Composing Iconic Theme Music for The Dark Eye video game

This photo shows video game composer Winifred Phillips working in her music production studio on music for the latest game in The Dark Eye franchise. Phillips has composed music for titles in five of the most popular franchises in gaming (Assassin's Creed, God of War, Total War, LittleBigPlanet, The Sims).

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game music composer Winifred Phillips.  Today I’d like to share some news about one of my latest projects as a video game composer: the newest installment in an internationally-acclaimed fantasy RPG franchise known as The Dark Eye.  During our discussion, we’ll break down the structure of one of the most important pieces of music I composed for that game.

The latest entry in the award-winning Dark Eye video game franchise will be released this coming Spring 2020 under the title The Dark Eye: Book of Heroes.  Before we begin discussing this project and one of the pieces of music I composed for it, let’s take a look at the announcement trailer that was recently released by the publisher Ulisses Games.  The trailer prominently features a sizable portion of the main theme I composed for the game:

As you can see from the gameplay captured in the trailer, The Dark Eye: Book of Heroes is an isometric real-time roleplaying game.  The developers have compared the gameplay of Book of Heroes to top RPG games from the classic era like Baldur’s Gate and Neverwinter Nights.  The game offers both solo missions and cooperative adventures designed for up to four players.  Most importantly, the developers stress in an interview that their game will be faithful to the awesome fantasy world of the renowned RPG franchise – it will be “the most Dark Eye game ever.”  Composing a main theme is a heavy responsibility, since main theme tracks tend to be regarded as especially important in a composer’s body of work.  Just this week (Nov. 9th) I was interviewed on the Sound Of Gaming radio show on BBC Radio 3, and the main theme for The Dark Eye: Book of Heroes premiered on this broadcast, spotlighting my work as a game composer.  The entire show is available to listen at this link from now until Dec. 8th.  A main theme is not only a prominent showcase of a composer’s abilities, but also serves a crucial function within the main score of the game. So let’s explore that idea further.

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Game Music and Mood Attenuation: How Game Composers Can Enhance Virtual Presence (Pt. 4)

Working on the music of the Scraper: First Strike VR game, Winifred Phillips is here shown in her professional music production studio.

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m video game composer Winifred Phillips, and I’m happy to welcome you back to the last of my four-part article series exploring how game music can best enhance the sensation of presence in Virtual Reality! These articles are based on the presentation I gave at this year’s Game Developer’s Conference in San Francisco, entitled How Music Enhances Virtual Presence (I’ve included the official description of my talk at this end of this article). If you haven’t read the previous three articles, you’ll find them here:

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Game Music and Empathy: How Game Composers Can Enhance Virtual Presence (Pt. 3)

This photo shows video game composer Winifred Phillips working in her music production studio. Phillips has composed music for titles in five of the most popular franchises in gaming (Assassin's Creed, God of War, Total War, LittleBigPlanet, The Sims).

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m video game music composer Winifred Phillips.  Welcome back to our four part discussion of how game music can enhance presence in awesome virtual reality video games! These articles are based on the presentation I gave at this year’s gathering of the famous Game Developer’s Conference in San Francisco.  My talk was entitled How Music Enhances Virtual Presence (I’ve included the official description of my talk at this end of this article). If you haven’t read the previous two articles, you’ll find them here:

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Game Music and Psychological Attachment: How Game Composers Can Enhance Virtual Presence (Pt. 2)

Photo of video game music composer Winifred Phillips working in her music production studio on the musical score of the Shattered State VR game from Supermassive Games.

By Winifred Phillips | ContactFollow

So happy you’ve joined us!  I’m video game composer Winifred Phillips, and this is the continuation of our four-part discussion of how music can enhance presence in virtual reality.  These articles are based on the presentation I gave at this year’s Game Developer’s Conference in San Francisco, entitled How Music Enhances Virtual Presence (I’ve included the official description of my talk at this end of this article). In my GDC talk, I discussed Virtual Presence in connection with seven of the virtual reality games and experiences that I’ve scored, which have either released within the past year or will be released within the coming months.  These include Audioshield (Audiosurf LLC), Bebylon Battle Royale (Kite & Lightning), Fail Factory (Armature Studio), The Haunted Graveyard (Holospark), Life Hutch VR (Next Stop Willoughby), Scraper: First Strike (Labrodex Inc), and Shattered State (Supermassive Games).  If you missed the first article exploring how Flow can support Virtual Presence in VR gaming, please go check that article out first.

