Horizontal Resequencing and Dynamic Transitions for Game Music Composers (From Spyder to Sackboy: GDC 2021)

From the GDC 2021 presentation of video game composer Winifred Phillips, this image depicts the section of Phillips' lecture discussing horizontal resequencing in both the Spyder and Sackboy: A Big Adventure videogames.

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips, and I’m happy you’ve joined me for the second installment in this series of articles based on the content of a lecture I gave during the Game Developers Conference 2021.  My talk was entitled, “From Spyder To Sackboy: A Big Adventure in Interactive Music.”  In my presentation, I compared and contrasted the interactive music design of two of my video game projects from the previous year.  Both projects were developed by one of the game industry’s top development studios – Sumo Sheffield.  Both projects included ambitious dynamic music systems, using similar techniques and approaches.  However, there were lots of differences in the execution of those techniques.  This series of articles explores the similarities and differences between the dynamic music design of the popular Sackboy: A Big Adventure game for PS5/PS4, and Spyder for the new Apple Arcade (a great platform for supporting larger-scale game development for iOS).  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the music systems of both of these projects).  If you missed the first article in this series, you can find it here.

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