music in Media Awards:

The Hollywood Music in Media Award ceremony was held on November 4th 2014 at 7pm at the Fonda Theater (6126 Hollywood Boulevard, Hollywood).  The Hollywood Music in Media Awards recognizes and honors the creation of music for film, TV, and videogames, the talented individuals responsible for licensing it and musicians both mainstream and independent, from around the globe. The HMMAs is co-branded with Billboard/Hollywood Reporter Film & TV Music Conference. HMMA advisory board, selections committee and voters include National Academy of Recording Arts and Sciences, Oscar, Emmy, Society of Composers and Lyricists and Guild of Music Supervisors members.

Additional info about Winifred Phillips (the LittleBigPlanet franchise and the HMMAs):

Phillips’ award-winning track, “LittleBigPlanet 3 Ziggurat Theme,” from LittleBigPlanet™3, is a highly interactive musical work, written as a complex classical fugue, and incorporating an organic, world-music influenced instrumental arrangement in support of a women’s choir.  Phillips has received two previous Hollywood Music in Media Awards – in 2012 for Assassin’s Creed Liberation (Ubisoft®) and in 2010 for the Legend of the Guardians (Warner Bros. Interactive Entertainment).  Phillips is one of the composers on the LittleBigPlanet music composer team, and has created tracks for six games in the series, including LittleBigPlanet 2, LittleBigPlanet 2 Toy Story, LittleBigPlanet Cross Controller, LittleBigPlanet PS Vita, LittleBigPlanet Karting, and now LittleBigPlanet 3.  

Phillips’ work as a composer for the LittleBigPlanet game series has earned her previous awards nominations from the Game Audio Network Guild Awards, the Hollywood Music in Media Awards, the NAViGaTR Awards and the D.I.C.E. Interactive Achievement Awards.  Phillips works with award-winning music producer Winnie Waldron for all her projects, including those in the LittleBigPlanet franchise.  Phillips is also the author of the book A COMPOSER’S GUIDE TO GAME MUSIC, published in 2014 by the Massachusetts Institute of Technology Press.