Are you back?  Great!  Let’s continue!

Now that we’ve taken a look at how Flow can best enable Virtual Presence in VR, let’s look at the second mechanism by which music enables Virtual Presence:

Psychological Attachment

Image illustrating the three states contributing to the attainment of Virtual Presence (Engagement, Engrossment, and Empathy) -- from the article by video game composer Winifred Phillips.In a paper presented at the Computer-Human Interaction conference, a research team from Carnegie-Mellon defined Virtual Presence as “the extent to which a person’s Cognitive and perceptual systems are tricked into believing they are somewhere other than their physical location.” This assertion formed the jumping-off point for two researchers from University College London, who set out to define what specific circumstances could lead to Virtual Presence in gaming. They developed a model for how gamers developed the psychological attachment necessary to achieve Virtual Presence.  Their model consists of three stages:

  • Engagement
  • Engrossment
  • Empathy

So let’s start with the first stage.

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Game Music and The Theory of Flow: How Game Composers Can Enhance Virtual Presence (Pt. 1)

Video game music composer Winifred Phillips in her video game music production studio working on the music of "The Haunted Graveyard" VR game.

By Winifred Phillips | ContactFollow

Hello there!  I’m video game composer Winifred Phillips.  At this year’s Game Developers Conference in San Francisco, I was pleased to give a presentation entitled How Music Enhances Virtual Presence (I’ve included the official description of my talk at the end of this article). The talk I delivered at GDC gave me the opportunity to pull a lot of ideas about virtual reality together and present a concentrated exploration of how music can increase a sensation of presence for VR gamers.  It occurred to me that such a discussion might be interesting to share in this forum as well. So, with that in mind, I’m excited to begin a four-part article series based on my GDC 2019 presentation!

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Video Game Composers: How Music Enhances Virtual Presence (GDC 2019)

In this article about Virtual Presence in VR written for video game composers, Winifred Phillips (video game composer) is here pictured working in her music production studio.

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m very pleased to share that over the next two months I’ll be speaking at two fantastic events focusing on music in video games!  My two presentations will explore the unique structure and character of video game music, and how it helps to better envelop players in the worlds that game designers have created.  I thought that this article might be a good opportunity to delve into some of the ideas that form the basis of my two upcoming talks.  First, I’d like to share some details about the presentations I’ll be giving.

The Library of Congress logo, included in an article discussing popular game conferences, from the article for video game composers by Winifred Phillips (game music composer).The Library of Congress has invited me to speak this April as a part of their “Augmented Realities” video game music festival. My presentation, “The Interface Between Music Composition and Game Design,” will take place at the Library of Congress in Washington DC. I’m very excited to participate in this event, which will be the first of its kind hosted by the “Concerts from the Library” series at the Library of Congress! The “Augmented Realities” video game music festival will also include panels on video game music history and preservation presented by distinguished curators and archivists at the Library of Congress, a special documentary screening that explores the ChipTunes movement, and a live “game creation lab.” My presentation will be the concluding lecture of the festival, and I’m honored to speak at such an illustrious event!  If you find yourself in the Washington DC area on April 6th 2019, you’re very welcome to come to my lecture at the Library of Congress!  Tickets are free (first come, first served), and they’re available now via EventBrite.

The GDC logo, accompanying the discussion of networking at such famous game conferences, from the article for video game composers by Winifred Phillips (game music composer).But before my lecture at the Library of Congress, I’ll be making a trip to San Francisco for the famous Game Developers Conference that takes place this month. For the past few years I’ve been excited and honored to be selected as a Game Developers Conference speaker in the Game Audio track, and I’m happy to share that I’ll be speaking again this month in San Francisco at GDC 2019! My talk this year is entitled “How Music Enhances Virtual Presence.

