Game Composers and the Importance of Themes: Interactivity in Game Music (Pt. 5)

This photo includes video game composer Winifred Phillips working in the Generations Productions music studio. Phillips' credits feature entries in such popular and famous game franchises as Assassin's Creed Liberation, God of War, LittleBigPlanet, The Sims, and Total War.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips, and welcome to the fifth and final installment of my article series based on the presentation I gave at this year’s Game Developers Conference in San Francisco.  My talk was entitled “From Assassin’s Creed to The Dark Eye: The Importance of Themes” (I’ve included the official description of my talk at this end of this article).  In my presentation, I discussed the music I composed for several video game projects, including Assassin’s Creed Liberation (Ubisoft), God of War (Sony Interactive America), LittleBigPlanet (Sony Interactive Europe), Homefront: The Revolution (Deep Silver), Speed Racer (Warner Bros Interactive), Spore Hero (Electronic Arts), and The Dark Eye: Book of Heroes (Wild River).

If you missed any of the previous articles in this series, you can find them here:

In the previous installments of this series, we discussed the importance of repeating musical themes, using the variation technique and fragmentation to support different gameplay types.  So now, let’s explore what happens when musical themes are employed within more complex interactive music systems.

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Game Composers and the Importance of Themes: Recurrence and Rationale in Game Music (Pt. 4)

Photo of composer Winifred Phillips at work in her music production studio at Generations Productions. Phillips' work includes several famous and popular games and game franchises, including God of War, Total War, LittleBigPlanet, Assassin's Creed, and The Sims.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game composer Winifred Phillips, and welcome to the fourth installment of my five article series based on the presentation I gave this past March at the first-ever completely online Game Developers Conference!  My talk was titled “From Assassin’s Creed to The Dark Eye: The Importance of Themes” (you’ll find the official description of my talk at the end of this article).  In my presentation, I explored the thematic content in music I composed for several top video game projects, including Assassin’s Creed Liberation (Ubisoft), God of War (Sony Interactive America), LittleBigPlanet (Sony Interactive Europe), Homefront: The Revolution (Deep Silver), Speed Racer (Warner Bros Interactive), Spore Hero (Electronic Arts), and The Dark Eye: Book of Heroes (Wild River).

If you missed any of the previous articles in this series, you can find them here:

In the last article, we discussed theme fragmentation and variation.  So now let’s consider how themes can best enhance different types of gameplay.

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Game Composers and the Importance of Themes: Repetition in Game Music (Pt. 2)

Pictured: video game music composer Winifred Phillips in her music production studio. Phillips is the game music composer for The Dark Eye: Book of Heroes game, developed by Random Potion for Wild River Games. Her credits include titles from 5 of the most well-known game franchises, and she is one of the foremost authorities on video game music, having presented lectures at the Game Developers Conference (GDC), the Library of Congress in Washington DC, and the Society of Composers and Lyricists in NYC.

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m video game composer Winifred Phillips, and this is the second installment of my five article series based on the presentation I gave at the first-ever digital edition of the Game Developers Conference that took place this past March.  My talk was entitled “From Assassin’s Creed to The Dark Eye: The Importance of Themes” (I’ve included the official description of my talk at this end of this article).  In my GDC 2020 presentation, I discussed the music I composed for several video game projects, including Assassin’s Creed Liberation (Ubisoft), God of War (Sony Interactive America), LittleBigPlanet (Sony Interactive Europe), Homefront: The Revolution (Deep Silver), Speed Racer (Warner Bros Interactive), Spore Hero (Electronic Arts), and The Dark Eye: Book of Heroes (Wild River).

In the last article, we discussed the concept of the “hook” as it relates to thematic composition, and we explored how an awesome hook can function best from within a main theme track.  In our discussion, we used both a famous example from the Star Wars franchise, as well as the main theme from one of my own recently-released game projects – The Dark Eye: Book of Heroes.  Both examples included a fairly dynamic foreground melody, which made it a great example for our discussion of the role of the hook in thematic construction.  So let’s now consider what happens when we eschew such an attention-drawing melodic element and instead take a more subtle approach.

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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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Composing video game music to build suspense, part 5: semi silence

Winifred Phillips - video game music composer - working on the music of The Da Vinci Code video game in her music production studio.

By Winifred Phillips | Contact | Follow

Welcome to the fifth and final installment of my five-part article series on music composition techniques for stimulating tension and suspense in video games.  These articles are based on the presentation I gave this year at the popular Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense.  If you haven’t yet read the previous four articles, you’ll find them here:

Now that we’ve considered the power of Ominous Ambiences, Jarring Jolts, Creepy Clusters, and Drones of Dread, let’s take a look at the last item on our list of suspenseful music composition techniques – Semi Silence.

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Composing video game music to build suspense, part 4: drones of dread

Winifred Phillips, video game music composer, at work in her studio on the music of the original God of War.

By Winifred Phillips | Contact | Follow

Welcome to the fourth installment of my five-part article series discussing music composition techniques that heighten tension and suspense for video game projects.  These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense.  If you haven’t read the previous three articles, you’ll find them here:

Before we move on to the next music composition technique in our suspense-building arsenal, I’d like to briefly revisit a video game project we discussed in our last article; the popular Dragon Front VR game for the Oculus Rift, developed by High Voltage Software.

