The Game Show Interview: Game Music & Game Design

Photo of composer Meena Shamaly, host of the Game Show on ABC Classic, pictured here video game music composer Winifred Phillips (Game Show interviewee).

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips.  Welcome to part two of my three-part article series based on my interview with Meena Shamaly, host of the popular Game Show program on ABC Classic (the Australian Broadcasting Corporation).  Meena is a prolific performance artist, composer and producer, in addition to his role as the host of the Game Show, and I was delighted to be interviewed for his awesome series!  An audio recording of the uncut interview is hosted right now on the ABC Classic web site.  These articles include the full written transcript of that interview, along with some great supporting links and media files that help to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we’ll talk about composing in unorthodox ways to help us stay at the top of our game as composers, and we’ll also discuss the unique role that music plays in video games.  Here is part two of my interview with Meena Shamaly of ABC Classic’s Game Show, beginning with a discussion of how two very different projects from my early career shaped everything that came later… Charlie and the Chocolate Factory, and God of War.

Official logo of the ABC Classic radio show - the Game Show. (This image supports a discussion in an article by video game composer Winifred Phillips).

Winifred:  So now my career has two very divergent paths. People who know me from Charlie and the Chocolate Factory and things like that – they approach me for projects like Shrek the Third, or The LittleBigPlanet games, or SimAnimals, Spore Hero, things like that. And on the other side, people who know me from God of War are coming to me for things like the Assassin’s Creed Liberation game, or Homefront, or Jurassic World Primal Ops, or The Da Vinci Code. And that has allowed me to swing back and forth and do very divergent things. It’s made my career very fulfilling for me, because I get to stretch and change. I don’t ever feel like I’m in a box, because I get to express myself in such different ways. It’s rare! It’s a rare thing to be able to do that, so I’m quite grateful that my career started that way.

Meena: Much like an interactive video game story, you and I are now presented with two paths – the path of the mature antihero with a lot of action combat, and the path of the fun… shall I say family-friendly (laughs) kind of protagonist! So let’s explore this half of Winifred Phillips. The journey with LittleBigPlanet and Sackboy and SimAnimals.

The official logo of the video game franchise LittleBigPlanet, as included in the article by game music composer Winifred Phillips. This image supports a discussion of the music of this game franchise.

Meena: Let’s start with LittleBigPlanet, because that’s been a big part of your life as a game composer.

Winifred: That’s so true, yeah.

Meena: And again, those are also big games that require multiple composers, but – you know – Winifred Phillips keeps popping up.

Winifred: I’ve really been happy to be a part of the LittleBigPlanet franchise. I’ve been with the team since the LittleBigPlanet 2 game, and I’ve worked on lots of the different iterations of the game – LittleBigPlanet 2, LittleBigPlanet 3, LittleBigPlanet Cross Controller, LittleBigPlanet Toy Story, LittleBigPlanet Karting, LittleBigPlanet PS Vita, and now Sackboy A Big Adventure. So it’s been amazing! One of the things that’s really neat about working with the LittleBigPlanet games, and now the Sackboy games, is that we’re encouraged as composers to be eclectic and strange, and try new things. It’s all about mash-ups – about throwing together ideas and instruments that you wouldn’t normally hear within the same track, within the same genre. Just challenging expectations. In the world of Sackboy (for people who aren’t familiar with the game) – you’re playing as this little knitted doll-like character with very loose arms and legs who runs around these environments that look like they might be craft projects. They’re full of buttons, and cardboard, and little stickers, and cut-out clouds, and everything seems like a pop-up book where things fold out. It’s got that feeling to it. It’s enormously whimsical. So the idea of it being crafty is woven into the core of what LittleBigPlanet is.

A depiction of Sackboy - the mascot of the LittleBigPlanet franchise, as included in the article by Winifred Phillips (video game composer).

Sackboy lives in Craftworld, so everything is powered by the imagination. That philosophy of Play Create Share (which is at the core of the LittleBigPlanet franchise, and now the Sackboy games) – that also informs the creation of the music. Because the music has to have this idea of throwing together disparate elements. Letting loose your creative juices. Doing things that you wouldn’t have expected would come out of yourself. That’s been tremendously exciting for me. I love how supportive the team at the LittleBigPlanet franchise are of those of us who are creating music for it. Really being urged to stretch and try new things and create new art for their games. I think that’s part of why the games are so enchanting for players. I think everybody really feels that spirit of creative play. It informs every part of these games.

