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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GDC 2024 Dial Up the Diegetics: Industry and Mechanics

Photograph of award-winning video game composer Winifred Phillips in her music production studio, composing the original music of one of her latest projects, Wizardry Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Hey there! I’m video game composer Winifred Phillips, and I’m excited to announce that I’ll be presenting a lecture this March at the Game Developers Conference 2025 about my Grammy Award-winning score to Wizardry: Proving Grounds of the Mad Overlord!  “A Score for Wizardry: World-Building Through Music” will explore both the historical research and creative process that went into the composition of this Medieval and Renaissance-style score. So excited to share what I learned composing the score for the game Kotaku named one of the Best RPGs of the Year!

In the meantime, let’s now turn our attention to my continuing series of articles presenting the lecture I delivered at last year’s Game Developer’s Conference.  In my 2024 GDC presentation,“Dial Up the Diegetics: Musical Sound Effects,” I discussed how game composers can adopt the tools and strategies of expert sound designers when composing evocative music for games.  Since not all of us would be able to travel to San Francisco to attend the Game Developers Conference, I’ve gone ahead now and included the entire content of my GDC presentation in this article series.  This article series also includes all of the 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:

  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

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GDC 2024 Dial Up the Diegetics: Science and Technology

Photo of award-winning video game composer Winifred Phillips working on her original musical score to the video game Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Welcome back! I’m game composer Winifred Phillips – my most recent game release is the original music of Wizardry: Proving Grounds of the Mad Overlord: the smash-hit 3D remake of the classic 1981 dungeon-crawler (listen and download my award-winning soundtrack for free).  This is part four of my series of articles based on the content of the lecture I gave at the Game Developers Conference 2024!  My lecture, entitled “Dial Up the Diegetics: Musical Sound Effects,” explored how we game composers can adopt the audio assets and production techniques of sound design when we’re composing music for games.  To allow everyone to access this discussion (including those of us who couldn’t attend GDC 2024), I’m happy to share the substance of my GDC lectures in an article series that incorporates the entire discussion, along with the videos and illustrations that were included in my GDC lecture!

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

In part three of this series, we further explored how we can use animal vocalizations in eccentric ways, infusing our game music with lots of quirky character.  So now that we’ve considered what the animal kingdom can do for our music, let’s tackle the next item on our list – The Diegetics of Science!

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GDC 2024 Dial Up the Diegetics: The Animal Kingdom

Photo of Bafta-nominated video game composer Winifred Phillips, working in her music production studio on her original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Hi there! I’m video game composer Winifred Phillips – my most recent game release is the music of Wizardry: Proving Grounds of the Mad Overlord: the smash-hit 3D remake of the classic 1981 dungeon-crawler (listen and download my award-winning soundtrack for free).  Welcome to part three of my article series presenting the content of my talk from the Game Developers Conference 2024!  My presentation, “Dial Up the Diegetics: Musical Sound Effects,” discussed the ways in which game composers can repurpose the tools and assets normally within the province of sound design experts.  In order to best make my GDC discussions as widely accessible as possible, I’m now sharing the content of my GDC lectures every year in an article series that includes the full lectures, supplemented by most of the videos and many illustrations from my GDC talks.

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

In part two of my GDC 2024 article series, I discussed how using appropriate animal vocalizations can provide game composers with awesome sonic tools for adding evocative character to game music.

An illustration that includes one of the bullet lists used in the GDC 2024 presentation given by award-winning video game composer Winifred Phillips.

As an example, we discussed how adding seagulls to the music of an ocean-themed gameplay level can help the environment blend more seamlessly with the music supporting it.  So let’s now check out another example of an animal sound that’s used less literally than seagulls at the ocean – and more in a figurative way.

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GDC 2024 Dial Up the Diegetics: Sounds of Nature

Photo of video game composer Winifred Phillips, whose latest project is the award-winning original music of Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Welcome back! I’m video game composer Winifred Phillips – my latest game project is the award-winning music for the smash-hit 3D remake of Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the award-winning soundtrack, and vote for the Wizardry soundtrack in the public voting of the World Soundtrack Awards.)

