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!

Official logo of the Game Show program on ABC Classic (as included in the article by award-winning video game composer Winifred Phillips).

Meena Shamaly: Since 2005, composer Winifred Phillips has been a bright constant presence in the world of video game music, whether she’s underscoring the mythological figures of God of War, the freedom fighters of Assassin’s Creed, or the anthropomorphized toys of LittleBigPlanet. From big video game franchises, to lovingly crafted indie experiments, Winifred Phillips has seemingly done it all. And by 2014, she had also written about it all in her very own book, A Composer’s Guide to Game Music, which aims to demystify the world of scoring video games for composers wanting to dip their toes in.

Image depicting the cover art of the book A Composer's Guide to Game Music, written by BAFTA-nominated game composer Winifred Phillips.

Meena Shamaly: You might call Winifred Phillips the ultimate working game composer – looking at the breadth and depth of her body of work. But she may also be one of the most playful, because every score she writes is imbued with immeasurable joy and a profound sense of wonder. Winifred, what keeps the fire alive for you as a video game composer? What keeps you coming back to video games and video game music?

Winifred Phillips: Gosh, that’s an interesting question. I think part of it is because this was always what I wanted to do. As a media composer, the idea of composing for video games was a really huge draw for me. I’ve been a gamer for as long as I can remember.

Image depicting a stylized video game controller, as included in the article by award-winning game music composer Winifred Phillips.

Winifred: The chance to create music for video games always seemed like the best opportunity to express myself, to do something interesting, and to stretch myself and learn. I never really thought about doing anything else. It’s the thing that was most exciting for me.  I didn’t start out that way. I started in radio. I composed music for a series of radio dramas for National Public Radio called Radio Tales. They were dramatizations of classic stories like Beowulf, The Time Machine, the Fall of the House of Usher, Legend of Sleepy Hollow, the Odyssey, things like that.

Meena: Yeah! Beautiful!

Winifred: So much fun, and a really great way for me to learn, because it was my first big gig as a media composer. The series had over a hundred episodes in it, and they were pretty much wall to wall music.

Logos for the Radio Tales series, as included in the article by Winifred Phillips (award-winning video game music composer).

Meena: That’s a lot! That’s a lot of work to keep you invested!

Winifred: Well, it was fantastic as a learning experience for me, because the genres of these stories were all speculative fiction… fantasy, horror, science fiction… so in a way it really prepared me for the route that my career was going to take afterwards. Because there’s so much that’s larger-than-life in terms of the kinds of stories that we get to tell as video game composers. So I felt like I had some really good preparation for what I was going to do next. But anyway, the radio series had reached completion. It was a little over a hundred episodes, and it was winding down. I was trying to figure out what to do next, and I was playing a video game, as I tend to do… and I think that was the first time I thought about the idea of becoming a video game composer. I think I was playing the original Tomb Raider at the time.

Meena: Ooh! Like… 1996…?

Winifred: Yes! That! I was playing that! And you know there’s that area of the game – it’s the tutorial area, where you’re sort of hanging around in her mansion, running through this obstacle course in her ballroom… and you’ve got the butler following you around with the clinking drinks, and the whole thing. You try to lock the butler away, so he’s not following you anymore.

Meena: (laughs)

Image depicting the butler from the 1996 version of the video game Tomb Raider (included in the article by video game composer Winifred Phillips).

Winifred: And there’s this one point where you can just go over to this stereo, and you can turn it on, and listen to some music. The thing that’s really cool about it is – when you turn on that stereo, it starts playing cues from the game. So if you’ve been playing levels from the game, you might recognize the music as a combat track, or an environmental track… but taken out of context, and in an unexpected situation. So I think that was the first time I thought about the idea of composing music for games. I think the lightbulb went off right then, and it was just… wow! This would really be something extraordinary to pursue. So that’s when it got into my head, and I got really obsessed with it, and I just started going after it.

Meena: And my understanding, if I’m not mistaken, is that your very first commercial title that you composed (and it might have been your very first game title) was the original God of War! Taking your boy Kratos from Greek Mythology (laughs) across his tragic journey in that first game released in 2005. And that was the beginning of the biggest game series in the world. So how do you find yourself, as your first project out of the gate, working on God of War?

The logo of the original God of War video game from Sony Interactive Entertainment. Game music composer Winifred Phillips was a member of the music composition team for this video game.