Meena: That’s a really beautiful opportunity to always be challenged to do the unorthodox. What has been the funniest, strangest, weirdest, most outlandish experiment anyone has ever asked you to pull off? Or you have asked yourself to pull off?

Winifred: Oh, I think that would have to be Victoria’s Lab from LittleBigPlanet 2. It was one of the first tracks I was asked to create for the LittleBigPlanet franchise. The level stars Victoria, and she is sort of a manic inventor! At least, this is how she was initially conceived by the development team. She’s very creative, as the whole franchise is, but she’s also dangerous, and she’s creating all these robots, and she’s super unpredictable! So the music was supposed to have that flavor to it – essentially finding the danger of Victoria as an unpredictable manic character. That was fun for me!

The LittleBigPlanet character Victoria von Bathysphere from the video game LittleBigPlanet 2. This image supports a discussion of the music composed for this character by award-winning game music composer Winifred Phillips.

Winifred: So I started looking into things that I could do, and I was combining rock guitar with silly vocals and beatboxing and calliope and all kinds of wild instrumentation – pop bottles, and found-sound, and sound design. Just a sense of everything that you could imagine thrown at it! Trying to make that feel really unexpected and surprising. Plus it is very much a vocal driven track. There’s sort of an operatic lead vocal that essentially personifies Victoria herself, and then there’s an almost Andrew Sisters type vocal group behind her that’s keeping an energy going with all of this syllabic singing that’s happening. A lot of elements went into it! It’s almost chaotic, but you have to structure it so that it feels satisfying, so that you can follow the line. And of course, Victoria’s voice really creates a central point of focus. So that was immense fun to create.

Winifred: Then, I submitted it to the team, and it was implemented into the game. As a composer, you don’t have as direct an experience participating in that process. I get a chance to see early concept art and video of the game in action, but I don’t get to see the final product while it’s being implemented. But then later, I was contacted by the audio director of the project, who let me know that they had revised the level a bit – specifically to accommodate the music that I had submitted.

Meena: That’s amazing!

Winifred: Incredibly rare! It’s an incredibly rare thing to happen, which I was dumbfounded by. Because when I finally saw the level, not only was she a manic inventor with lots of maniacal robots rolling around, but she’s also now a baker! And we have cookies and cakes and cherries and icing dripping from walls, and roses! It was a garden, there were all sorts of roses everywhere! I think they had keyed in on the whimsy that had been woven with the danger. They’d represented both elements that were in the music, represented them visually in the gameplay – and it was amazing to me!

Winifred: I never felt quite as centrally a part of the development process as I felt for that one, because the music essentially had a chance to participate in the game design – without me knowing that was what was going to happen. But it did! And it was just so fulfilling! So that’s a really deeply meaningful memory for me.

Meena: That is beautiful! That may be one of my favorite stories! Whenever I hear a composer say that the development team actually changed their level, or changed their game, in response to the music, that to me really speaks volumes about the power of music in video games! Even before it reaches the gamers! That’s just fabulous! I love hearing that! It’s amazing!

Winifred: It was really amazing for me. It is a rare thing to happen. And understandably so! Game development is a very complex process. It involves a lot of people. They can be big teams! And it’s a complicated mechanism that’s being created. It has to respond to player actions, so it’s very complex in terms of its internal construction. The idea of a composer being thrown into that mix and influencing the structure of the design is a rare thing, and it’s really special for me that that happened there. So I have very warm feeling about that particular game, and the LittleBigPlanet and Sackboy folks as a whole. They’re magnificent people!

The official logo of Sony Interactive Entertainment (used to support a discussion of their creatively supportive work environment in an article by game music composer Winifred Phillips).

Meena: And in that complex machinery of game development, you decided at some point to help break it down for other people hoping to write video game music, with a book aptly titled A Composer’s Guide to Game Music! What drove that decision for you? To say, “hey you know what? I need to put this out there!”

Winifred: Yeah. I think part of it was – there wasn’t a book in existence at that time that was pointed towards composers, with a focus just on that discipline. There were books that existed, that would help out someone who was trying to break into the industry, who was a musician or composer… but they tended to focus on the entire discipline of game audio. And a lot of the discussion focused on the art and technology associated with sound design, and audio design. That end of things. Which of course is useful for a composer to know – but it doesn’t really address the questions that we have about what we want to achieve as game composers.

An illustration supporting a discussion of audio technology. Included in the article by Winifred Phillips (BAFTA-nominated game music composer).

