Welcome! I’m game music composer Winifred Phillips, and just before the holidays I was ecstatic to learn that my music for the Jurassic World Primal Ops video game was nominated for a Society of Composers & Lyricists Award! In all the excitement following the announcement of the SCL Awards nominees, many budding game composers reached out to me for advice regarding their own career trajectories. I found myself referring many of them to articles I’ve written in this space over the years – articles covering the widely diverse topics that interest us as game composers.
Since 2014, this series of articles has explored the evolving state of our industry and the tools and techniques that can help us make great game music. Over time, these articles have become a fairly deep repository of information. After referring so many budding composers to articles in this lengthy series, it has occurred to me that this sizable collection has become quite difficult to navigate – partially due to the many topics that have been explored over the years.
Discussions have included many of the creative challenges that make our profession unique. Through an examination of the structure of interactive music systems, numerous dynamic composition techniques have been investigated. Along the way, we’ve pondered how game music composition has been accomplished in the past, and where it might be going in the future. A profusion of resources have been collated in these articles – including the best methods to find gigs, and awesome networking opportunities that can benefit a game composer’s career. There have also been examinations of resources that can keep us inspired and creatively energized.
Together, these articles constitute a living document about game music composition. However, they definitely need an index at this point. With that in mind, I’m offering this ‘big index’ of articles I’ve shared over the years, organized by subject matter. We can navigate around this index using the following menu:
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!
Delighted you’re here! I’m video game composer Winifred Phillips, and I’m very happy you’ve joined us for this latest entry in my series of articles for video game composers, based on the lecture I gave during the Game Developers Conference 2021 – From Spyder to Sackboy: A Big Adventure in Interactive Music! Over the previous year, I had the privilege of working with the expert development team at Sumo Sheffield on music composition for two fantastic projects – Sackboy: A Big Adventure for PS5/PS4, and Spyderfor Apple Arcade. (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the Sackboy project).
Hey, everybody! I’m videogame composer Winifred Phillips. As game composers, it’s inevitable that we’ll eventually be asked to create music in a genre with which we have little or no experience. Some projects may throw several unfamiliar musical genres our way. It can be a scary prospect. I’ve worked on many projects that have required me to quickly learn new musical styles and techniques, so I thought I’d share some thoughts about how research can help us cope with these sorts of unexpected demands. This article will explore the role of music research, including how it can initiate us into the mysteries of unfamiliar musical styles, and ways in which it can lead us in unanticipated (but not unwelcome) directions. I’ve had lots of experience delving into diverse musical genres and doing music research for projects both big and small over the course of my career. For this article, I’ll be describing my recent experience composing the music for the Sports Scramble VR game, developed by Armature Studio and released earlier this year for popular VR platforms such as the Oculus Quest and the Oculus Rift/Rift S.
Hi! I’m video game music composer Winifred Phillips, and sometimes my game music shows up in places I never would have expected. A little over a week ago, while I was eagerly watching an awesome trailer for the just-released blockbuster Avengers Endgame, I was suddenly stunned to hear my own music in it! (I’ve embedded the Avengers Endgame trailer that features my music at the end of this article.) What made this moment even more jaw-dropping for me was that I had originally composed this music for the video game Spore Hero (a game from Electronic Arts’ popular Spore franchise). Just as a reference, here’s what the characters look like in Spore Hero:
The style of Spore Hero couldn’t be further away from that famous Avengers style, as expertly displayed in the Avengers Endgame trailer. Yet the same music was used for both projects.
The Spore Hero music I was hearing in the Avengers Endgame trailer was my “Hero Theme,” which functions essentially as a leitmotif within the Spore Hero score – it’s the central recurring melody in the game. By virtue of the theme-and-variation technique, the melody undergoes a gradual transformation from invitingly cute to heroically epic.
The Avengers Endgame trailer featured the most dramatic iteration of this theme. When I recovered from the initial surprise, it occurred to me that a mini-postmortem of this particular melodic theme might be the best way to explore an interesting topic: how does a single theme transform itself from an amiable melody to an avenging one?
Side-by-side, these are the covers of the two editions of the book. In Japanese, A Composer’s Guide to Game Music is titled “Game sound production guide – composer techniques for interactive music,” by Winifred Phillips.
I’m very excited that the Japanese language edition of my book has already hit #1 on the “Most Wished For” list on Amazon Japan!
The “Most Wished For” list on Amazon.co.jp.
Coincidentally, the English-language version of A Composer’s Guide to Game Music is now #1 on the Kindle Top Rated list, too!
The Kindle “Top Rated” list on Amazon.com.
O’Reilly Japan is located in Tokyo, and is dedicated to translating books about technological innovation for Japanese readers. They are a division of O’Reilly Media, a California publishing company that acts as “a chronicler and catalyst of leading-edge development, homing in on the technology trends that really matter and galvanizing their adoption by amplifying “faint signals” from the alpha geeks who are creating the future. O’Reilly publishes definitive books on computer technologies for developers, administrators, and users. Bestselling series include the legendary “animal books,” Missing Manuals, Hacks, and Head First.”