Winifred: Well, it was my first professional gig. I don’t know if it was particularly my first project in video games. It’s just… I hadn’t gotten paid. You know.

Meena: (laughs) That chestnut!

Winifred: Yeah! Well, I worked with some Half Life modders, and I worked with somebody that was putting together an MMO that never got released.

Meena: What is a Half Life modder, and what is an MMO?

Winifred: Oh, oh, right! There’s a game called Half Life! And there are lots of student teams, and really young groups of game developers, who are trying to create their first game. Sometimes it’s easier, instead of creating a game from scratch, to do modifications of a game that already exists.

Meena: Oh, beautiful!

The official logo and art work for the video game Half-Life. This image supports a discussion of Half-Life mods in the video game development community (included in the article by game music composer Winifred Phillips).

Winifred: Studios like to give tools to these sorts of new developers – to give young people the chance to create something of their own, using the structure that is already present in the game that exists. So I joined one of these teams who were working with the game Half Life. I worked with them for awhile, but that game didn’t get released… as is typical. A lot of the time, when you work with these young teams, the games don’t come out. It was good experience for me, because I hadn’t done this kind of work before, so I had a chance to think about what it is to be a game composer. Also worked with a team for an MMO – a massively-multiplayer online game that never went massively multiplayer… or online.

Meena: (laughs)

Winifred: But it’s one of those experiences that I have a lot of warmth in my heart for! Because it was a team of true believers, and people who were really fired up about what they were doing. It was going to be this massive space epic with all of these factions.

An illustration depicting a science-fiction space adventure, supporting a discussion of an unreleased sci-fi MMO (as included in the article by Winifred Phillips - award-winning game composer).

Winifred: It really had almost a Dune flavor to it, in the sense of long histories and royal families. They asked me to compose a whole bunch of choral themes – which is fun for me, because I’m a classically trained vocalist. I record my own voice into a lot of my work as a game composer. I overdub my voice – so I’ll record it once, and then I’ll record it again and again and again. I’ll do harmonies, and I’ll also pitch my voice down so that I can sound more like men. I’ll sing very barrel-chested and with a masculine feel, so that I can do full choirs.

Meena: Oh, love that!

Winifred: And that was one of the things I did for this massively multiplayer online game that didn’t get released. I created this suite of choral tracks. That’s actually part of the reason that I got hired for God of War. I submitted that suite of choral tracks to a music supervisor at Sony, right when they were starting to look for composers to join the team for God of War. It’s a huge game, a lot of music was going to be required, and so it was looking like a team was really going to be neccessary to get it done. A lot of the God of War games do have teams involved. So I sent this suite of choral tracks off to the music supervisor at Sony, and he really liked it. So he asked me if I was going to be at E3, and I said I was.

The official logo of the Electronic Entertainment Expo / E3, as included in the article by Winifred Phillips (award-winning composer of video game music).

Winifred: I didn’t have any plans to be.  Now, E3 (the Electronic Entertainment Expo) was an enormous spectacle in game development in our industry. It was kind of both a circus and a rock concert – I remember in the grandest of days of E3 you could walk across the show floor and there would be big plumes of fire, and t-shirts shooting out of cannons, and people walking around the room on stilts, and all sorts of people in costume, and trampolines, and there would be these immersive kiosks where you were surrounded by enormous screens, and the floor was thundering under your feet. And it was amazing. Of course, at the time when the music supervisor at Sony asked me if I was going to E3, I had never been, and I hadn’t had any plans to – but I didn’t say that. I said, “Oh, absolutely!”

Meena: That’s the old adage of “always say yes!”

Winifred: Always say yes! So I said, okay, going to LA! Which I’d never been to, either. So, you’re getting plane tickets, and getting your courage up. You’re going to go, and put your best foot forward. So I geared myself up to have a meeting about this. It was a really fantastic opportunity, and my timing must have been superb, in that I reached out to this person at that particular time. So that’s how I ended up in the God of War team. Of course, when I was there at the Electronic Entertainment Expo, I also set up a few other meetings, because – you’re going to be there – make the most of it! So I reached out to a few other game development studios, and tried to see if there might be any interest. As a new composer, it can be difficult, but fortunately I did have experience from my work in radio – so I was able to talk about that. I had examples of the music I had done there. It allowed me to set up a few meetings, and one of those was with the team at High Voltage Software. They were working on the video game tie-in to the Charlie and the Chocolate Factory film – the Tim Burton film starring Johnny Depp?