Winifred: When you’re playing a game, there are two things you’re essentially hearing. I’ll break it down a little further. Three things you’re essentially hearing. You’re hearing the atmosphere of the environment you’re existing in. Say you’re wandering an outdoor location. You might be hearing the wind, and the birds, and any incidental sounds that might be happening there. And then there’s a second layer of sounds – sounds that you’re making, both in your movement, and by interacting with the environment. So they’re more incidental sounds that are being triggered by you – by your agency as a player. And that’s all essentially sound design. There’s a professional on the game development team who is responsible for that, so they’re creating all sorts of audio recordings that can be worked into the structure of the game and can be triggered by your actions, or by where you are in the game. So that essentially weaves an aural universe around you. And then there’s the third element – that’s the music. That music typically tends to be what’s called non-diegetic. It doesn’t exist in the fiction, so you don’t think the music you’re hearing is coming from something in the environment, unless there’s some overt radio sitting there, and the music is supposed to be coming out of it.

Meena: Like the old Tomb Raider!

Winifred: Right, absolutely, yeah! That’s a good example of diegetic music in action! But most of the time, it’s non-diegetic. It’s music that’s kind of like a film score or television score. It’s weaving an emotional tapestry for you. It’s giving you a sense of emotional momentum. Maybe it’s helping you out, in terms of what’s important that you need to pursue. It’s telling the story with a musical language, so that you can remain emotionally involved even though a game is typically a longer experience than a film or a tv show – which tends to be a single sitting type affair. Whereas a video game can be tens or hundreds of hours. And music really plays a very important role in keeping a player emotionally invested, and helping them to hang onto the thread of narrative when they are in the game for that long a period of time.

An illustration supporting a discussion of how music can help gamers to remain emotionally invested in a game. As included in the article by video game music composer Winifred Phillips.

Winifred: So it’s an entirely different discipline. It has its own technical challenges, in terms of getting the music to feel like it’s flowing with your own experience as a player, so that it’s essentially telling your story. So that is a challenge for game composers, and we try all sorts of different techniques and technologies to make that happen. But when I was first coming up as a young game composer, most of the books were focusing on the first two kinds of audio you’d experience: the incidental sounds and the environmental sounds. That’s mostly what these books were about. They might talk about music, but not a lot! I mean, it didn’t feel like the heart of the book was there, it was just kind of an ancillary part of the overall thing. And I kind of yearned for something that was going to guide me, and it didn’t really exist at the time. Around that time, I started thinking maybe I’m the person to write that book, because it didn’t exist then. This was actually right before I was hired for the Assassin’s Creed Liberation project. I had started working on the book, and I had an agreement with the MIT Press to turn in a draft of that book, and then I was hired for Assassin’s Creed Liberation. Which was actually unexpected! And so I set the book aside to work on that project, which was massive and amazing! And working with Ubisoft was just world-changing for me!

Winifred: Then I went back and completely rewrote the book, because of course there was a lot that I had learned from that, and a lot that I wanted to share!

Meena: Yeah! (Laughs) I can imagine!

Winifred: Yeah! When I started thinking I wanted to write the book, that’s why I called it a Composer’s Guide to Game Music, because it really was important for me to stress that this book was pointed towards composers. At least at the time in which I was writing it, there weren’t any books that were pointed specifically towards composers. I think that now as time has gone on, there are more books out there, and there are more that are pointed towards composers, and thinking about our discipline, and the kinds of questions that we ask as we’re trying to do our work. But at the time, there really wasn’t anything very specific, so that’s why I wrote it.

An image depicting the cover of the book A Composer's Guide to Game Music, written by award-winning game music composer Winifred Phillips.This logo depicts the official imagery of the Game Show program on ABC Classic (as included in the article by video game composer Winifred Phillips).

We’ve reached the end of part two of my interview with the Game Show’s Meena Shamaly.  I’ll be continuing this transcript in part three, so watch this space!  And if you’re enjoying this interview transcript, please tune in to Meena’s series, airing every friday on ABC Classic and online via the ABC Classic web site!

 


Headshot of award-winning video game music composer Winifred Phillips.

