Time and Place: The Music of Assassin’s Creed Liberation

Photo of Grammy Award-winning composer Winifred Phillips. This photo was taken in Phillips' music production studio, and was included in the article discussing the music of one of her projects (Assassin's Creed Liberation).

By Winifred Phillips | Contact | Follow

Hey, everyone!  I’m Winifred Phillips, and one of my most memorable projects as a video game composer was the original soundtrack for the video game Assassin’s Creed Liberation.  In this article series, I’m sharing my creative process for the music composition of this bestselling entry in the awesome Assassin’s Creed franchise.

This is the second installment in this article series.  In part one, we discussed the unique cultural heritage of the game’s protagonist.  As the daughter of an African slave and a French aristocrat, Aveline de Grandpré lived her life balanced between two culturally rich and highly-divergent legacies.  On the one hand, she enjoyed a life of wealth and privilege at the very top levels of society.

Image depicting the protagonist of the video game Assassin's Creed Liberation. This image is included in the article by Grammy Award-winning game composer Winifred Phillips, in which she discusses her musical score for the bestselling video game Assassin's Creed Liberation.

But on the other hand, she was deeply aware of the injustices around her, and worked hard to rectify them.  Much of the music I composed for Assassin’s Creed Liberation paid tribute to these important influences in Aveline’s life, exploring both her African and French heritage. Even so, I had more to research than the famous musical techniques found in French Baroque and African culture.  For instance, to address the influence of the Spanish forces occupying 18th century New Orleans, I studied the Spanish-derived passacaglia of the Baroque period – a very forboding musical form that sets a very dark mood!  I’ll be talking about this type of music later on in this article series (along with additional examples from French Baroque and African traditions), and we’ll be listening to some examples from all three.  But first, let’s consider one of the most fundamental roles that music plays in the context of a video game.

How music defines location

Music is very potent in setting a mood for a location.  As a result, location-specific musical scoring has long been a very popular technique in game music composition.  Music helps differentiate locations from each other.  It’s great at essentially compartmentalizing a game. But music can do a lot more to breathe life into a space.  Music can act like concept art.  It can create a very human and personal realization of what it’s like to exist in a location.  Plus, the intrinsic potency of music can convey all the emotional and kinesthetic realities that such a location would naturally present. That’s why I think that a lot of games could benefit from bringing the composer in earlier and allowing the composer to create musical inspiration for the team – in much the same way that the concept artist creates visual inspiration.

Illustration depicting the protagonist of the video game Assassin's Creed Liberation, standing on the rooftops over looking 18th century New Orleans. As included in the article by Grammy Award-winning video game music composer Winifred Phillips.

At its best, location-specific music can be very inspiring and exciting, for both the development team and for gamers having adventures in the world they’ve created. Music can add a depth of emotional resonance and atmosphere to the environments that gamers are exploring.  Therefore, it’s very important for the game composer to infuse each composition with an ambience evocative of the game’s world.  I’m going to include some music samples from a few location-oriented tracks now.  This first track is triggered when Aveline is exploring the Louisiana Bayou.

There’s an emphasis here on African percussion in the form of the dundun and clay drums, the balafon and African wooden flutes and rice shakers. I wanted the Bayou to feel like it was infused with African culture.

As a contrast, portions of the game take place inside Mayan ruins.  This new location represents a very different cultural foundation for the music, and a very different set of instruments. I wrote for the Mesoamerican ocarina, along with the rainstick, a set of hollow log drums, and shell shakers.

This kind of location-specific composing requires research and planning, and the music can provide a lot of inspiration to the team.  Doing this kind of research can keep the composer inspired too. It can reveal a whole host of musical textures, styles and structures, which then become available to us when we’re creating tracks.  The real fun is in combining these musical styles in different ways, looking for unusual combinations, and trying to challenge expectations.