This is part two of my article series that presents the content of my lecture from the Game Developers Conference 2024.  This year, my presentation, “Dial Up the Diegetics: Musical Sound Effects,” explored how composers can employ sound design assets and techniques in their game music.  Since not all of us can attend GDC, I make sure to post the content of my GDC lectures every year in a series of articles that present the full discussions, along with many of the videos and illustrations that were a part of my lecture.  Last month I posted part one of this article series, in which we considered a list of categories wherein sound design assets may be sorted:

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

We began with a discussion of environmental diegetics, first exploring how short environmental sound design assets supports diegesis, and the ways in which we can make these sound design assets work in our musical compositions.  So now, let’s explore that idea further.

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GDC 2024 Dial Up the Diegetics: Musical Sound Effects

Photo of award-winning video game music composer Winifred Phillips, working on her original music score for the game Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Hello everyone!  I’m video game composer Winifred Phillips – my latest is the music for the bestselling remake of Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the award-winning soundtrack for free, and vote for the Wizardry soundtrack in the public voting of the World Soundtrack Awards)

Last March I was pleased to give a lecture at the Game Developers Conference 2024 — it’s a top industry event where experts in various game development disciplines share tips and techniques related to their fields. My presentation was called “Dial Up the Diegetics: Musical Sound Effects.” Every year, after I give my lecture at GDC, I include most of the lecture content in an article series (for the benefit of those who couldn’t attend the conference). So with this article, I’m kicking off a six-part series based on my 2024 GDC presentation! In these articles you’ll find all of the discussion from my GDC lecture, supported 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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The Game Show Interview: What Game Music Means to Gamers

Photo of award-winning video game music composer Winifred Phillips, pictured with radio host Meena Shamaly of the Game Show on ABC Classic (in connection with the interview of Phillips conducted by Shamaly for the Game Show).

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips – my latest is the music for the bestselling remake of Wizardry: Proving Grounds of the Mad Overlord (listen and download the award-winning soundtrack for free).  Today I’m pleased to present the final installment of my three-part series based on my interview with Meena Shamaly, the host of the Game Show on ABC Classic (the Australian Broadcasting Corporation). Meena Shamaly brings all his knowledge as an accomplished composer, producer and performance artist into his role as interviewer and host, and I was honored to be an interviewee for his awesome show!  An audio recording of the full uncut interview is hosted right now on the ABC Classic web site.  I’m including the full written transcript of that interview here, along with some supporting links and media files to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we discussed the unique role that music plays in video games.  Now, in the third and final installment, we’ll be discussing the impact of music on a gamer’s experience, and how game music weaves itself into a gamer’s life.

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The Game Show Interview: Game Music & Game Design

Photo of composer Meena Shamaly, host of the Game Show on ABC Classic, pictured here video game music composer Winifred Phillips (Game Show interviewee).

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips.  Welcome to part two of my three-part article series based on my interview with Meena Shamaly, host of the popular Game Show program on ABC Classic (the Australian Broadcasting Corporation).  Meena is a prolific performance artist, composer and producer, in addition to his role as the host of the Game Show, and I was delighted to be interviewed for his awesome series!  An audio recording of the uncut interview is hosted right now on the ABC Classic web site.  These articles include the full written transcript of that interview, along with some great supporting links and media files that help to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we’ll talk about composing in unorthodox ways to help us stay at the top of our game as composers, and we’ll also discuss the unique role that music plays in video games.  Here is part two of my interview with Meena Shamaly of ABC Classic’s Game Show, beginning with a discussion of how two very different projects from my early career shaped everything that came later… Charlie and the Chocolate Factory, and God of War.

Official logo of the ABC Classic radio show - the Game Show. (This image supports a discussion in an article by video game composer Winifred Phillips).

Winifred:  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.

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