Meena: Yeah.

Winifred: So I was able to talk with them about that – and I was hired for that! So essentially, my first two projects (they came out at around the same time) was God of War on one side, and Charlie and the Chocolate Factory on the other.

Meena: (laughs)

An image juxtapositioning the official logos of the video games Charlie and the Chocolate Factory and God of War (supporting a discussion of the music for these two games by game music composer Winifred Phillips).

Winifred: Really huge, huge contrast in terms of those two projects! One is very mature and violent and mythological and epic, with an antihero who’s brooding. And the other is Willy Wonka in the Chocolate Factory! As strange as it may sound, I’m really grateful for that! I had the opportunity to express myself in two very different ways, right from the start. Not a lot of composers get that, when they’re just starting a career. I just sort of stumbled into it. 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.

The official logo of the Game Show program on ABC Classic (used as illustration during an article by video game music composer Winifred Phillips).

 

This concludes part one of my interview with Meena Shamaly of the Game Show on ABC Classic (Australian Broadcasting Corporation).  If you’d like to hear more of this awesome radio series, you can tune in every Friday on ABC Classic (program schedule here).  Listen online via the ABC Classic web site!

 


Photo of award-winning video game 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.

Variation for the video game composer: the music of Little Lords of Twilight

Pictured: video game music composer Winifred Phillips at the BKOM booth during GDC 2017.

Since one of my most recent projects, Little Lords of Twilight, became available worldwide earlier this year and was recently greenlit on the famous Steam platform, I thought I’d write this article to share some of my creative and technical process in composing the music for this game. In particular, this project presents a great opportunity to look at how compositional variation (as we understand it from music theory) can be useful for the structure of interactive music.

Developed by BKOM Studios, Little Lords of Twilight won a Best in Play Award at GDC 2017, a Best Designed Mobile App Platinum Award from the BMA Awards, a Communicator Award for Best Mobile App, and has appeared on numerous “Best of” lists, including those published by PocketGamer, Explore Gadgets, and GameInOnline.  As a player-versus-player turn-based strategy game, Little Lords of Twilight offers a unique gameplay mechanic influenced by the in-game passage of time.  Day and night cycles dramatically alter your character’s appearance and abilities. Depending on whether it is currently day or night in the game, your character will have access to a completely different complement of awesome skills and spells to wield on the battlefield.

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Video Game Music Composer: How To Break Into the Business

Video game composer Winifred Phillips, working on the music of Homefront: The Revolution in her production studio.As a video game composer and author of the book A Composer’s Guide to Game Music, I’m frequently asked for advice on how a young composer can gain entry into this business.  I dedicated a chapter of my book to this topic (Chapter 14: Acting Like a Business and Finding Work), so I’ve certainly thought a great deal about the issue.  From my very first project (God of War) all the way to my most recent game (Homefront The Revolution, pictured right), one thing has always been abundantly clear: landing gigs can be a complex journey.  That’s especially true for newcomers, and there are no easy signposts pointing the way. While I tried to use my own experiences and insights to provide useful guidance in my book, I know that everyone’s experience is different, and multiple points of view can be very helpful.  So in this article, I’ll be offering resources from articles and community discussions on how to face down the awesome challenges of breaking into the industry as a composer of music for games.

First, I’ll be sharing a video from my presentation at the Society of Composers and Lyricists seminar, in which I answered the question about how I got my start in the games industry.  Then, we’ll be exploring highlights from a collection of online articles that offer helpful tips for how to break in and establish a career as a game composer.  Finally, at the end of this article I’ll be including a full list of links for further reading and reference.

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Arrangement for Vertical Layers Pt. 1: A Game Composer’s Guide

This week, I’m beginning a three-part blog series on the art of arrangement for dynamic music systems in games.

I’ll be exploring the techniques of arrangement as they relate to interactive game music by discussing examples from the music I composed for video games from the blockbuster LittleBigPlanet franchise.

Arrangement for interactivity is a complex subject, so I thought we should begin by developing a basic understanding of what arrangement is, and then move on to the reasons why it’s especially important in interactive music.

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E3 2015 for the Game Music Composer

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The Electronic Entertainment Expo is upon us once again, so I’ll be spending this blog exploring what we can expect to see and learn that’s most relevant to the field of game audio from this year’s big convention.