Winifred Phillips is a BAFTA-nominated video game composer.  The music she composed for one of her most recent video game projects (Secrets of Skeifa Island) won two Global Music Award Gold Medals, two NYX Gold Awards, and was nominated for a Society of Composers and Lyricists Award.  Music from Secrets of Skeifa Island is included in her latest album release, Ancient Heroes, released by the BMG record label 1 Revolution.  Other recent game projects include Wizardry: Proving Grounds of the Mad Overlord, and the hit PlayStation 5 launch title Sackboy: A Big Adventure (soundtrack album now available).  Popular music from Phillips’ award-winning Assassin’s Creed Liberation score was featured in the performance repertoire of the Assassin’s Creed Symphony World Tour, which made its Paris debut with an 80-piece orchestra and choir. As an accomplished video game composer, Phillips is best known for composing music for games in many of the most famous and popular franchises in gaming: the list includes Assassin’s Creed, God of War, Total War, The Sims, Sackboy / LittleBigPlanet, Lineage, Jurassic World, and Wizardry.  Phillips’ has received numerous awards, including an Interactive Achievement Award / D.I.C.E. Award from the Academy of Interactive Arts and Sciences, six Game Audio Network Guild Awards (including Music of the Year), and four Hollywood Music in Media Awards. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. As one of the foremost authorities on music for interactive entertainment, Winifred Phillips has given lectures at the Library of Congress in Washington DC, the Society of Composers and Lyricists, the Game Developers Conference, the Audio Engineering Society, and many more. Phillips’ enthusiastic fans showered her with questions during a Reddit Ask-Me-Anything session that went viral, hit the Reddit front page, received 14.9 thousand upvotes, and became one of the most popular gaming AMAs ever hosted on Reddit. An interview with her has been published as a part of the Routledge text, Women’s Music for the Screen: Diverse Narratives in Sound, which collects the viewpoints of the most esteemed female composers in film, television, and games.  Follow her on Twitter, Facebook, Instagram, and Threads.

The Game Show Interview: Starting a Career as a Game Composer

Photo of host Meena Shamaly of the Game Show on ABC Classic, pictured here with his interview subject Winifred Phillips (video game music composer).

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips, and last November I was delighted to be featured on the popular Game Show program broadcast on ABC Classic (Australian Broadcasting Corporation).  The show that was broadcast on ABC Classic featured lots of my music from my video game repertoire, along with clips from a longer interview we recorded shortly before the broadcast.  Game Show is hosted by Meena Shamaly, who is an accomplished performance poet, composer, and producer of arts workshops and poetry slams.  With this in-depth background in music and the arts, he brings a unique sensitivity and insight to the conversation, posing fascinating questions right from the top of the interview, and responding deftly to help the conversation evolve in revealing ways.  While the broadcast from ABC Classic is no longer available, an audio recording of our full, uncut interview is hosted right now on the ABC Classic web site.  I thought that readers of this blog might appreciate the transcript of the full interview, so I’m including that transcript here.  In addition to the transcript, I’ve also included music examples to illustrate topics discussed during the interview, and links that expand on various topics that are touched upon in the transcript.  This interview for The Game Show web site was quite long, so I’ll be dividing it into three articles.  In addition to this transcript, you can also visit The Game Show web site, or visit the official ABC Classic site (Australian Broadcasting Corporation).  So now, without further ado, here is part one of my interview with Meena Shamaly of ABC Classic’s Game Show!

Continue reading

Dial up the Diegetics: Musical Sound Effects for the Video Game Composer (GDC 2024)

Award-winning video game music composer Winifred Phillips works in her music studio at Generations Productions on music for the project LittleBigPlanet 2: Cross Controller.

By Winifred Phillips | Contact | Follow

Hello everyone!  I’m video game composer Winifred Phillips, and I’m delighted to share that I’ll be delivering a lecture this March in San Francisco during the Game Developers Conference — one of the top industry conferences of the year.  My lecture is entitled “Dial Up the Diegetics: Musical Sound Effects,” and I was honored that GDC included it as a featured audio selection in the GDC 2024 Session Guide, and highlighted my participation as a GDC speaker this year by including me in the GDC 2024 Speaker Spotlight.  My lecture takes place on Thursday, March 21st in Room 3002 West Hall at the Moscone Center in San Francisco, and I’m really looking forward to this one!  We’ll be taking a detailed look at various ways that music and sound-design can cross fertilize each other.  Specifically, my presentation will focus on how environmental and incidental sound effects can be directed towards musical applications.  These audio assets, typically used by sound design experts, can serve to introduce quirky novelty into a game’s musical score.  They can also deepen player immersion in the environment of the game.