As an example, let’s consider for a moment that the Assassin’s Creed Liberation game is not just historical – it’s also sci-fi. In the Assassin’s Creed franchise, modern day people have the ability to relive the lives of historical figures by hooking themselves up to an amazing device called the Animus (developed by experts from the nefarious Abstergo Corporation).  As a result, there’s always this sense while we’re playing the game that we’re actually time-travelers from the future, and the music needed to address that. Here’s a track that combines modern and historical styles.

In this track, the African rhythms and vocals are combined with both a futuristic synth and a classical soprano – so this went a little beyond dual messaging.  Essentially, the music delivers a triple message. It touches upon Aveline’s dual nature in the past, and the player’s singular perspective from the future – so there’s a lot of information conveyed about time and place.

These techniques can help us as game composers to focus on the power of music to immerse the player in a time and place.  We want to help an in-game space feel more personal and relatable, and we want to help the player feel excited about exploring the world that the team has created!

Now that we’ve immersed our players in a time and place, our next step is to use music to convey symbolic meaning to our players.  That will be the topic of our next article!  I hope you’ve enjoyed this discussion, and if you’d like to learn more, you’ll find more information about composing music for games 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 Grammy Award-winning video game composer Winifred Phillips.Winifred Phillips is a video game composer known for her Grammy® Award-Winning original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord (listen to the official soundtrack on Spotify).  Her Wizardry soundtrack has also won a Society of Composers & Lyricists Award.  Phillips is known for composing music for games in many of the most famous and popular franchises in gaming: Assassin’s Creed, God of War, Total War, The Sims, LittleBigPlanet, Lineage, Jurassic World, and Wizardry.  Her music for Sackboy: A Big Adventure garnered a BAFTA Award nomination.  Phillips’ other awards include the D.I.C.E. Award, 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. 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, and Instagram.

Cultural Fusion: The Music of Assassin’s Creed Liberation

Photo of Grammy Award-winning video game composer Winifred Phillips in her music studio at Generations Productions. Phillips is the composer of the award-winning musical score for the video game Assassin's Creed Liberation.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m Winifred Phillips. I’m the author of the book “A Composer’s Guide to Game Music” from the MIT Press, and I’m also the composer of the original soundtrack for the video game Assassin’s Creed Liberation.  The Assassin’s Creed Liberation game was the ninth game in the incredibly popular Assassin’s Creed series, released between Assassin’s Creed III and Assassin’s Creed Black Flag.  As a smash-hit bestseller that continued the top-selling franchise, the Assassin’s Creed Liberation game won the Writers Guild Award for its outstanding script by Jill Murray and Richard Farrese!  The game also won multiple awards for the music I composed, including a Hollywood Music in Media Award, a Game Audio Network Guild Award, a Global Music Award, and a GameFocus Award.  In this article series, I’d like to talk with you about my musical score for the Assassin’s Creed Liberation game.

The Assassin’s Creed Liberation project was an enormous undertaking, and I’m tremendously gratified that my music was well received!  However, what I wanted most as a game composer was for the members of the development team to find my work inspiring.  I’m inspired every day by what expert development teams do!  I’m inspired by their art, scripts, characters, and most of all, gameplay.  All that inspiration helps me to compose music that will hopefully support the vision of the team.

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Game Changers: Video Game Grammy Nominees

Photo depicting Grammy Award-winning video game composer Winifred Phillips in her music production studio. As the current Grammy Award winner in the video game category, Winifred Phillips will serve as the moderator of the upcoming GAME CHANGERS seminar, hosted by the Society of Composers & Lyricists.

By Winifred Phillips | Contact | Follow

Hi!  I’m videogame composer Winifred Phillips, and in February of this year I was thrilled to win the GRAMMY® Award for my musical score for Wizardry: Proving Grounds of the Mad Overlord!  My Wizardry score won in the category of Best Score Soundtrack for Video Games and Other Interactive Media.  Every year, the Society of Composers & Lyricists (in collaboration with Electronic Arts and White Bear PR) organizes an online seminar entitled GAME CHANGERS.  The seminar features all of the nominees in the video game category of the Grammys that year. Discussions during the seminar range from expert analysis of composition best-practices, to sources of inspiration that fuel the creation of the Grammy nominated scores.  I remember participating in the GAME CHANGERS seminar as a nominee for Wizardry.  It was one of the most awesome online seminars I’ve ever participated in, and I was really honored to be a part of it!