Virtual Reality

The impending releases of three virtual reality systems should make things especially interesting on the E3 show floor, and it will be awesome to see and hear what these systems have to offer.  Let’s take a look at what we might expect from the three top VR systems, as well as a possible surprise VR reveal that might happen next week.

Project Morpheus

PlayStation president of worldwide studios Shuhei Yoshida has already announced that several internally developed VR games for the Morpheus headset will be unveiled during E3, and we also learned during the 3D Audio in VR talk at the Shayla Games VR Jam in Denmark that the Morpheus will now incorporate an audio system involving Head-Related Transfer Function (HRTF was discussed in this blog during a previous post about audio in VR).  It should be interesting to see if this HRTF system is implemented into the hardware that will be demonstrating on the E3 show floor.  The latest model of the Morpheus doesn’t include built-in headphones, as you’ll see in this video demo that TechCrunch released last month.  The demo discusses the capabilities of the hardware, including its audio functionality:

Oculus Rift

The newest model of the Oculus Rift, the famous Crescent Bay, offers 3D audio through a set of built-in headphones.  Here’s an interview that Oculus CEO Brendan Iribe gave to Gamecrate during the ever-popular Consumer Electronics Show 2015 about the new VR audio features of the Oculus Rift.

HTC Vive

The HTC Vive doesn’t currently offer built-in headphones, but the developer assures us that the final consumer version will offer integrated 3D audio.  The current model offers the user the option to connect their own high-end headphones to the Vive.  E3 attendees may get to see how aurally immersive that can be by playing Arizona Sunshine, a game designed for the Vive and set in a genre so famous and pervasive that its appearance in the VR world was inevitable: the apocalyptic zombie shooter.  The game was announced on May 21st by its developer, Vertigo Games, and it’s a good bet that the game could be showing on the E3 exhibit floor.  Here’s a look at a trailer for Arizona Sunshine:

Microsoft VR System

Finally, the rumor mill is swirling around speculation that Microsoft may officially reveal its own virtual reality headset system during this year’s E3.

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Audio exhibitors at E3

The Electronic Entertainment Expo is an opportunity for consumer audio hardware manufacturers to show off most of their top products, so let’s take a look at what this year’s exhibitors are offering.

Astro Gaming

Game Audio Products:

  • A50 XBox One Edition Headset, 2nd Generation
  • A50 Astro Edition Headset & TX, 2nd Generation
  • A40 Xbox One Edition Headset + MixAmp M80
  • A40 Astro Edition Headset + Mixamp, 2nd Generation
  • A40 Astro Edition Headset + Mixamp, 2nd Generation
  • A40 PC Edition Headset, 2nd Generation
  • A38 Astro Bluetooth Wireless Headset
  • MixAmp Pro, 2nd Generation

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dreamGEAR

Game Audio Products:

  • Prime Wired Headset for PS4
  • Universal Elite Wired Headset

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Performance Designed Products

Game Audio Products:

  • Afterglow Karga Headset for Xbox One
  • Afterglow Fener Premium Wireless Headset for PS4
  • Afterglow Kral Wireless Headset for PS4
  • Afterglow Nur Headset
  • Afterglow PS4 Bluetooth Communicator

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Plantronics

Game Audio Products:

  • RIG Gaming Audio System
  • RIG Surround Sound Gaming System
  • RIG Flex
  • GameCom 788 Gaming Headset
  • GameCom 388 Gaming Headset

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Polk Audio

Game Audio Products:

  • Striker Zx Xbox One Gaming Headset
  • Striker P1 Multiplatform Gaming Headset
  • N1 Gaming Sound Bar
  • 4 Shot Xbox One Gaming Headset

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Turtle Beach

Game Audio Products:

  • Turtle Beach Elite 800X Gaming Headset for Xbox One
  • Turtle Beach Stealth 500X headset for Xbox One
  • Turtle Beach XO Seven Pro
  • Turtle Beach XO Four Stealth
  • Turtle Beach Call of Duty Online PC Gaming Headset

 

Interview about Game Music on The Note Show!

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I’m excited to share that I’ve been interviewed about my career as a game music composer and my book, A Composer’s Guide to Game Music, for the newest episode of The Note Show!

The Note Show is a terrific podcast that focuses on interviews with professionals in creative fields.  I’m very proud to have been included! Famous guests on The Note Show have included Hugo and Nebula award-winning sci-fi author David Brin, actress Kristina Anapau of the HBO series True Blood, video game designer Al Lowe (Leisure Suit Larry), actress Lisa Jakub (Mrs. Doubtfire, Independence Day), and Steven Long Mitchell and Craig Van Sickle, creators of the NBC series The Pretender.