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Resources for Video Game Music Composers: The Big List

Video game music composer Winifred Phillips creating music in her video game music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m videogame composer Winifred Phillips.  Every year, between working in my studio creating music for some awesome games, I like to take a little time to gather together some of the top online resources and guidance available for newbies in the field of video game music.  What follows in this article is an updated and expanded collection of links on a variety of topics pertinent to our profession.  We begin with the concert tours and events where we can get inspired by seeing game music performed live.  Then we’ll move on to a discussion of online communities that can help us out when we’re trying to solve a problem.  Next, we’ll see a collection of software tools that are commonplace in our field.  Finally, we’ll check out some conferences and academic organizations where we can absorb new ideas and skills.

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VR for the Game Music Composer: Audio for VR Platforms

In this article written for video game composers, Winifred Phillips (video game composer) is here pictured working in her music production studio on the music for the Scraper: First Strike game, developed for popular VR gaming platforms (PSVR, Oculus Rift, HTC Vive).

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game music composer Winifred Phillips.  Lately, I’ve been very busy in my production studio composing music for a lot of awesome virtual reality games, including the upcoming Scraper: First Strike first person VR shooter (pictured above) that’s coming out next Wednesday (November 21st) for the Oculus Rift, HTC Vive and Windows Mixed Reality Devices, and will be released on December 18th for the Playstation VR.  My work on this project has definitely stoked my interest in everything VR!  Since the game will be released very soon, here’s a trailer video released by the developers Labrodex Studios, featuring some of the music I composed for the game:

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VRDC 2017 takeaways: VR music for the game composer

Video game music composer Winifred Phillips, at work in her music production studio - from the article about music for virtual reality / VR.The Game Developers Conference is always an awesome opportunity for game audio experts to learn and share experiences.  I’ve given presentations at GDC for a few years now, and I’m always excited to hear about what’s new and notable in game audio.  This year, the hot topic was virtual reality.  In fact, the subject received its own dedicated sub-conference that took place concurrently with the main GDC show.  The VRDC (Virtual Reality Developers Conference) didn’t focus particularly on the audio and music side of VR, but there were a couple of notable talks on that subject.  In this article, let’s take a look at some of the more intriguing VR game music takeaways from those two talks.  Along the way, I’ll also share some of my related experience as the composer of the music of the Dragon Front VR game for the Oculus Rift (pictured above).

Inside and outside

The talks we’ll be discussing in this article are entitled “Audio Adventures in VR Worlds” and “The Sound Design of Star Wars: Battlefront VR.”  Here’s a common issue that popped up in both talks:

An illustration of music in the popular VR platform, from the article by Winifred Phillips (video game composer).Where should video game music be in a VR game?  Should it feel like it exists inside the VR world, weaving itself into the immersive 3D atmosphere surrounding the player?  Or should it feel like it’s somehow outside of the VR environment and is instead coasting on top of the experience, being conveyed directly to the player?  The former approach suggests a spacious and expansive musical soundscape, and the latter would feel much closer and more personal.  Is one of these approaches more effective in VR than the other?  Which choice is best?

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Video game composers can make you smarter! (The music of Dragon Front) Pt. 3

Winifred Phillips, video game music composer, pictured at the GDC 2016 display for the Dragon Front virtual reality game.

By Winifred Phillips | Contact | Follow

Welcome to the third (and final) article in this three-part discussion of how video game composers (like us) can make strategy gamers smarter!  We’ve been exploring the best ways that the music of game composers can help strategy gamers to better concentrate while making more sound tactical decisions. During this discussion, I’ve shared my personal perspective as the composer for the popular Dragon Front strategy game for VR.

In part one, we discussed the concept of ‘music-message congruency,’ so if you haven’t read that article yet, you can read it here.  In part two, we explored the meaning of ‘cognition-enhancing tempo’ – you can read that article here.  Please make sure to read both those articles first and then come back.

Are you back?  Awesome!  Let’s launch into a discussion of the third technique for increasing the smarts of strategy gamers!

Tension-regulating affect

From the article by game composer Winifred Phillips, an illustration of 'psychological affect.'In psychology, the term ‘affect’ refers to emotion, particularly in terms of the way in which such emotional content is displayed.  Whether by visual or aural means, an emotion can not be shared without some kind of ‘affect’ that serves as its mode of communication from one person to another.  When we’re happy, we smile.  When we’re angry, we frown.

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