Grammy Award-winning video game composer Winifred Phillips, here shown in her official Grammy Award portrait. Winifred Phillips won the Grammy Award in February of 2025 for her soundtrack album to the video game Wizardry: Proving Grounds of the Mad Overlord.Now, I’m thrilled to share that as the current Grammy winner in the video game category, I have been invited this year to serve as the official moderator for the seminar!  On December 16th, I’ll be interviewing all of the nominees for next year’s Grammy Awards, and I’m really looking forward to exploring their creative process in composing their Grammy-nominated video game scores.  It should be tremendously inspiring!  Only current members of the Society of Composers & Lyricists can attend this popular online seminar (more info here).  However, everyone can enjoy the Grammy-nominated scores composed by these celebrated video game composers!  With that in mind, I’m happy to share their work in this article.  I hope our readers will be inspired by the creativity and skill on display in these nominated soundtrack albums!

If you are a current voting member of the Recording Academy, you’ll find the following details helpful as you decide how you’ll vote in the video game category.  And if you’re not yet a member… why not consider joining the Recording Academy?  Any Recording Academy member can submit their soundtrack releases for Grammy Awards consideration.  Let’s get the video game composer community involved!  After all, the Grammys are famous for being ‘Music’s Biggest Night,’ so the video game music community should be a big part of it!  More information about joining the Recording Academy can be found here.

So now let’s explore these currently nominated soundtrack albums for the Grammy Awards!  I’ve listed them alphabetically by game title.  For each nominated score, I’ve provided a biography of the composer at the top, followed by a Spotify playlist of their nominated soundtrack, and a no-commentary gameplay video demonstrating the game for which the music was composed.  Enjoy!!

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GDC 2025 A Score For Wizardry: Motifs for Wizards

Photograph of Grammy Award-winning composer Winifred Phillips, showing at work in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us! I’m game composer Winifred Phillips, and one of my latest projects is my Grammy Award-winning music of Wizardry: Proving Grounds of the Mad Overlord: the 3d remake of the classic 1981 RPG that remains one of the top dungeon-crawlers of all time! (Listen and download the soundtrack). I’d like to welcome you to the sixth and final installment of my article series based on the lecture I gave at the popular Game Developers Conference of 2025! In my lecture, “A Score for Wizardry: World-Building Through Music,” I explored my composition process for this Grammy Award-winning score. Since most of us would not be able to attend GDC, I was happy to arrange the content of my 2025 GDC lecture into this six-part series. In these articles you’ll find the entire substance of my GDC lecture, along with all the audio and video examples and a large assortment of the images I used during my presentation. If you’d like to catch up with the previous installments of this series, you can find them here:

GDC 2025 A Score for Wizardry: World-Building Through Music
GDC 2025 A Score for Wizardry: Medieval World-Building
GDC 2025 A Score for Wizardry: Medieval Style
GDC 2025 A Score for Wizardry: The Underworld
GDC 2025 A Score for Wizardry: Music of Sanctuary

In part five of this series, we discussed the use of recurring themes in areas of sanctuary, and how those themes lent unified musical identity to the perilous Underworld maze.  Now, moving on from exploring the maze, let’s talk about fighting the awesome monsters in Wizardry.

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GDC 2025 A Score For Wizardry: Music of Sanctuary

Grammy Award-winning game composer Winifred Phillips, shown here working in her music production studio.

