Melodies as Symbols: The Music of Assassin’s Creed Liberation

Photo showing Grammy Award-winning video game composer Winifred Phillips at work in her studio at Generations Productions. As included in the article about the music Phillips composed for the bestselling video game Assassin's Creed Liberation.

By Winifred Phillips | Contact | Follow

Hello there!  I’m Winifred Phillips. As a part of my career in video game music composition, I was honored to compose the original soundtrack for the bestselling video game Assassin’s Creed Liberation.  In this article series, I’ve been talking with you about the music I composed for that awesome game.  This is the third installment in this article series.  In part one, we discussed the unique cultural heritage of the game’s protagonist.  In part two, we considered how music can bring in-game locations to life, infusing them with a sense of history and meaning.  If you’d like to catch up on the previous two articles, you can find them here:

  1. Cultural Fusion: The Music of Assassin’s Creed Liberation
  2. Time and Place: The Music of Assassin’s Creed Liberation

Before we proceed now, I’d like to digress from the topic a moment to talk about video game music in live concert.

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GDC 2025 A Score For Wizardry: Music of Sanctuary

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

By Winifred Phillips | Contact | Follow

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

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

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

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GDC 2025 A Score for Wizardry: 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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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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Video Game Composers: The Tech of Music in Virtual Reality (GDC 2018)

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

By Winifred Phillips | Contact | Follow

The Game Developers Conference is almost here! I’m looking forward to giving my presentation soon on “Music in Virtual Reality” (Thursday, March 22nd at 3pm in room 3002 West Hall, Moscone Center, San Francisco).  Over the course of the last two years, I’ve composed a lot of music for virtual reality projects, some of which have already hit retail, and some of which will be getting released very soon!  As a result, I’ve spent a lot of time thinking about what role music should play in a virtual reality game. During my GDC talk in March, I’ll be taking my audience through my experiences composing music for four very different VR games –the Bebylon: Battle Royale game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike RPG-Shooter hybrid from Labrodex Inc.  In preparing my GDC presentation, I made sure my talk addressed some of the most important creative and technical hurdles facing video game composers working in VR.  However, time constraints ensured that some interesting info ended up ‘on the cutting room floor,’ so to speak.  So, I’ve written two articles that explore some of the best topics that didn’t make it into my GDC presentation.

My previous article focused on some abstract, creative concerns facing video game music composers and audio folks working in VR.  In this article, we’ll be turning our attention to more concrete technical issues.  Ready?  Let’s go.

New Binaural Developments

Illustration of popular binaural developments in VR audio, from the article by composer Winifred Phillips for video game composers.VR games currently focus on binaural audio to immerse players in the awesome soundscapes of their virtual worlds.  As we know, binaural recording techniques use two microphones, often embedded in the artificial ears of a dummy head (pictured right).  By virtual of the popular binaural recording technique and/or binaural encoding technologies, game audio teams can plunge VR players into convincing aural worlds where sounds are spatially localized in a way that conforms with real world expectations.  The technology of binaural sound continually improves, and recently the expert developers of the Oculus Rift VR headset have refined the quality of their VR sound with two significant upgrades.

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VR Headphones Update: Video Game Music Composers

Video game composer Winifred Phillips, pictured in her music production studio working on the music of the Dragon Front virtual reality game for Oculus Rift and Samsung Gear VR.

By Winifred Phillips | Contact | Follow

Last year while working on the music of the Dragon Front virtual reality game for Oculus Rift (as pictured above), I gave a lot of consideration to the listening environment in which VR gamers would be hearing my video game music.  Since then I’ve served as the video game composer for several more virtual reality games (which will be released in the next few months).  I’ve also written a number of articles on this subject in order to share what I’ve learned with other game composers.  Last September I devoted two articles to a discussion of audio headphones designed specifically for the demands of virtual reality applications.  You can read those here:

In addition, two years ago I wrote an article that focused on some of the top difficulties associated with choosing the right headphones for VR.  You can read that article here:

Music Composers and Sound Designers in VR: The Headphones Problem

Now, I’d like to revisit the ideas discussed in those articles, so that we can see how the art of VR audio for headphones has progressed.

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Understanding Audio in VR – A Game Music Composer’s Resource Guide

Video game music composer Winifred Phillips working in her game composers production studio.

By Winifred Phillips | Contact | Follow

When I’m not at work in my studio making music for games, I like to keep up with new developments in the field of interactive entertainment, and I’ll often share what I learn here in these articles.  Virtual reality is an awesome subject for study for a video game composer, and several of my recent projects have been in the world of VR.  Since I’m sure that most of us are curious about what’s coming next in virtual reality, I’ve decided to devote this article to a collection of educational resources.  I’ve made a point of keeping our focus general here, with the intent of understanding the role of audio in VR and the best resources available to audio folks.  As a component of the VR soundscape, our music must fit into the entire matrix of aural elements, so we’ll spend this article learning about what goes into making expert sound for a virtual reality experience. Let’s start with a few articles that discuss methods and techniques for VR audio practitioners.

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