By video game music composer Winifred Phillips | Contact | Follow
The 2017 Game Developers Conference could be described as a densely-packed deep-dive exploration of the state-of-the-art tools and methodologies used in modern game development. This description held especially true for the game audio track, wherein top experts in the field offered a plethora of viewpoints and advice on the awesome technical and artistic challenges of creating great sound for games. I’ve given GDC talks for the past three years now (see photo), and every year I’m amazed at the breadth and diversity of the problem-solving approaches discussed by my fellow GDC presenters. Often I’ll emerge from the conference with the impression that we game audio folks are all “doing it our own way,” using widely divergent strategies and tools.
This year, I thought I’d write three articles to collect and explore the ideas that were discussed in five different GDC audio talks. During their presentations, these five speakers all shared their thoughts on best practices and methods for instilling interactivity in modern game music. By absorbing these ideas side-by-side, I thought we might gain a sense of the “bigger picture” when it comes to the current leading-edge thinking for music interactivity in games. In the first article, we’ll look at the basic nature of these interactive systems. We’ll devote the second article to the pros and cons of each system, and in the third article we’ll look at tools and tips shared by these music interactivity experts. Along the way, I’ll also be sharing my thoughts on the subject, and we’ll take a look at musical examples from some of my own projects that demonstrate a few ideas explored in these GDC talks:
Welcome to the fourth and final installment of my four-part series on the basic structure and utility of interactive music systems, including video demonstrations that clarify the concepts. In Part One of this series, we examined a simple Horizontal Re-Sequencing model of interactive music, as used in the Speed Racer Videogame from Warner Bros. Interactive. Part Two of this series explored the more advanced Horizontal Re-sequencing system of the Spore Hero game from Electronic Arts. In Part Three of this series, we learned about the simple Vertical Layering system of The Maw video game. So now let’s take a look at a much more ambitious execution of vertical layering.
Our discussion of Vertical Layering will focus on its use in one of my projects: The LittleBigPlanet 2: Toy Story video game (photo above). As opposed to the three layer music system we discussed in the previous article, this vertical layering music model for the LittleBigPlanet 2: Toy Story game features six layers, all able to function simultaneously. To make this possible, the layers needed to be most carefully constructed. In my book, A Composer’s Guide to Game Music, I talked at length about how musical events can best be vertically constructed for the purposes of such complex interactive implementation. That discussion included an exploration of what ‘vertical’ means in the context of such a music system:
Welcome to the third installment of my four-part article series on the core principles of music interactivity, including video demonstrations and supplementary supporting materials that take these abstract concepts and make them more concrete. In Part One of this series, we took a look at a simple example demonstrating the Horizontal Re-Sequencing model of musical interactivity, as it was used in the music I composed for the Speed Racer Videogame from Warner Bros. Interactive. Part Two of this series looked at the more complex Horizontal Re-sequencing music system of the Spore Hero game from Electronic Arts. So now let’s move on to another major music interactivity model used by video game composers – Vertical Layering.
Welcome back to my four-part article series presenting videos and helpful references to aid aspiring game music composers in understanding how interactive music works. In Part One of this series, we took a look at a simple example demonstrating the Horizontal Re-Sequencing model of musical interactivity, as it was used in the music I composed for the Speed Racer Videogame from Warner Bros. Interactive. Now let’s turn our attention to a more complex example of horizontal re-sequencing as demonstrated by the interactive music of the Spore Hero game from Electronic Arts.
Interactive music is always a hot topic in the game audio community, and newcomers to game music composition can easily become confused by the structure and process of creating non-linear music for games. To address this issue, I produced four videos that introduce aspiring video game composers to some of the most popular tactics and procedures commonly used by game audio experts in the structuring of musical interactivity for games. Over the next four articles, I’ll be sharing these videos with you, and I’ll also be including some supplemental information and accompanying musical examples for easy reference. Hopefully these videos can answer some of the top questions about interactive music composition. Music interactivity can be awesome, but it can also seem very abstract and mysterious when we’re first learning about it. Let’s work together to make the process feel a bit more concrete and understandable!
As a video game composer and author of the book A Composer’s Guide to Game Music, I’m frequently asked for advice on how a young composer can gain entry into this business. I dedicated a chapter of my book to this topic (Chapter 14: Acting Like a Business and Finding Work), so I’ve certainly thought a great deal about the issue. From my very first project (God of War) all the way to my most recent game (Homefront The Revolution, pictured right), one thing has always been abundantly clear: landing gigs can be a complex journey. That’s especially true for newcomers, and there are no easy signposts pointing the way. While I tried to use my own experiences and insights to provide useful guidance in my book, I know that everyone’s experience is different, and multiple points of view can be very helpful. So in this article, I’ll be offering resources from articles and community discussions on how to face down the awesome challenges of breaking into the industry as a composer of music for games.
First, I’ll be sharing a video from my presentation at the Society of Composers and Lyricists seminar, in which I answered the question about how I got my start in the games industry. Then, we’ll be exploring highlights from a collection of online articles that offer helpful tips for how to break in and establish a career as a game composer. Finally, at the end of this article I’ll be including a full list of links for further reading and reference.
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!
Winifred Phillips, composer for the Call of Champions game
I’m very proud and excited to announce that I composed the music for the Call of Champions video game, developed by Spacetime Studios!
Call of Champions is an awesome action game in the popular Multiplayer Online Battle Arena (or MOBA) genre. The game pits players against each other in exciting timed matches within a futuristic fantasy-inspired setting. The game was created by the team at Spacetime Studios, an accomplished group of top industry veterans (including developers responsible for the famous Wing Commander series and Star Wars Galaxies.)
The Audio Engineering Society’s annual convention is next week, and the entire schedule is now available, so I can now share the dates and times for my presentations!
Saturday, Oct. 31st, 3:30 pm – 5:00 pm (1A22) Game Audio Education – New Opportunities for Students. I’ll be a panelist answering questions and participating in discussion of the role of education in a game audio professional’s career. Fellow panelists include Steve Horowitz, Scott Looney, Leonard J. Paul and Michael Sweet.
Saturday, Oct. 31st, 12:30 pm – 2:00 pm (Room 1A07) SPARS Speed Counseling with Experts – Mentoring Answers for Your Career. I’ll be acting as a mentor and answering career related questions to participants in a speed group mentoring format. Game Audio mentors for this event will include myself, Tom Salta, George Valavanis and Gina Zdanowics.
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.