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This is my second time being interviewed on The Note Show, and I’m so glad to have been invited back!

In this interview, I talk about my work on the LittleBigPlanet and Assassin’s Creed franchises, my latest project (Total War Battles: Kingdom), how composing music for a mobile game differs from composing for consoles or PC, and how my life has changed with the publication of my book, A Composer’s Guide to Game Music.

In the podcast, we also talk about the National Indie Excellence Book Award that my book recently won, as well as the importance of optimism for an aspiring game composer.

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You can listen to the entire interview here:

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Here’s some official info from the creators of The Note Show:

The Creative Professional Podcast – Music & Arts Interviews

The Note Show is a creative journey where host Joshua Note returns to chat life and art with creative people across the world. We interview musicians, artists, comic book creators, novelists, directors, actors and anyone creative and bring you new people and experiences every week!  The Note Show is a Podcast for and featuring Creative Professionals from all walks of life. As long as it’s creative, it’s here on The Note Show.

The show’s host, Joshua Note, is a terrific interviewer who is also the author of a children’s book due for release in 2015.  In addition, Joshua studied classical composition and orchestration at Leeds College of Music and Leeds University, and in 2012 he produced a for-television animated series and worked on several projects for television and cinema.

Joshua Note, host of The Note Show

Joshua Note, host of The Note Show

In his role as the host of The Note Show, Joshua asks intelligent questions about what it means to be a creative person in modern times, and his interviews are always fascinating!  My thanks to Joshua and the staff of The Note Show – I had a great time!

Nov. 4, 2014: My Music for the LittleBigPlanet 3 Game Won a Hollywood Music in Media Award!

2014HMMA_Billboard2This has been an exciting week!  I have a bunch of news to announce all at once, so here goes…

My latest project is music for the game LittleBigPlanet 3.  I was a member of the composer team for that project, and I composed many tracks for the game.  One of those tracks is entitled “LittleBigPlanet 3 Ziggurat Theme.”  It’s a classically-inspired vocal fugue written for a women’s choir, and I’m thrilled to say that on November 4th, my track won a Hollywood Music in Media Award in the category of Best Song for a Video Game!

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Here I am, holding the Hollywood Music in Media Award I won for

In this photo, I’m holding the Hollywood Music in Media Award I won for LittleBigPlanet 3 Ziggurat Theme.

Since Sony Computer Entertainment Europe announced the award today, I can now share it with all of you.  I’ve been bursting with excitement over my involvement in LittleBigPlanet 3 — it’s going to be the best LittleBigPlanet game ever, and I’m so honored to have been a part of it!  I’ve been keeping the secret for a while.

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Here I am at the Electronic Entertainment Expo in Los Angeles this past June, looking at the wonderful booth for LittleBigPlanet 3.

2-LBP3-E3LittleBigPlanet 3 features all new companions for Sackboy — you can see OddSock and Toggle pictured here.  Look at how huge Toggle is!

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Of course, my favorite will always be Sackboy.  Just look at that face!  What’s not to love?

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Doesn’t OddSock look like he’s whispering a secret in my ear?  I suppose we really were keeping a big secret then, and I’m so glad I can share it now with you all.

Well, that’s my big announcement.  I’ve been keeping this secret for almost two years.  Working with the wonderful creative team at Sumo Digital and Sony Computer Entertainment Europe on music for LittleBigPlanet 3 has been a wonderful adventure, and I’m so excited that the game will be released on November 18th!

E3 2014: What’s New in Audio Gear

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Next week, the game industry will gather together for their annual trade fair extravaganza. I’m curious about the anticipated game announcements and press conferences, but as a game audio professional, I’ll be very interested in the consumer products and services that will be demonstrated on the E3 show floor next week.  Here are some of the E3 exhibitors and products that may be of interest to game audio folks:

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ASTRO Gaming / Skullcandy

ASTRO Gaming hasn’t given any indication of what they’ll be showing at E3 this year, but it’s a good bet that their “Watch_Dogs” A40 & A30 headsets with included speaker tags will be on display there.  “Watch_Dogs” is an action-adventure game from Ubisoft that just came out last month, and Ubisoft will be showing the game in its booth on the show floor.  The PC headphones come with branded “Watch_Dogs” speaker tags, which are decorative magnets that affix to headphones in order to make them more stylish.  E3 Booth Location:  Concourse Hall, Meeting Room 513.