By Winifred Phillips | Contact | Follow

Hey there! I’m video game composer Winifred Phillips, and in March 2025 I presented a lecture at the Game Developers Conference about my Grammy Award-winning score to Wizardry: Proving Grounds of the Mad Overlord. “A Score for Wizardry: World-Building Through Music” explored both the historical research and creative process that went into the composition of this medieval and Renaissance-style score.  The Game Developers Conference is a very popular event each year, but since not all of us would be able to travel to San Francisco to attend, I’ve gone ahead now and included the entire content of my GDC presentation in this article series! These articles also include videos, audio files and images that I used during my talk. In case you haven’t read the previous installments of this series, you can find them here:

GDC 2025 A Score for Wizardry: World-Building Through Music
GDC 2025 A Score for Wizardry: Medieval World-Building
GDC 2025 A Score for Wizardry: Medieval Style
GDC 2025 A Score for Wizardry: The Underworld

In part four of this series, we were exploring how to musically intensify trepidation while players explore the perilous Underworld maze beneath the Wizardry castle.  The dungeon labyrinth is a treacherous place!  But there are a couple of bastions of safety here.

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GDC 2025 A Score for Wizardry: The Underworld

Photo of Grammy Award-winning composer Winifred Phillips, at work in her music production studio.

By Winifred Phillips | Contact | Follow

Welcome back! I’m game composer Winifred Phillips – my most recent game release is the Grammy Award-winning original music of Wizardry: Proving Grounds of the Mad Overlord!  Wizardry is the smash-hit 3D remake of the awesome 1981 dungeon-crawler (listen and download the soundtrack). This is part four of my series of articles based on the content of the lecture I gave at the Game Developers Conference 2025. My lecture (entitled “A Score for Wizardry: World-Building Through Music”) explored how music can help flesh out the world of a game by virtue of historical research and thematic construction. In order to make sure everyone can access this lecture (including those of us who couldn’t attend GDC 2025), I’m very pleased to share the content of this GDC lecture in an article series that includes the entire discussion, along with videos and some of the best supporting images.

In case you haven’t read the previous installments of this series, you can find them here:

GDC 2025 A Score for Wizardry: World-Building Through Music
GDC 2025 A Score for Wizardry: Medieval World-Building
GDC 2025 A Score for Wizardry: Medieval Style

In part three of this series, we heard a cross-section of the music I composed for the Wizardry Overworld, representing many facets of ordinary medieval life. Now, we’re about to move from the Overworld to the Underworld, and there’s nothing ordinary down there.

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GDC 2025 A Score For Wizardry: Medieval Style

Photo of Grammy Award-winning composer Winifred Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us! I’m video game composer Winifred Phillips, and one of my most recent releases is the Grammy Award-winning musical score for Wizardry: Proving Grounds of the Mad Overlord.  Wizardry is the awesome smash-hit 3D remake of the classic 1981 dungeon-crawler (listen and download the soundtrack). In March of 2025, I gave a presentation at the Game Developers Conference entitled “A Score for Wizardry: World-Building Through Music.”  This is part three of my series of articles presenting the content of that lecture.  In order to best make my GDC discussions as widely accessible as possible, I share the content of my GDC presentations every year, including the full lectures, videos and illustrations from my GDC talk.

If you haven’t read the previous installments from my Wizardry lecture, you’ll find them here:

  1. GDC 2025 A Score for Wizardry: World-Building Through Music
  2. GDC 2025 A Score for Wizardry: Medieval World-Building

In part two of this series, we explored how medieval and Renaissance musical structure and instrumentation were used for the music of the Wizardry Training Grounds.  So let’s check out another example: the Adventurer’s Inn, where party members get rest and manage their equipment. For this composition, I wanted to evoke the idea that other adventurers might be gathered around the hearth, swapping stories. So I decided to model the instrumentation and style around those popular troubadours of 13th century France, who were famous for setting gallant adventures into song. You’ll notice the bowed lyres and keyed fiddles providing an underlying structure for this composition:

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GDC 2025 A Score For Wizardry: Medieval World-Building

Grammy Award-winning composer Winifred Phillips, shown at work in her music production studio.

By Winifred Phillips | Contact | Follow

Welcome back! I’m video game composer Winifred Phillips, and one of my latest game projects is the Grammy award-winning music for the smash-hit 3D remake of Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the soundtrack.)

