As game composers, we need a little inspiration now and then. This blog will share some fun thoughts and ideas that have the potential to stir our creative juices, or just help us to think about game music in a different way. First, we’ll get a perspective on what the classical symphony performance has in common with the act of playing a video game. Then, we’ll learn about a method of turning a video game into a musical instrument for performance art. And finally, we’ll hear about a sonic toy that lets us trigger game sounds and music as a spontaneous aural performance to accompany roleplay gaming. I hope these ideas will get us thinking about the relationship between game music and live performance. At the very least, some of these ideas may tickle our creative fancy, so let’s get started!
Andrew Norman’s Play (Boston Modern Orchestra Project)
First, let’s consider the viewpoint of acclaimed symphonic composer Andrew Norman (pictured left), who is currently nominated for a Grammy in the category of “Best Contemporary Classical Composition” for his symphonic work entitled Play. The nominated recording was performed by the Boston Modern Orchestra Project, as conducted by Gil Rose. As a composer, Andrew Norman is no stranger to accolades, having previously achieved the finalists list for the Pulitzer Prize in music in 2012 for his string trio The Companion Guide to Rome. What’s most fascinating about his symphony Play, aside from its bold and experimental approach to musical composition, is the philosophy with which it was created. As it turns out, video games played a key role.
Since the game audio community is abuzz with popular excitement about the impending arrival of virtual reality systems, I’ve been periodically writing blogs that gather together top news about developments in the field of audio and music for VR. In this blog we’ll be looking at some resources that discuss issues relating to artistry and workflow in audio for VR:
We’ll explore an interesting post-mortem article about music for the VR game Land’s End.
We’ll be taking a closer look at the 3DCeption Spatial Workstation.
We’ll be checking out the Oculus Spatializer Plugin for DAWs.
Designing Sound for Virtual Reality
In these early days of VR, postmortem articles about the highs and lows of development on virtual reality projects are especially welcome. Freelance audio producer and composer Todd Baker has written an especially interesting article about the audio development for the Land’s End video game, designed for the Samsung Gear VR system.
Here, you see me trying out the Samsung Gear VR, as it was demonstrated on the show floor at the Audio Engineering Society Convention in 2015.
Todd Baker is best known for his audio design work on the whimsical Tearaway games, and his work as a member of the music composition team for the awesome LittleBigPlanet series. His work on Land’s End for Ustwo Games affords him an insightful perspective on audio for virtual reality. “In VR, people are more attuned to what sounds and feels right in the environment, and therefore can be equally distracted by what doesn’t,” writes Baker. In the effort to avoid distraction, Baker opted for subtlety in regards to the game’s musical score. Each cue began with a gentle fade-in, attracting little notice at first so as to blend with the game’s overall soundscape in a natural way.
The holiday season is in full swing, with the New Year right around the corner, so here’s some more game music that’s perfect for the holidays…and one bonus track that I composed for LittleBigPlanet 3 (I’m told it makes most everybody think of Christmas!)
Happy Holidays, everybody! It’s become a tradition in this blog to share some holiday tunes from some awesome video games, so here’s a selection of holiday cover songs to fuel your festive spirit (and one bonus cover song with a very different take on the holiday spirit). Enjoy!
Happy Holidays, everyone! 2015 has been a really memorable year for me, and a successful one for my book, A Composer’s Guide to Game Music. Writing this book not only allowed me to express my excitement about game music, but also opened up my world to a huge community of game music enthusiasts that I’m now proud to call friends.
I’ve been delighted to meet so many people who have read my book – from aspiring composers, to scholars and educators, to game audio pros. It’s been tremendously gratifying!
I’d like to spend this blog recapping the events of 2015 as they related to my book, and I’ll also be sharing some book-related resources and tutorials that I created in 2015 (in case you missed them). Happy Holidays, everyone, and thank you so much for your tremendous support this year!
I was very proud to speak at three events during the Audio Engineering Society convention last week! My hour-long presentation last Sunday was entitled “Interactive Music of the LittleBigPlanet Franchise: Dissecting a Complex, Multi-Component System.”
In addition, I spoke as a panelist during a game audio panel presentation on Saturday, and I also participated on Saturday as a game audio mentor in the awesome AES Speed Mentoring session, sponsored by the Society of Professional Audio Recording Services. Attendees got a chance to ask loads of terrific questions of the assembled professional mentors, and it was great fun to answer game audio questions during the mentoring session!