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dreamGear

This company isn’t an audio specialist – instead, it offers a range of game accessories including controllers, headsets and power solutions.  In the audio category, they’ll be featuring their Universal Elite gaming headset at their booth.  E3 Booth Location: West Hall, Booth 5422.

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Exeo Entertainment

The product of interest to us here – the Psyko surround-sound headphones – claim to deliver  “the highest level of audio directionality and natural sound reproduction over any other 5.1 or 7.1 surround sound gaming headset.”  The headphones have five distinct speakers and a subwoofer embedded in each earcup, according to Exeo. The resulting effect is purported to emulate true surround sound more faithfully in the headphone monitoring environment. E3 Booth Location: West Hall, Booth 5336.

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GamesterGear

The headset manufacturer GamesterGear will be debuting a new line of headsets in its booth at E3.  The Falcon console and PC gaming headset series will be put through its paces during the booth’s daily “Beat a Pro” Tournaments, which offer booth visitors an opportunity to compete against the professional gamers of TeamGamesterGear.  The Falcon headsets feature “the industry’s largest 57mm and 30mm drivers” and a force-feedback technology that the company has dubbed “BASS QUAKE.”  E3 Booth Location: South Hall, Booth 3047.

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Immerz

Based in Cambridge, Massachusetts, Immerz, Inc. is the developer of the KOR-FX game peripheral that will be officially announced at this upcoming E3.  The KOR-FX device is a peripheral that resembles a hi-tech vest that you wear while gaming.  The vest converts audio content into vibrations that are delivered to specific areas of the chest via transducers.  This is meant to render the audio content of a game more impactful and immersive throughout the course of play.  It should be interesting to see this device demonstrated on the show floor.  E3 Booth Location: South Hall, Booth 2855.

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Plantronics

Plantronics is an audio communications equipment manufacturer known for supplying the headsets worn by astronauts during the first moon landing.  Their computer and gaming headsets line will be on display on the E3 show floor.  This will likely include their relatively new Plantronics Rig headset with swappable mics and EQ control.  Also, this will be an opportuntity to see and hear the newest RPG created by Richard Garriott (creator of the renowned Ultima series). Shroud of the Avatar: Forsaken Virtues will be on display here, and will give booth visitors an opportunity to test out the newest Plantronics headphones while listening to the soundscape of Garriott’s newest creation.  E3 Booth Location: South Hall, Booth 515.

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Polk Audio

This audio technology manufacturer specializing in speakers and headphones for audiophiles will be showing a new soundbar and two new headphone models specifically created for the Xbox One.  Polk describes the N1 Soundbar as having “four immersion modes for a tailored and immersive listening experience.”  It’s 4Shot for Xbox One and 133t for Xbox 360 are a pair of headphones that will “deliver individualized audio unparalleled in the category.”  All three products will not be available for purchase until this fall.  E3 Booth Location: West Hall, Booth 4012.

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Turtle Beach

This headphone manufacturer has joined forces with Lucasfilm to create a line of headphones decorated with characters and artwork from the Star Wars sci-fi series.  The designs will be unveiled at E3, allowing booth visitors to get a look at the assortment of swappable speaker plates that will allow the owner to customize the look of these headsets.  E3 Booth Location: South Hall, Booth 1447.

Fascinating Games of E3

ImageEvery year, I head to the Electronic Entertainment Expo with the hope that my creative energies will be stimulated by some incredibly unique game that I’ll see on the show floor. While my primary mission at E3 is to meet with other developers and talk about future projects, I’m always keeping an eye out for what’s happening in the two major expo halls.  Because of that, I tend to view my E3 experience as a series of hunting trips. Each time, I hope that my expo floor excursion will be interrupted by a moment of surprise and inspiration, as I discover a game I hadn’t seen before. In previous years I’ve had my attention arrested by the fantastical world of El Shaddai: Ascension of the Metatron, the visual artistry of Trine, the hypnotically unique game-play of From Dust, and many others.

Last year, I couldn’t attend E3 because I was working on the music of Assassin’s Creed III: Liberation. Because of that, I was doubly eager to see what games would be on display this year, and what would capture my attention. There’s something about the way in which games are gathered together at E3… wandering through this collection of game exhibits never fails to fills me with creative fuel, helping me to stay energized throughout the year.