In this article, I’m presenting the second part of my article series containing the substance of my lecture, “A Score for Wizardry: World-Building Through Music,” from the Game Developers Conference 2025 (a top industry conference for game developers). Many of us in the game audio community can’t attend GDC, so I post the content of my GDC lectures every year in an article series that presents the full discussions, supported by many of the videos and illustrations from my lectures. Last month I posted part one of this series, in which we considered the history of the Wizardry video game and the factors that led to medieval and Renaissance musical choices for the structure of the Wizardry score.

An animated gif depicting the wizard Werdna from the Wizardry video game franchise. Included in the article by Grammy Award-winning composer Winifred Phillips.

Speaking of structure, let’s now take a moment to talk about the premise of the Wizardry game. The world of Wizardry centers on a medieval castle in an unnamed feudal kingdom led by a cruel and insane ruler.

As the game progresses, we learn that a powerful arcane amulet, once owned by this mad overlord, was stolen five years ago by a Wizard of great power and malice.

Tapping into the magic of the amulet, the Wizard crafted an elaborate dungeon directly beneath the castle, filled it with terrifying monsters, then hid at the very bottom of the maze.

The overlord, in his madness, decided that this subterranean deathtrap would be the perfect proving grounds in which to test prospective members of his elite guard.

That’s the premise of the game. You assemble expert adventurers willing to slice their way through this underground meatgrinder. If they aren’t all killed, they can return to the surface to rest, resupply, recruit new members, grab some training, and then head back into the maze.

Animated gif showing the underworld maze from the Wizardry video game franchise, as included in the article written by Grammy Award-winning composer Winifred Phillips.

So Wizardry is built around two worlds – the Overworld and the Underworld. The Overworld is a charming slice of medieval life, and the Underworld is a bloodsoaked murder tomb. But here’s the thing – the underlying gameplay mechanic from 1981 is still at play here. When you visit a shop in the Overworld, you’re looking at a series of menus. When you wander through the ominous passages of the Underworld maze, you’re seeing walls and doors, with some occasional skeletons on the floor. If these places were going to feel like living, breathing environments, the music would have to help them get there. So let’s start first with the music of the Overworld. This is where the fun begins.

The medieval period lasted from the late 400s A.D. to the mid 14th Century. It’s best known for the famous Golden Age of Chivalry, the Crusades, feudalism, and the construction of huge Gothic cathedrals. This is the period of history that I turned to when I started researching musical styles for the Wizardry Overworld.

Animated gif illustrating the characteristics of the medieval period, as included in the article by Grammy Award-winning composer Winifred Phillips.

Medieval music is an embarrassment of riches. It’s sophisticated enough to be entertaining to our modern ears (particularly as you move into the late medieval period) but it’s also got this alien vibe that makes it intriguing. Part of that weirdness rises from the emphasis on two intervals: the perfect fourth and the perfect fifth.

Image illustrating the use of perfect fourths and perfect fifths in medieval music, as included in the article by Grammy Award-winning composer Winifred Phillips.

In modern music, we lean on triads. We think they’re beautiful. But medieval musicians thought triads were ugly. You could use them as passing tones, but if you’re coming to rest, it’s on a lovely, consonant 4th or 5th. Let’s listen to how that principle applied to my music for Wizardry.

Here’s some of the music I composed for the Training Grounds, where you prepare your adventurers for combat. Since the Training Grounds would have been pretty physically active, I employed some late medieval dance rhythms. This one is inspired by the popular Estampie – literally the “stamp.” I also used consistent 4ths and 5ths in the musical construction here, with thirds appearing only in passing:

Aside from this fundamental difference of harmonic opinion, medieval musicians had a ton of awesome instruments to choose from – so let’s take a look at a couple of instruments from the previous example. As a salute to the Viking conversations we had at the beginning of the project, I investigated Nordic instruments and settled on two nice Viking-style choices that wouldn’t have been out of place in the medieval period:

The nyckleharpa (a keyed fiddle, pictured right)
The talharpa (a bowed lyre, pictured left)

Image depicting the talharpa and nyckelharpa, as used in the music composed by Grammy Award-winning video game composer Winifred Phillips.

