Hybrid Dynamic-Diegetic Music for Game Music Composers (From Spyder to Sackboy: GDC 2021)

During the Game Developers Conference 2021, video game composer Winifred Phillips delivered a lecture that included a discussion of her music for two projects, including the project pictured here (Spyder for Apple Arcade).

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Hi!  I’m video game composer Winifred Phillips.  Welcome to installment five in my series of articles based on my lecture, From Spyder to Sackboy: A Big Adventure in Interactive Music.  In delivering my presentation at this year’s edition of the popular Game Developers Conference, I based my lecture content on my experiences composing music for two projects in simultaneous development at Sumo Sheffield – Sackboy: A Big Adventure for PS5/PS4, and Spyder for Apple Arcade.  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the Spyder project).  The music design for these two games included multiple dynamic systems that were both complex and ambitious in scope.  While they both relied on some of the most tried-and-tested strategies for musical interactivity, they were also quite innovative in their own distinctive ways.  While composing music for these projects, I had the opportunity to see how flexible dynamic music models can be.  I learned a lot from the experience, and it was really interesting to explore the similarities and differences during my GDC 2021 lecture!

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