This past weekend, the Audio Engineering Society held its annual North American convention in the Jacob Javits Center in New York City. I was participating as an AES speaker, but I also knew that AES includes an exhibit floor packed with the best professional audio equipment from all the top manufacturers, and I didn’t want to miss that! So, in between my game audio panel presentation on Saturday, and the Sunday tutorial talk I gave on the music system of the LittleBigPlanet franchise, I had the pleasure of searching the show floor for what’s new and interesting in audio tech. Here are some of the attractions that seemed most interesting for game audio folks:
One of the most interesting technologies on display at AES this year was Fraunhofer Cingo – an audio encoding technology developed specifically to enable mobile devices to deliver immersive sound for movies, games and virtual reality. Cingo was developed by the institute responsible for the MP3 audio coding format. According to Fraunhofer, the Cingo technology “supports rendering of 3D audio content with formats that add a height dimension to the sound image, such as 9.1, 11.1 or other channel combinations.” This enables mobile devices to emulate “the enveloping sound of movies, games or any other virtual environment.” While I was there, Fraunhofer rep Jennifer Utley gave me the chance to demo the Cingo technology using the Gear VR headset, which turns Samsung mobile phones into portable virtual reality systems. The sound generated by Cingo did have an awesome sense of spatial depth that increased immersion, although I didn’t personally notice the height dimension in the spatial positioning. Nevertheless, it was pretty nifty!
The LittleBigPlanet franchise is 7 years old today! On October 28th, 2008, the very first LittleBigPlanet game was published by Sony Computer Entertainment Europe. In the seven years since that auspicious day, players have explored the whimsical world of LittleBigPlanet in countless awesome adventures. I’m very proud to have been a part of the music team for this famous franchise. So, to celebrate the game franchise’s seventh birthday, let’s go for a tour through the history of LittleBigPlanet!
This week, I’d like to touch upon an aspect of the LittleBigPlanet music system that sets it apart from most other games – and that is the way in which the game gives players the power to directly manipulate the music content.
Every piece of music in a LittleBigPlanet game is also a collectible prize that players can obtain and then use in levels that they build themselves using the game’s creation tools. For this reason, when composing for a LittleBigPlanet game, the members of the music composition team have to keep in mind that there’s no way to predict how the user community will use the music. Certainly, the players will be sharing their user-created levels across the entire community – there are over 9 million levels so far – and that knowledge tends to puts everything in a whole new light.
As I’ve mentioned in previous blogs, the music of the LittleBigPlanet franchise for consoles is structured using a Vertical Layering system comprised of six layers – six simultaneous audio recordings that play in synch with each other and each represent a percentage of the whole composition. This allows the music to be disassembled and reassembled by the game engine according to what’s happening during the course of play. That means that each music composition is fragmented into six parts. So, I have to ask myself – when players are using one of the interactive tracks I’ve composed for a LittleBigPlanet game, will users play only one layer out of the six? That thought tends to make me scrutinize every layer pretty intently.
On the other hand, will players just set every layer as active, at full volume, all the time? Again, that’s a thought that puts me on high alert, leading me to turn a hyper critical eye on each composition before I make that final submission to the developers.
When we create interactive music for most projects, we can trust that the audio team at the development studio will work to implement the music in the most advantageous way, with the most satisfying musical results – but players tend to make their decisions based on what seems like fun at the time.
Even so, I’m always excited to hear how players have implemented my music into their games. Here are some of the best examples of ingenuity and artistry from a few of the top LittleBigPlanet level creators:
LittleBigPlanet 3 The Ziggurat Theme
In the Ziggurat level, Sackboy wanders through an impressive sanctuary characterized by imposing architecture and lots of glittering glass, with outdoor sections blanketed by softly falling snow. I was asked to create music for this area, which was structured as a central hub from which Sackboy could embark on adventures and accept missions. The music I composed included six layers – Choir, Harp, Bells, Bass, Jazz Drums and Percussion. Here is a short 12 second excerpt taken from each of the six layers at the exact same moment in the composition:
In the Ziggurat level created by the development team at Sumo Digital, Sackboy repeatedly visits a central hub area, and the layers of the music are triggered in different configurations depending on when Sackboy visits. The layers don’t change noticeably while Sackboy is exploring the level, but when he returns to the same level later, the music will have changed its layer configuration. Here’s a brief example of how that worked:
In the awesome user-created level Fuga Ad Infinitum (designed by Aratiatia), the Ziggurat Theme music is used with a very different triggering strategy. The layers are turned on and off depending on the actions of Sackboy as he runs and flies through a mythologically-inspired environment, causing the music to fluidly change its character while Sackboy explores. Because of this fundamentally different method of music triggering, The Ziggurat Theme has a unique tone and atmosphere in Fuga Ad Infinitum. Here’s a gameplay video that shows how the music was triggered in the Fuga Ad Infinitum game:
The user Aratiatia created a mesmerizingly beautiful level, lacing the layers of The Ziggurat Theme throughout with thoughtfully designed trigger points that supported the action of the game very well.
LittleBigPlanet 2 Toy Story
Sometimes an interactive track can come across differently with very small changes in implementation. As an example – the LittleBigPlanet 2 Toy Story game was a self-contained adventure in the world of the famous and popular Toy Story movies. I wrote an interactive western bluegrass track for gameplay sequences that included cowboy romps with Woody and his pals. The details regarding the composition of each layer in this bluegrass Vertical Layering composition are explored in one of the tutorial videos I produced to supplement my book, A Composer’s Guide to Game Music:
During the LittleBigPlanet 2 Toy Story game, the interactive music would be used for both low-energy cinematics and high-energy gameplay. Here’s a brief video showing how the music was implemented in the LittleBigPlanet 2 Toy Story game:
Now, here’s the same music used in an incredibly clever LittleBigPlanet 2 user-created game called Paper World 2 by Adell22. In this implementation of the music, Adell22 chose not to use the melody layer, opting instead for the bluegrass rhythm and energy to give the vehicular gameplay its momentum:
The drastically different gameplay circumstances, combined with the different mix of layers in the music, help this track to come across distinctively and support the action of the Paper World 2 user-created game.