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Composing video game music to build suspense, part 3: creepy clusters

Winifred Phillips (video game music composer) working in her studio on the music of the Dragon Front video game.

By Winifred Phillips | Contact | Follow

Welcome back to our five part discussion of the role that video game music can play in enhancing tension and promoting suspenseful gameplay!  These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense.  If you haven’t read the previous two articles, you’ll find them here:

So, now that we’ve discussed ominous atmospheres and jarring jolts, let’s look at the next technique in our arsenal:

The Creepy Cluster technique

From game composer Winifred Phillips' article on suspenseful game music - an illustration of the 'clusters' technique.As we know, tone clusters are collections of notes packed together to produce unnerving dissonant effects. While it might seem like any cat can walk across a piano and produce unpleasant clusters, well-executed dissonance is actually one of the trickiest techniques we can employ.  It’s tremendously potent when used with expert precision.

Why do human beings respond so intensely to dissonance? Professor Michael Epstein of Northeastern University’s Auditory Modeling and Processing Lab has devoted over 20 years of expert research into why certain sounds have the power to instantly incite and deepen fear in listeners.  He tells Boston Magazine that “common musical intervals, changed slightly to create dissonance, are immediately disconcerting.” According to Epstein, “very precise noises trigger human fear and discomfort.”

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Composing video game music to build suspense, part 2: jarring jolts

Winifred Phillips, composer of video game music, shown in her studio working on the music of the Assassin's Creed Liberation video game.

By Winifred Phillips | Contact | Follow

Welcome back to our five-part discussion of some of the best techniques that video game composers can use to enhance tension and promote suspenseful gameplay.  These articles are based on the presentation I gave at this year’s Game Developers Conference in San Francisco, entitled Homefront to God of War: Using Music to Build Suspense.  If you haven’t read our previous discussion of Ominous Ambiences in part one of this series, please go check that article out.

Are you back?  Good!  Let’s continue!

We’ve already talked about how to create an edgy, ominous atmosphere. By carefully nurturing the player’s suspense and anxiety, we can prime the player with an assortment of quietly unnerving sounds, until the player is perfectly ready for…

The Jarring Jolt technique

This is the second technique we’ll be discussing in our five-part article series on the role of music in building suspense. Like the Ominous Ambience (which we discussed in part one), the Jarring Jolt also owes a debt to the expert work of sound designers.  In fact, the Ominous Ambience and the Jarring Jolt are fairly interdependent. One doesn’t work that well without the other.

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Composing video game music to build suspense, part 1: ominous ambience

Winifred Phillips (video game composer), working in her studio on the music of the Homefront: The Revolution video game.

By Winifred Phillips | Contact | Follow

At this year’s Game Developers Conference in San Francisco, I was honored to give a presentation entitled Homefront to God of War: Using Music to Build Suspense.  While I’ve certainly discussed techniques for building suspense in this blog before, the talk I gave at GDC expanded significantly on that discussion and included lots more research and practical examples that we haven’t previously examined here.  With that in mind, I’m excited to begin a five-part article series based on my GDC 2017 presentation!  During the course of these five articles, we’ll be taking a look at some of the best techniques that enable video game music composers to introduce suspense into their music, control tension levels during gameplay and keep players engaged.

So, let’s start by defining the core concept.  What exactly is suspense?

A physiological reaction

We all can agree that music is one of the most effective ways to produce emotional reactions. But suspense, particularly in the field of game development, isn’t just about an emotional state. It’s also a unique physiological reaction – a tension rising out of the uncertainty that we’re encountering during gameplay.

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GDC 2017: How video game composers can use music to build suspense

Winifred Phillips, video game composer, giving a talk as part of the Game Developers Conference 2016 in San Francisco.

By Winifred Phillips | Contact | Follow

The Game Developers Conference is coming up soon!  Last year I presented a talk on music for mobile games (pictured above), and I’m pleased that this year I’ll be presenting the talk, “Homefront’ to ‘God of War’: Using Music to Build Suspense(Wednesday, March 1st at 11am in room 3006 West Hall, Moscone Center, San Francisco).  In my talk I’ll be focusing on practical applications of techniques for video game composers and game audio folks, using my own experiences as concrete examples for exploration.  Along the way, I’ll be discussing some very compelling scholarly research on the relationship between suspense, gameplay and musical expression.  In preparing my GDC 2017 presentation I did a lot of reading and studying about the nature of suspense in video games, the importance of suspense in gameplay design, and the role that video game music plays in regulating and elevating suspense.  There will be lots of ground to cover in my presentation!  That being said, the targeted focus of my presentation precluded me from incorporating some very interesting extra research into the importance of suspense in a more general sense… why human beings need suspense, and what purpose it serves in our lives.  I also couldn’t find the space to include everything I’d encountered regarding suspense as an element in the gaming experience.  It occurred to me that some of this could be very useful to us in our work as game makers, so I’d like to share some of these extra ideas in this article.

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