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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Narrative in trailers, cutscenes and cinematics (for the game music composer)

This photo includes the logo of the Spore Hero video game, and the game's composer Winifred Phillips. Phillips is the author of the book A Composer's Guide to Game Music, published by The MIT Press.

By Winifred Phillips | Contact | Follow

Hey, everybody!  I’m video game composer Winifred Phillips, and I’m happy to welcome you back to the last installment of our four-part discussion of “scoring-to-picture” techniques within video games.  In these articles we’ve considered how cutscenes, trailers, and cinematics can benefit from specific musical strategies.  As game composers, our jobs involve lots of complex music systems requiring expert knowledge of dynamic composition techniques.  However, we can still benefit from an examination of the goals that music can achieve during linear presentations within a game.  Such goals may include:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

Earlier in this series of articles, we’ve discussed the ways in which music can support believable and moving characterization.  We considered the ability of a musical score to emphasize details and enhance comprehension of information.  We’ve also considered how a game’s intrinsic identity can be reinforced using thoughtful choices of musical style, particularly in the case of custom music for game trailers.  So now let’s move on to the last item on our list, and the one most closely associated with linear music composition:

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Identity in trailers, cutscenes and cinematics (for the game music composer)

Image of video game composer Winifred Phillips in her music production studio, regarding images from the DC Dual Force project.

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips, and I’m glad you could join us for the continuation of our four-part discussion of traditional “scoring-to-picture” techniques within a video game project.  We’ve been examining the music needs of cinematics, cutscenes, and trailers, with an eye towards pinpointing specific goals that music can achieve. Those goals include:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

In our previous articles we thought about how music can accentuate the believability and importance of characters, and how music can help players absorb and digest information.  So let’s move on to the third item on our list of goals:

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Information in trailers, cutscenes and cinematics (for the game music composer)

Winifred Phillips is a BAFTA-nominated video game composer, and the author of the book A Composer's Guide to Game Music. This photo depicts Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

Hey, everyone!  I’m video game composer Winifred Phillips, and I’d like to welcome you back to our four-part discussion of traditional “scoring-to-picture” techniques within a video game project, and how these play into our work as game composers.  We’ve been looking at examples of cinematics, cutscenes and trailers to see how this kind of linear composition style accomplishes specific goals.  That list of goals includes:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

In our previous article, we took a look at how music can best emphasize and support characters during cutscenes and cinematics. By using linear music for the purposes of characterization, we can accentuate the distinct traits of important characters, or provide insight into their state of mind.

Now, let’s consider when our music composition goals are less emotional, and more utilitarian.  In this article, we’ll be moving on from characterization to take a look at how information is conveyed in linear cinematics and cutscenes.  When the primary goal of a cinematic is to provide players with important details, we can assist by composing music to support the way information is disseminated.  This can help players to better absorb all the facts presented.

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Characterization in trailers, cutscenes and cinematics (for the game music composer)

Photo of BAFTA-nominated composer Winifred Phillips at work in her music production studio. Phillips' projects include titles in six of gamings biggest franchises: God of War, Assassin's Creed, Total War, LittleBigPlanet, Lineage, and The Sims.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game composer Winifred Phillips thanks for joining us!  As we all know, dynamic music has become a central focus of our craft as game composers. In our past articles here, we tend to focus on the awesome power of dynamic implementation to increase the utility of game music across lengthy gameplay sequences.  In-game music serves many purposes, so it must morph and change in order to best accommodate shifting circumstances.  However, no matter how interactive our in-game tracks may be, we inevitably run into situations in which dynamic music systems fall short.

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Composer Winifred Phillips answers Reddit’s questions in viral Ask-Me-Anything about video game music