LittleBigPlanet 2 Victoria’s Lab
I’ve blogged before about the music I composed for the Victoria’s Lab level of LittleBigPlanet 2 – I mention it here as an illustration of how a Vertical Layering composition can change depending on the implementation. The music of Victoria’s Lab includes both whimsical and dark layers which can be played together or separately. Here’s a 15 second excerpt of the full mix of Victoria’s Lab, to remind us of how all six layers sound when played together.
In a user-created level for the LittleBigPlanet 2 game, the user Acanimate chose to implement only the drums, guitars and strings of the Victoria’s Lab music (in other words, the dark and serious layers) in this exciting and perilous level called Sprocketz.
As a contrast, in this section of another user-created level called Sweets Fantasy by the user White Rabbit, only the light and comical layers of the Victoria’s Lab music were used, with the following result:
I’m always inspired by what the LittleBigPlanet user community does with the interactive music written for the franchise. It’s a privilege to create music that will become part of user-created levels, and fascinating to see how the players choose to implement the interactive components of the LittleBigPlanet music system. Their choices sometimes reveal hidden utility in the music created for the franchise, and looking at their choices can help us better understand the creative possibilities inherent in Vertical Layering.
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 explored some of these social media approaches in my book, A Composer’s Guide to Game Music (chapter 14, page 246), but Candace adds a new perspective to the topic from her vantage as a recruiter. I’ll be exploring some of the best highlights from her talk in this blog.
But first, let’s watch a short video created by best selling author Erik Qualman, author of What Happens in Vegas Stays on YouTube. This video focuses on the power of social media, in case any of us were unsure of what impact it might have on our professional lives:
The Goals of Social Presence
Candace Walker began her talk at GDC Europe by emphasizing four important guiding considerations that should shape our online efforts in the realm of social media.
What is our goal? What are we trying to achieve? As game audio freelancers, we want our potential clients to be aware of our availability and (hopefully) our awesome skills as game composers! We may also want to reach out to the game audio community at large, contributing to the overall body of knowledge and/or making friends and contacts. Whatever our ultimate purpose in regards to social media, we should always define our goals specifically and keep them at the forefront of our online efforts.
Who is our audience? For game composers, the online audience may be composed of potential clients, fellow composers, game press, game music fans, etc. Different messages are meant to reach different audiences, and we need to keep this in mind.
Does our intended message have value for its audience? Social media has parallels with consumer culture, in that an online audience is investing something of worth in order to obtain something valuable. In this case, the investment takes the form of time, and the valuable return may be educational or entertaining content. With any social media message, we need to evaluate the inherent value of our content. Will our audience think it’s valuable enough? Will our message be worth their time?
Does our intended message have the potential to incite conflict? This one is a tricky issue for us to ponder. If we’re simply reaching out to potential clients, the issue of unexpected conflict shouldn’t be particularly problematic. However, if we’re discussing the craft of game audio in social media and we suddenly stumble across a contentious topic that starts ruffling feathers, we need to take a breath and consider the possible ramifications. In this case, Candace advises us to take a step back and favor the cautious approach.
At this point, Candace continued her presentation by taking her audience on a tour of the most famous and popular social media platforms.
YouTube
Candace tells us that having a YouTube channel and producing videos can be useful for the game industry professional with expertise to share. YouTube tutorials and educational videos are fantastic ways to spread knowledge. As game composers, we can avail ourself of this avenue of social media outreach by producing educational videos that explore important skills, or tutorial videos that explain the use of vital game audio tools.
Pinterest
According to Candace, this social media platform is growing in usefulness to game industry recruiters. Pinterest allows a user to set up a “pinboard” of relevant links that fall within a single subject of interest.
Facebook
Using Facebook as our conduit for professional outreach is entirely possible, Candace assures us. However, we have to be clear about our purpose on Facebook. If we’re on Facebook in a professional capacity, then we have to refrain from sharing too many personal posts. Candace warns us against diluting our message with day-to-day observations and pet peeves. Our initial goals for our social media presence should help us make decisions about what to post.
LinkedIn
This social media platform is Candace’s #1 tool for finding new talent. According to Candace, LinkedIn has the potential to put us on the radar of our industry colleagues, and can deliver vital information about our services to potential clients. In her presentation, Candace advises that we complete our LinkedIn profiles as thoroughly as possible, including all the relevant information about our experience in the industry and our skills. An added side benefit is the ability of the LinkedIn site to reformat the content of a user’s profile page into a serviceable résumé that we can then use to woo potential clients.
Conclusion
Candace ended her presentation by recommending the social media strategies of several of her colleagues at Naughty Dog. Here are some of the links she provided:
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.