Official logo and scheduling info for the Game Developers Conference 2024. This image is included in the article by award-winning game music composer Winifred Phillips.

While I don’t want to spoil the content of my presentation, I thought I’d take this opportunity to break down an example of this technique from one of my projects.  This particular example was regrettably cut from my presentation due to time constraints, which affords me the opportunity to share it here instead!  While my lecture will have a much wider scope on the topic of musical diegetics, this article will drill down on one specific case-study.  So let’s start with some basic definitions.

Continue reading

The Big Index 2024: Articles for Game Music Composers

Video game music composer Winifred Phillips, pictured here in her music studio at Generations Productions LLC. This photo is used to illustrate the Big Index, containing an organized repository of articles exploring topics of interest to game composers and game audio practitioners.

By Winifred Phillips | Contact | Follow

Hey everybody! I’m video game music composer Winifred Phillips, author of the book A Composer’s Guide to Game Music. Since the publication of my book by the MIT Press, I’ve maintained a monthly series of articles designed to expand upon the content of that book and enable further exploration of related topics. Inspired by my more recent video game projects in popular franchises such as Jurassic World, Lineage, and Sackboy, these articles have delved into subjects ranging from interactivity, to music theory, to business and networking.

The sheer number of articles has necessitated the inclusion of a navigation tool, so I now include an annual “Big Index” that can assist us in finding our way through the content that’s accumulated over the years.  What follows is that index, organized by general subject matter.  New to the index are articles from the past year that have engaged in more detailed and technical discussions of music theory-related topics, with deep dives into non-diatonic construction that included atonal and polytonal composition.  I’ve also included the transcripts of my interviews with National Public Radio and the BBC that took place in 2023.

Continue reading

Importance of Contrast (The Game Music of Jurassic World Primal Ops: GDC 2023)

Video game composer Winifred Phillips is pictured here working in her music production studio. This image is included in an article about the music of the video game Jurassic World Primal Ops.

By Winifred Phillips | Contact | Follow

Hello there! I’m video game composer Winifred Phillips.  In March of 2023, I gave a lecture entitled “Chaos Theory: The Music of Jurassic World Primal Ops” during the Game Developers Conference 2023.  This lecture was named one of the most popular presentations at GDC 2023, and is currently nominated for a Game Audio Network Guild Award for Best Game Audio Presentation.  Every year, after I present at this popular yearly conference, I release the complete content of my lecture in a series of free articles.  This is the sixth and final article in the series based on my GDC 2023 presentation.  As before, I’m including all the substance from my GDC presentation in this article series, along with all of the videos and sound files, and many of the illustrations that I used during my GDC talk.

During these articles I’ve been sharing my process composing the musical score for Jurassic World Primal Ops – it’s the video game from Universal Games and Behaviour Interactive. Jurassic World Primal Ops came out in the summer of 2022, right alongside the theatrical run of the latest film in this famous franchise: Jurassic World Dominion. 

Continue reading

Cultural Influences in the game music composition of Secrets of Skeifa Island

Video game composer Winifred Phillips, pictured her working on music for the project Secrets of Skeifa Island, developed by Wild River Games.

By Winifred Phillips | Contact | Follow

Hey everyone!  I’m video game composer Winifred Phillips.  One of my latest projects was the music for the game Secrets of Skeifa Island.  Developed by Wild River Games and published for the Nintendo Switch, Secrets of Skeifa Island allows players to wander a lovingly designed Nordic-inspired landscape.  The game centers on a quest to find a mysterious white ghost horse, uncover an ancient legend, and reveal a mythical realm hidden somewhere on the island.  My music for this game has already won two NYX Game Awards (Best Game Soundtrack and Best Music for a Nintendo Switch Game).  Film Score Monthly awarded this music a rating of 4 stars, calling it “enchanting!” and Cinelinx described the music as “delightful!”

This was my fourth time composing music for a project developed by Wild River Games.  My previous games for Wild River had required me to dig deep into historical research.  From Celtic orchestral drama, to courtly baroque, to medieval tavern music, to American bluegrass, my work with Wild River Games had spanned a wide array of styles.  Now, Secrets of Skeifa Island was going to point me in an entirely new musical direction.  I thought it might be interesting to share some thoughts on my research and composition process for Secrets of Skeifa Island.  Think of this as a brief case study.  I hope it’s useful for those of us embarking on challenging game projects requiring musical genres from world cultures.