You just heard those two instruments prominently in the music of the Training Grounds. They worked exceedingly well together for drone-based compositions. Paired with the viola da gamba, these instruments firmly situated the score in an early historical period.

So that wraps up part two of this six-part article series on the music of Wizardry: Proving Grounds of the Mad Overlord!  We’ll be continuing the discussion of the Overworld music in the next installment.  In the meantime, here’s a behind-the-scenes commentary video I narrated, discussing the Training Grounds music in more detail:

If you’d like to learn more about composing music for video games, you can read my book, A Composer’s Guide to Game Music (published by the MIT Press).

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.

 


Headshot photo of Grammy Award-winning composer Winifred Phillips.Winifred Phillips is a video game composer whose latest project is her Grammy® Award-Winning original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord (listen to the official soundtrack on Spotify).  Her Wizardry soundtrack has also won a Society of Composers & Lyricists Award.  Phillips is known for composing music for games in many of the most famous and popular franchises in gaming: Assassin’s Creed, God of War, Total War, The Sims, LittleBigPlanet, Lineage, Jurassic World, and Wizardry.  Her music for Sackboy: A Big Adventure garnered a BAFTA Award nomination.  Phillips’ other awards include the D.I.C.E. Award, 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. 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, and Instagram.

GDC 2025 A Score for Wizardry: World-Building Through Music

Photograph of Grammy Award-winning composer Winifred Phillips in her music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody! I’m game composer Winifred Phillips, and one of my latest projects is the Grammy Award-winning musical score for the video game Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the soundtrack.)

Last March I was honored to be a presenter at the Game Developers Conference 2025 — a top industry event where experts and leaders in game development present tutorials and strategies to their peers. My lecture was titled “A Score for Wizardry: World Building Through Music.” Each year, after I present my lecture at GDC, I transcribe the lecture into an article series (so that those who couldn’t attend the conference can still read the content). This article kicks off my six-part series based on my 2025 GDC presentation! In these articles you’ll find all of the discussion from my GDC lecture, accompanied by many of the videos and illustrations that I used to support the ideas explored in my talk. So let’s get started!

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GDC 2024 Dial Up the Diegetics: The Human Soundscape

Photograph of Winifred Phillips (award-winning composer whose latest project is the original music of Wizardry: Proving Grounds of the Mad Overlord).

By Winifred Phillips | Contact | Follow

So happy you’ve joined us! I’m game composer Winifred Phillips, and one of my latest projects is the music of the bestselling game Wizardry: Proving Grounds of the Mad Overlord: the 3d remake of the classic 1981 dungeon-crawler! (listen and download the award-winning soundtrack for free). I’d like to welcome you to the sixth and final installment of my article series based on the lecture I gave at the Game Developers Conference 2024!  In my lecture, “Dial Up the Diegetics: Musical Sound Effects,” I explored how the audio assets and techniques of expert sound designers can be applied to our work as game composers.  Considering that not all of us would be able to attend GDC that year, I arranged the content of my 2024 GDC lecture into this six-part article series.  These articles have shared the entire substance of my lecture, along with all the audio and video examples and a large assortment of the images I used during my GDC talk.  In case you haven’t read the previous installments of this series, you can find them here:

  1. GDC 2024 Dial Up the Diegetics: Musical Sound Effects
  2. GDC 2024 Dial Up the Diegetics: Sounds of Nature
  3. GDC 2024 Dial Up the Diegetics: The Animal Kingdom
  4. GDC 2024 Dial Up the Diegetics: Science and Technology
  5. GDC 2024 Dial Up the Diegetics: Industry and Mechanics

In part five of this series, we examined the sounds of machines and technology, exploring some of the best ways these sound design assets can be put to use within our music.  So now let’s return to the top of our full list of audio assets that we’ve been considering over the course of this article series:

Illustration depicting the bullet list used in the GDC 2024 presentation of video game composer Winifred Phillips.

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