Photo of popular video game composer Winifred Phillips, taken as 'proof photo' for her recent viral Reddit Ask-Me-Anything that hit the Reddit front page, receiving 14.8 thousand upvotes and garnering Reddit's gold and platinum awards.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game music composer Winifred Phillips, and I’m the author of the book A Composer’s Guide to Game Music.  Recently my publisher The MIT Press requested that I host a question and answer session on Reddit’s famous Ask Me Anything forum, to share my knowledge about game music and spread the word about my book on that topic.  I’d be answering questions from a community consisting of thousands of gamers, developers and aspiring composers.  It sounded like fun, so last Thursday and Friday I logged onto Reddit and answered as many questions as I possibly could.  It was an awesome experience!  Over the course of those two days, my Reddit AMA went viral.  It ascended to the Reddit front page, receiving 14.8 thousand upvotes and garnering Reddit’s gold and platinum awards.  My AMA has now become one of the most engaged and popular Reddit gaming AMAs ever hosted on the Ask-Me-Anything subreddit.  I’m so grateful to the Reddit community for their amazing support and enthusiasm!!  During the course of those two days, the community posed some wonderful questions, and I thought it would be great to gather together some of those questions and answers that might interest us here.  Below you’ll find a discussion focused on the art and craft of game music composition.  The discussion covered the gamut of subjects, from elementary to expert, and I’ve arranged the discussion below under topic headings for the sake of convenience.  I hope you enjoy this excerpted Q&A from my Reddit Ask-Me-Anything!  If you’d like to read the entire AMA (which also includes lots of discussion of my past video game music projects), you’ll find the whole Reddit AMA here.

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From the video game music of EA’s Spore Hero to Avengers Endgame: Composing the Hero Theme

Photo of composer Winifred Phillips working on the video game music of Spore Hero from Electronic Arts.

By Winifred Phillips | Contact | Follow

The famous Avengers Endgame logo, from the article by video game composer Winifred Phillips.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:

Detail from cover image of popular video game Spore Hero (from the article by Winifred Phillips, video game composer).

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 famous faces of Avengers Endgame depicted in the official poster (an illustration from the article by video game composer Winifred Phillips)

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?

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Video game music composer: Getting your big break

In this article for video game composers, popular game composer Winifred Phillips is depicted in this photo working in her music production studio.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m videogame composer Winifred Phillips (pictured above working on my career breakthrough project, God of War). Today I’ll be discussing a hot topic that we’ve previously explored, but that definitely deserves to be revisited periodically.  This is one of the most popular subjects that I’ve addressed in my previous articles here: How does a newcomer get hired as a game composer?

I’m asked this question frequently, and while I offered quite a lot of advice on this topic in my book A Composer’s Guide to Game Music, I’m keenly aware of how urgent the need is for updated guidance on this issue for aspiring video game composers.  Game music newcomers often feel adrift and alone in the game industry, and some good advice can be a welcome lifeline.  In my book, I described the career path that led me into the game industry and allowed me to land my first gigs, but I’m well aware that my experience was pretty unique.  With that in mind, I’ve collated some recent research and insights from some top game industry professionals in this article, in the hopes that some of these expert observations might prove helpful.  There are lots of original and provocative viewpoints presented here, so we should feel free to pick and choose the strategies and tips that will work best for us.

Also, later in the article you’ll find my presentation for the Society of Composers and Lyricists seminar, in which I answered the question about how I personally got my start in the games industry (for those who might be curious).  Finally, at the end of the article I have included a full list of links for further reading and reference.

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Resources For Video Game Music Composers

Video game music composer Winifred Phillips, at work in her music production studio.

By Winifred Phillips | Contact | Follow

I’m pleased to announce that my book, A Composer’s Guide to Game Music, is now available its new paperback edition! I’m excited that my book has done well enough to merit a paperback release, and I’m looking forward to getting to know a lot of new readers!  The paperback is much lighter and more portable than the hardcover.  Here’s a view of the front and back covers of the new paperback edition of my book (click the image for a bigger version if you’d like to read the back cover):

award-winning video game music composer Winifred Phillips' book, A Composer's Guide to Game Music, is now available in paperback.

From the article by Winifred Phillips (composer of video game music) - depiction of the book cover of A COMPOSER'S GUIDE TO GAME MUSIC.As you might expect, many aspiring game composers read my book, and I’m honored that my book is a part of their hunt for the best resources to help them succeed in this very competitive business.  When I’m not working in my music studio, I like to keep up with all the great new developments in the game audio field, and I share a lot of what I learn in these articles. Keeping in mind how many of my readers are aspiring composers, I’ve made a point of devoting an article once a year to gathering the top online guidance currently available for newcomers to the game music profession.  In previous years I’ve focused solely on recommendations gleaned from the writings of game audio pros, but this time I’d like to expand that focus to include other types of resources that could be helpful.  Along the way, we’ll be taking a look at some nuggets of wisdom that have appeared on these sites.  So, let’s get started!

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