Continue reading

Kinetics and the 12 Tone Approach (The Game Music of Jurassic World Primal Ops: GDC 2023)

Video game music composer Winifred Phillips is pictured at work in her music production studio. Phillips' music for Jurassic World Primal Ops won a Global Music Award and a NYX Award, and was nominated for a Society of Composers & Lyricists Award and a Game Audio Network Guild Award.

By Winifred Phillips | Contact | Follow

Hey everybody! I’m video game composer Winifred Phillips, and I’m happy to welcome you to the fifth installment in this series of articles based on my Game Developers Conference 2023 lecture, “Chaos Theory: The Music of Jurassic World Primal Ops.” I’ve included the content of my GDC lecture in these articles, accompanied by all of the included videos, sound files, and many of the illustrations from my GDC 2023 conference presentation.

During the previous four articles in this series, we learned about Jurassic World Primal Ops the latest video game in the popular Jurassic Park / Jurassic World franchise. We discussed how the strategy for this game’s musical style was driven by the concept of Chaos Theory.  This chaos-inspired musical composition philosophy attempts to increase tension through the use of some of the most unpredictable composition techniques, employing these unconventional strategies in the effort to create subversive and disturbing effects.

An illustration supporting a discussion of the use of chaotic, unconventional music composition techniques in order to subvert listener expectations. This illustration is included in the article by award-winning video game music composer Winifred Phillips.

By devising a musical style that avoided a conventional structure, the music of Jurassic World Primal Ops was able to support and sustain emotional unbalance during lengthy action sequences. You’ll find these unconventional techniques discussed in detail in these four articles:

Part One: Tonic Pivot (The Music of Jurassic World Primal Ops: GDC 2023)

Part Two: Quartal Chords and Chromatics (The Music of Jurassic World Primal Ops: GDC 2023)

Part Three: Whole Tone and Octatonic Scales (The Music of Jurassic World Primal Ops: GDC 2023)

Part Four: Polytonality (The Music of Jurassic World Primal Ops: GDC 2023)

We just concluded our discussion of the role that polytonality played in the musical score of Jurassic World Primal Ops.  Polytonality is an uncommon musical device that helps us to break away from harmonic conventionalism.  But harmony is just a piece of the puzzle, and it certainly isn’t the only way we can introduce chaos into our game scores. 

Continue reading

Polytonality (The Game Music of Jurassic World Primal Ops: GDC 2023)

This photo supports the article by video game composer Winifred Phillips about the use of polytonality in game music composition. Photo depicts Winifred Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

Hello there! I’m video game composer Winifred Phillips.  Welcome to the fourth article in my series based on my GDC 2023 lecture, “Chaos Theory: The Music of Jurassic World Primal Ops.” Before we continue with the article series, I’d like to share some related news – the Academy of Interactive & Visual Arts just awarded my music for Jurassic World Primal Ops with a 2023 Gold in the W3 Awards!  This is the 18th year that the AIVA has recognized “heroes of digital creativity,” and I’m thrilled that my music for this project was recognized by the AIVA!

Image including information about the Academy of Interactive & Visual Arts W3 GOLD AWARD, won by the music of Jurassic World Primal Ops -- as included in the article by video game composer Winifred Phillips.

So happy to be discussing my Jurassic World Primal Ops music in this ongoing article series!  In these articles, I’ve included the substance of my GDC lecture, augmented with the videos, audio files, and some of the illustrations from the visual presentation that accompanied my lecture.

During the first three articles, we considered the world-famous Jurassic Park / Jurassic World franchise, and the release of the Jurassic World Primal Ops video game in concert with the theatrical run of the latest movie, Jurassic World Dominion.  I shared what it was like composing new music for a game in this famous and immensely popular franchise. By creating a musical score that emphasized unpredictability and chaos, I was able to enhance the tension and anxiety of playing an action-driven game featuring bloodthirsty dinosaurs on the loose in the modern world.

Illustration accompanying a discussion of the action included in the video game Jurassic World Primal Ops, as included in the article by video game composer Winifred Phillips.

You’ll find all these ideas discussed in detail in these three articles:

Part One: Tonic Pivot (The Music of Jurassic World Primal Ops: GDC 2023)

Part Two: Quartal Chords and Chromatics (The Music of Jurassic World Primal Ops: GDC 2023)

Part Three: Whole Tone and Octatonic Scales (The Music of Jurassic World Primal Ops: GDC 2023)

We’d just finished discussing the fantastic utility of both the Octatonic and Whole Tone scales, which are particularly useful when we’re pushing our music away from a classic harmonic structure and towards atonality. But now let’s take a moment to step away from atonality altogether, and consider its close cousin – polytonality.