At this E3, the two games I remember most are Rain and Dragon’s Prophet.

Rain is a poetic game in which you play as an invisible little boy, searching for a mysterious girl through a dilapidated and inexplicably empty city soaked by an eternal rainfall. The boy is only visible in the rain, which reveals him to the creatures that hunt him. The visual presentation of the game blends realism with a stark stylized lighting and texture. The game makes use of licensed music well, particularly Debussy’s Clair de Lune. I must admit that, since Debussy is one of my favorite composers, my immediate affection for this game might have been influenced by its musical accompaniment.

Dragon’s Prophet, on the other hand, is a free-to-play MMORPG that focuses on obtaining, training and riding dragons. The appeal of the game, for me, rested almost completely in the lush details in the landscape and the opportunities for exploration. Flying on the back of a dragon over a glittering waterfall is a deeply enjoyable experience in Dragon’s Prophet, enhanced by a very effective orchestral score written by Alexander Roeder, Mindy Lo and Rmoney Chen. The soundtrack is not available for sale, but it can be heard in a playlist on the developer’s YouTube Channel. The track I remember hearing during my playtime at E3 was “Auratia” – a grandly thematic musical backdrop for gliding on the back of a dragon.

Hearing is Believing: E3 2013

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I attended my first E3 in 2004. It was the last hurrah for the PlayStation 2 and the Xbox, with next-gen consoles set to make their debut the following year. I was a newcomer to the video game industry, and I’d never been to a large tech-industry convention before. My memories of that E3 are two-fold:

First, I remember taking meetings to discuss the music needs of two projects that would become my first two gigs in the video game industry – Charlie and the Chocolate Factory (2K Games) and God of War (Sony Computer Entertainment America). These meetings would mark the beginning of my full-fledged career in game development.

Second, I remember not being able to hear any of the playable games in any of the kiosks on the show floor at E3. Developer representatives at the show would admit this pretty quickly when I asked them about it. “No, you can’t really hear the games here,” they’d say with a shrug and a smile. “There are speakers, but we turned those off. The noise level is too much, nobody can hear anything.” At the time, that really surprised me, but after several years of seeing that same E3 phenomenon repeated over and over, the surprise wore off.

Traditionally, the E3 show has relied heavily on visuals to propel excitement. In the past, seeing was believing, and audio couldn’t be experienced except in the big video trailers for the most important games being presented that year. These trailers were typically shown on towering screens on the show floor, where they dwarfed the demo kiosks and emitted thunderously epic music in a cyclical pattern, all day long. This often meant that the trailer music for the company’s tent-pole game accompanied the playing experience for every game in that booth. It could be a weird experience, particularly if you were playing a snowboarding title or a brightly colored platformer while listening to angry apocalyptic choirs and orchestral explosions of mayhem and despair.

The audio and music components of video games don’t tend to be acknowledged in early press coverage for an upcoming game title. Graphics, physics, story, design, controls… all these are discussed, sometimes at length, but audio and music tend to be missing from the discussion. At an event where the audio and music of a game are missing, this phenomenon is perhaps unintentionally reinforced.

As I write this, I’m about to embark on my second day wandering the E3 2013 show floor at the LA Convention Center. This year, I have been pleasantly surprised to see that some changes have been made. Headphones are all over the convention floor, waiting invitingly at nearly every game demo kiosk I’ve seen. While some of these headphones are clearly present to enable chat during multiplayer matches, others are there simply to afford retailers, press and industry reps the chance to hear the games they are playing. It’s a subtle but powerful change in the way games are promoted in the industry, and one that makes me hopeful that the music and sound of games will be more recognized moving forward.

E3 is an event primarily geared towards presenting a strong marketing pitch to retailers and journalists, and it’s well known that the world of marketing depends on the importance of music in reinforcing its messages. “The association of music with the identity of a certain product may substantially aid product recall,” writes professor David Huron, head of the Cognitive and Systematic Musicology Laboratory of Ohio State University. “Despite the largely visual orientation of human beings, photographs and visual images do not infect human consciousness to the same extent that some melodies do.”

Seeing pairs of headphones hanging next to displays at so many demo kiosks at E3 has been a great surprise, and I think it’s a very hopeful sign. I’ll be reading the E3 hands-on articles with great interest this year, looking for signs that journalists are getting an earful as well as an eyeful. Hearing is believing.