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.

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.

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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. 

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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.

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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.

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

Video game composer Winifred Phillips pictured in her music production studio. Phillips was nominated for a Society of Composers and Lyricists Award for the music she composed for Jurassic World Primal Ops (pictured).

By Winifred Phillips | Contact | Follow

Hi! I’m video game composer Winifred Phillips.  In March, I gave a presentation at the Game Developers Conference 2023 – a top industry event with lectures and panels from lots of different experts in all the varied disciplines within the field of game development.  My lecture was entitled “Chaos Theory in Game Music.” It focused on my musical score for the Jurassic World Primal Ops video game, and it was rated by GDC attendees as one of the best sessions of GDC 2023!  So awesome to participate once again in one of the best game audio conferences of the year!  

Each year after I present at the Game Developers Conference, I include most of the content of my lecture in a series of articles.  So with this article, I’m kicking off a six-part series based on my highly-rated GDC 2023 presentation!  I’ll be including all of the discussion from my GDC lecture, along with lots of the illustrations and videos that were a part of my GDC talk.  So let’s get started!

During the course of this article series, I’ll be 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 last summer, right alongside the theatrical run of Jurassic World Dominion (the latest film from the popular Jurassic World franchise).

Illustration supporting an article about the music of the Jurassic World Primal Ops video game. This article was written by video game composer Winifred Phillips.

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Super Mario Bros. video game theme song honored by Library of Congress (NPR Interview)

Video game composer Winifred Phillips records vocals for her Super Mario Bros. theme song cover recording, "Go Mario! (Super Mario Bros)". Phillips is a BAFTA-nominated video game composer whose credits include titles in six of the biggest franchises in gaming: Assassin's Creed, God of War, LittleBigPlanet, Lineage, Total War, and The Sims.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  Each year, the Library of Congress adds a list of top recordings to its National Recording Registry, and The Sounds Of America radio series devotes an episode to each of the recordings selected for preservation that year.  Recently I was interviewed for an episode of The Sounds Of America radio series on National Public Radio, in order to provide some background and musical context to one of the latest additions to the National Recording Registry – the famous theme to the Super Mario Bros. video game!  This is awesome news for game composers and game music fans.  The Super Mario Bros. theme music is now the first game music composition preserved for posterity in the National Recording Registry of the Library of Congress.  Each year, the National Recording Registry selects twenty five recordings that represent “the richness of the nation’s audio legacy.”  The expert preservationists at the National Recording Registry works to ensure “the long-term preservation of that legacy for future generations.”

As the author of the book A Composer’s Guide to Game Music, I was able to discuss the historical significance of the Super Mario Bros. theme music as a seminal work in the field of game music composition.  I had previously given a lecture at the Library of Congress about the nature of video game music (that lecture is recorded and preserved in the Library’s Films & Videos Collection) and this experience gave me further insight to the importance of the preservation efforts undertaken by the Library of Congress.  I could also discuss the Super Mario Bros. theme music from the perspective of a musician who had recorded one of the many cover versions of this world-famous tune.  I recorded my version for the tribute album, “Best of the Best: A Tribute to Game Music.”  All of this gave me a unique perspective on this historically-significant musical composition, and I was honored to discuss it during the interview with The Sounds Of America radio show.  In addition to my own interview, the show includes interviews with author Jeff Ryan (How Nintendo Conquered America), Super Mario Bros. actor Charles Martinet, and the Super Mario Bros. composer himself, Koji Kondo!  You can listen to the entire show here:

 

I thought it might be useful to include the transcript of my entire interview in this article.  The transcript also includes my own cover version of the track (which you’ll find in the section discussing the popularity of cover versions).  But first, let’s listen to the original Super Mario Bros. Theme, and then dive into the transcript!

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Anatomy of a Game Music Track: Composing Music for Skyweaver

This photo shows video game composer Winifred Phillips working on the Skyweaver video game (developed by Horizon Games). Winifred Phillips is a BAFTA nominated game composer whose latest project release is Jurassic World Primal Ops. Her credits include games from the franchises Total War, The Sims, Assassin's Creed, and God of War.

Delighted you’re here!  I’m video game composer Winifred Phillips, and welcome to another article exploring the art and craft of game music composition!  If you’re a reader of my previous articles, you’ll know that they usually include discussions of large-scale music systems and best game-wide composition strategies.  Lately, it occurred to me that we might benefit from stepping away from this holistic approach, allowing us to focus on the creation of a single piece of game music.  With that in mind, in this article we’ll be examining the structure and composition of a single track that I composed for the Skyweaver video game.

Illustration of the Skyweaver cast of heroes. The music of Skyweaver was composed by video game composer Winifred Phillips.

Skyweaver is a popular strategy trading-card video game in the tradition of such famous games as Hearthstone, Legends of Runeterra, and Magic the Gathering Arena.  The game released in 2022, and currently boasts over a quarter of a million players.  Investors in the Skyweaver game include both Take-Two Interactive and Ubisoft.  The game is currently available for PC, Mac, Linux, Android and iOS.  The track we’ll be discussing is entitled “Ready,” and it’s heard frequently during Skyweaver matches.  Before we begin examining the structure of this track, let’s take a moment to discuss the nature of a strategy trading-card game.

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The Music of Jurassic World Primal Ops – Techniques for Game Composers

Video game composer Winifred Phillips is photographed on the red carpet of the 2023 Society of Composers & Lyricists Awards. Phillips was nominated for Outstanding Original Score for Interactive Media for the music she composed for Jurassic World Primal Ops.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m video game composer Winifred Phillips, and one of my latest projects is the musical score for the video game Jurassic World Primal Ops (listen to the score here).  Over the past few months, I’ve been tremendously honored that my score for this game has garnered several award nominations, including Outstanding Original Score for Interactive Media from the Society of Composers & Lyricists, and Music of the Year from the Game Audio Network Guild.  As a result, I’ve been asked numerous questions about how this score was created.  With this in mind, I thought it might be helpful to write a brief article that includes a few of the guiding principles that shaped my work on this project.

I’ll be giving a lecture during the Game Developers Conference in San Francisco about my creative process, and I’ll be including some fine detail about how I planned and constructed this music.  In this article, I’ll be focusing on a couple of broader concepts related to the role that music played in this project.  But first, let’s briefly discuss the game itself.

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