Continue reading

Whole Tone and Octatonic Scales (The Game Music of Jurassic World Primal Ops: GDC 2023)

Photo of video game composer Winifred Phillips. This image is included in the article discussing the music of one of Phillips' latest projects, the Jurassic World Primal Ops video game.

By Winifred Phillips | Contact | Follow

Hey everyone! I’m video game composer Winifred Phillips, and this is the third article in my series based on my Game Developers Conference 2023 lecture, “Chaos Theory: The Music of Jurassic World Primal Ops.” In my GDC presentation, I examined the challenges of composing unpredictable and chaotic music for a high-intensity action game. This series of articles shares the substance of that GDC 2023 presentation, along with the illustrations, videos, and audio examples I included in my presentation at the conference last March.

In the first two articles of this series, we discussed the worldwide success of the popular Jurassic Park / Jurassic World franchise. We reviewed the gameplay structure of Jurassic World Primal Ops: the top-down action game released in concert with the blockbuster theatrical run of the Jurassic World Dominion movie. I shared my experience as the composer of this Jurassic World game, and what it was like composing music for such an awesome franchise.

Image supporting the article about the music of the video game Jurassic World Primal Ops, composed by award-winning game composer Winifred Phillips.

During our discussion in the previous two articles, we took a look at some of the best music composition techniques that can introduce tension and uncertainty into our musical structure, enhancing the experience of combat in an action-heavy game.  These ideas are discussed in detail in these previous two articles:

Part One: Tonic Pivot (The Music of Jurassic World Primal Ops: GDC 2023)

Part Two: Quartal Chords and Chromatics (The Music of Jurassic World Primal Ops: GDC 2023)

In the preceding two articles, we considered how subverting traditional cadences with surprising tonic pivots can introduce unpredictability into our musical structure, and how both quartal chords and chromatics can create ambiguity in regards to key signature and tonic center.  But there are other ways for us to obscure that tonic and make our music feel more tumultuous.

This bullet list provides additional organization to a discussion of music composition techniques, as included in the article by video game music composer Winifred Phillips.

As we all know, anyone who casually listens to music is well aware of the Ionian and the Aeolian modes:

The traditional major:

The traditional minor:

This image includes a representation of the Ionian and Aeolian modes in music (otherwise known as the traditional major and minor modes). Included in the article by Winifred Phillips (video game music composer).

These modes are everywhere, with all those famous and well-worn intervals, chords, and progressions, so we’ve come to expect them. That’s why avoiding these modes is a great way to subvert expectations and create disconcerting music.

In the score for Jurassic World Primal Ops, when I wasn’t pushing atonality into my compositions, I was leaning heavily into the Octatonic and Whole Tone scales. So let’s take a look at how that worked, starting with the Octatonic.

This image depicts the Octatonic scale and the associated diminished triad, as discussed in the article by video game music composer Winifred Phillips.

 The Octatonic, or diminished scale, is an eight-tone scale that alternates whole and half tones:

It has the advantage of working really well with diminished triads:

Diminished triads are nicely unsteady and menacing in the right context. The Octatonic became one of my go-to tools for the Jurassic World Primal Ops score. Here’s one of the most straightforward examples from a combat track: notice how the bass line runs through the entire Octatonic scale in order:

Now here’s a more complex example of the Octatonic scale in an action track. While I never ran through the scale in order, you’ll notice that the bass line is overtly Octatonic in nature, with diminished chords in the brass section – and I’ve arranged the strings in a conventional minor-mode, so this makes the whole thing feel more unstable and perilous: 

While I used the Octatonic pretty frequently in this project, I also alternated it with the Whole Tone scale. This scale consists entirely of whole steps:

This means it naturally feels disconnected to a key signature – because it’s just hard to determine where the tonic is.

This image includes the whole tone scale notation, supporting a discussion of the use of this scale to create tension and uncertainty for the musical score of Jurassic World Primal Ops (composed by video game composer Winifred Phillips).

First, let’s check out a combat example:

As you can see, if we’re looking for an unbalanced scale with no tonal center, the Whole Tone scale is just what we need. Also, it features augmented triads:

Augmented triads are also harmonically ambiguous. All this is great for creating uneasy-sounding music.

This image connects the concept of the whole tone scale with the associated augmented triads, supporting a discussion in the article by Winifred Phillips (award-winning game music composer).