I’m tremendously excited about the Japanese edition of my book, and my excitement comes in large part from the venerable tradition of outstanding music in Japanese games. From the most celebrated classic scores of such top game composers as Koji Kondo (Super Mario Bros.) and Nobuo Uematsu (Final Fantasy), to the excellent modern scores of such popular composers as Masato Kouda (Monster Hunter) and Yoko Shimomura (Kingdom Hearts), Japanese video game composers have set the creative bar very high. I’m incredibly honored that my book will be read by both established and aspiring game composers in Japan! I hope they’ll find some helpful information in my book, and I’m excited to contribute to the ongoing conversation about game music in the Japanese development community.
I’ve always loved Japanese game music. In 2008, I participated in a compilation album in which successful game composers created cover versions of celebrated video game songs from classic games. The album was called “Best of the Best: A Tribute to Game Music.” I chose the music by Koji Kondo from Super Mario Bros., and recorded an a cappella vocal version. It’s currently available for sale from the Sumthing Else Music Works record label, and can also be downloaded on iTunes. You can hear the track on YouTube here:
If you’d like to learn more about the rich legacy of game music composition in Japan, you can watch an awesome free documentary series produced by the Red Bull Music Academy, entitled “Diggin’ in the Carts: A Documentary Series About Japanese Video Game Music.” The series interviews famous game composers of Japan, which means that the interviews and narration are both in Japanese (with English subtitles). Here’s an episode that focuses on modern accomplishments by Japanese game composers:
Winifred Phillips is an award-winning video game music composer whose most recent project is the triple-A first person shooter Homefront: The Revolution. Her credits include five of the most famous and popular franchises in video gaming: Assassin’s Creed, LittleBigPlanet, Total War, God of War, and The Sims. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the Massachusetts Institute of Technology Press. As a VR game music expert, she writes frequently on the future of music in virtual reality video games. Follow her on Twitter @winphillips.
I’m excited to share some awesome news! My book, A Composer’s Guide to Game Music, has been selected as a Gold winner of the Nonfiction Book Awards!
The Nonfiction Authors Association presents Bronze, Silver and Gold Awards in its Nonfiction Book Awards competition to honor the best book-length publications in an array of nonfiction genres. A Composer’s Guide to Game Music was recognized with a Gold award (the top honor presented by the awards competition) in the “Arts, Music, and Photography” category.
Here’s how A Composer’s Guide to Game Music was described by Stephane Chandler, the founder of the Nonfiction Authors Association:
Winifred Phillips presents music composition for a specific genre and audience in an easy-to-understand way, whether for seasoned composers or self-taught music enthusiasts looking to create a beautifully composed work for the video game market. Phillips goes above and beyond, guiding her reader through not only the composition process, but everything else tied to producing music for video games, including but not limited to working with teams and how to understand key audience demographics.
My most sincere appreciation goes out to the judging panel of the Nonfiction Book Awards for this honor!
This is the fourth award presented to A Composer’s Guide to Game Music (The MIT Press). To date, the book has also won a National Indie Excellence Book Award, a Global Music Award for an exceptional book in the field of music, and an Annual Game Music Award from the popular site Game Music Online in the category of “Best Publication.”
A Composer’s Guide to Game Music won a National Indie Excellence Book Award in the genre of Performing Arts (Film, Theater, Dance & Music).
The Global Music Awards presented a Gold Medal Award of Excellence as a GMA Book Award to A Composer’s Guide to Game Music, which was judged as exceptional in the field of music.
The staff of accomplished music journalists of Game Music Online presented a “Best Publication” award to A Composer’s Guide to Game Music, acknowledging its “accessible yet deep insight into the process of making game music.”
Winifred Phillips is an award-winning game music composer with more than 11 years of experience in the video game industry. Her projects include such famous games as Assassin’s Creed Liberation, God of War, the LittleBigPlanet franchise, and many others. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the Massachusetts Institute of Technology Press. Follow her on Twitter @winphillips.
I have some good news to share this week! My book, A Composer’s Guide to Game Music, has been selected as a winner of this year’s National Indie Excellence Book Award!
Now in its ninth year, the National Indie Excellence Book Awards recognizes outstanding achievement in books from independent publishers, including scholarly and university presses. A Composer’s Guide to Game Music won the National Indie Excellence Book Award this year for the genre of Performing Arts (Film, Theater, Dance & Music). Many thanks to the judging panel of the National Indie Excellence Book Awards for this honor!
This is the third award presented to A Composer’s Guide to Game Music (The MIT Press). To date, the book has also won a Global Music Award for an exceptional book in the field of music, and an Annual Game Music Award from Game Music Online in the category of “Best Publication.”
The Global Music Awards presented a Gold Medal Award of Excellence as a GMA Book Award to A Composer’s Guide to Game Music, which was judged as exceptional in the field of music.
The staff of accomplished music journalists of Game Music Online presented a “Best Publication” award to A Composer’s Guide to Game Music, acknowledging its “accessible yet deep insight into the process of making game music.”