So let’s check out another example – this is music I composed for one of the tense ‘tracking’ sequences in which the player (as an expert dinosaur hunter) is attempting to locate these huge prehistoric beasts in the wild. Notice how apprehensive this Whole Tone structure feels:

Octatonic and Whole Tone scales are fantastic for when we’re pushing our music away from a classic harmonic structure and towards atonality.

In the next article of this series, we’ll be stepping away from atonality altogether and considering its close cousin, polytonalityIn the meantime, you can read more about game music composition in my book, A Composer’s Guide to Game Music.  Thanks for reading!

Image of the book cover for the book A COMPOSER'S GUIDE TO GAME MUSIC, written by game music composer Winifred Phillips and published by The MIT Press.

 


Photo of video game composer Winifred Phillips.

Winifred Phillips is a BAFTA-nominated video game composer.  The music she composed for her latest video game project Jurassic World Primal Ops won both the Global Music Award and the NYX Award, and was nominated for a Society of Composers & Lyricists Award for Outstanding Score for Interactive Media, and a Game Audio Network Guild Award in the category of Music of the Year.  Other recent releases include the hit PlayStation 5 launch title Sackboy: A Big Adventure (soundtrack album now available).  Popular music from Phillips’ award-winning Assassin’s Creed Liberation score was featured in the performance repertoire of the Assassin’s Creed Symphony World Tour, which made its Paris debut with an 80-piece orchestra and choir. As an accomplished video game composer, Phillips is best known for composing music for games in many of the most famous and popular franchises in gaming: the list includes Assassin’s Creed, God of War, Total War, The Sims, and Sackboy / LittleBigPlanet.  Phillips’ has received numerous awards, including an Interactive Achievement Award / D.I.C.E. Award from the Academy of Interactive Arts and Sciences, six Game Audio Network Guild Awards (including Music of the Year), and four Hollywood Music in Media Awards. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. As one of the foremost authorities on music for interactive entertainment, Winifred Phillips has given lectures at the Library of Congress in Washington DC, the Society of Composers and Lyricists, the Game Developers Conference, the Audio Engineering Society, and many more. Phillips’ enthusiastic fans showered her with questions during a Reddit Ask-Me-Anything session that went viral, hit the Reddit front page, received 14.9 thousand upvotes, and became one of the most popular gaming AMAs ever hosted on Reddit. An interview with her has been published as a part of the Routledge text, Women’s Music for the Screen: Diverse Narratives in Sound, which collects the viewpoints of the most esteemed female composers in film, television, and games.  Follow her on Twitter, Facebook, LinkedIn, and Instagram.

Quartal Chords and Chromatics (The Game Music of Jurassic World Primal Ops: GDC 2023)

Composer Winifred Phillips wrote the musical score for the video game Jurassic World Primal Ops. In this photo, Winifred Phillips is pictured working in her music production studio.

By Winifred Phillips | Contact | Follow

Glad you’re here! I’m video game composer Winifred Phillips, and this is the second article in my series based on my Game Developers Conference 2023 presentation, “Chaos Theory: The Music of Jurassic World Primal Ops.” In the lecture I gave last March at GDC, I shared my creative process composing music for a project in the famous Jurassic Park / Jurassic World franchise. During this article series, I’ll be sharing the substance of that GDC 2023 presentation, supplemented by the audio and video examples I used, along with some of the best illustrations I included during my conference lecture.

In the first article of this series, we took a look at the Jurassic World Primal Ops video game, in which players capture and train awesome dinosaurs to fight alongside them against evil poachers and mercenaries.  Jurassic World Primal Ops was released in concert with the theatrical run of Jurassic World Dominion, the latest movie in the popular Jurassic franchise.  As a top-down action game featuring an assortment of history’s most famous and dangerous dinosaur predators, Jurassic World Primal Ops needed a musical score that would emphasize the power and danger of these enormous prehistoric lizards.

An illustration depicting some of the dinosaurs players encountered during the video game Jurassic World Primal Ops. This image is included in the article written by award-winning game music composer Winifred Phillips.

Turning to an examination of music theory as it relates to such an intense and chaotic musical score, we discussed how traditional cadences could be subverted into unpredictable progressions that we dubbed Tonic Pivot. You’ll find all these ideas discussed in detail in part one of this article series.

Continuing our discussion of harmonic devices, let’s move to the second chaotic technique on our list.

Continue reading