The Game Show Interview: Game Music & Game Design

Photo of composer Meena Shamaly, host of the Game Show on ABC Classic, pictured here video game music composer Winifred Phillips (Game Show interviewee).

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips.  Welcome to part two of my three-part article series based on my interview with Meena Shamaly, host of the popular Game Show program on ABC Classic (the Australian Broadcasting Corporation).  Meena is a prolific performance artist, composer and producer, in addition to his role as the host of the Game Show, and I was delighted to be interviewed for his awesome series!  An audio recording of the uncut interview is hosted right now on the ABC Classic web site.  These articles include the full written transcript of that interview, along with some great supporting links and media files that help to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we’ll talk about composing in unorthodox ways to help us stay at the top of our game as composers, and we’ll also discuss the unique role that music plays in video games.  Here is part two of my interview with Meena Shamaly of ABC Classic’s Game Show, beginning with a discussion of how two very different projects from my early career shaped everything that came later… Charlie and the Chocolate Factory, and God of War.

Official logo of the ABC Classic radio show - the Game Show. (This image supports a discussion in an article by video game composer Winifred Phillips).

Winifred:  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.

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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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Variation and Fragmentation in Game Music: Game Composers and the Importance of Themes (Pt. 3)

This is a photo of composer Winifred Phillips in her production studio at Generations Productions. Phillips is known for her music for several well known games and game franchises, including LittleBigPlanet, God of War, Total War, Assassin's Creed, and The Sims.

By Winifred Phillips | Contact | Follow

Hi!  I’m video game composer Winifred Phillips, and welcome to the third installment of my five article series based on the presentation I gave at this year’s online 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 the 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).

In the last article, we took a look at how thematic material was employed in subtle ways within two of my video game projects – Assassin’s Creed Liberation and Homefront: The Revolution.  We considered how repetition can reinforce the significance of musical themes, particularly when they are associated with specific narrative ideas, and we talked about how repetition can work to make musical themes memorable and meaningful.  But we all know that repetition can get stale if we don’t approach it creatively.  So that brings us now to the topic of variation – how to keep themes feeling fresh.

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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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Cool and Inspiring Ideas for the Game Music Composer

As game composers, we need a little inspiration now and then.  This blog will share some fun thoughts and ideas that have the potential to stir our creative juices, or just help us to think about game music in a different way.  First, we’ll get a perspective on what the classical symphony performance has in common with the act of playing a video game. Then, we’ll learn about a method of turning a video game into a musical instrument for performance art.  And finally, we’ll hear about a sonic toy that lets us trigger game sounds and music as a spontaneous aural performance to accompany roleplay gaming. I hope these ideas will get us thinking about the relationship between game music and live performance. At the very least, some of these ideas may tickle our creative fancy, so let’s get started!

Andrew Norman’s Play (Boston Modern Orchestra Project)

andrew_normanFirst, let’s consider the viewpoint of acclaimed symphonic composer Andrew Norman (pictured left), who is currently nominated for a Grammy in the category of “Best Contemporary Classical Composition” for his symphonic work entitled Play. The nominated recording was performed by the Boston Modern Orchestra Project, as conducted by Gil Rose. As a composer, Andrew Norman is no stranger to accolades, having previously achieved the finalists list for the Pulitzer Prize in music in 2012 for his string trio The Companion Guide to Rome.  What’s most fascinating about his symphony Play, aside from its bold and experimental approach to musical composition, is the philosophy with which it was created. As it turns out, video games played a key role.

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VR for the Game Music Composer – Artistry and Workflow

Since the game audio community is abuzz with popular excitement about the impending arrival of virtual reality systems, I’ve been periodically writing blogs that gather together top news about developments in the field of audio and music for VR.  In this blog we’ll be looking at some resources that discuss issues relating to artistry and workflow in audio for VR:

  • We’ll explore an interesting post-mortem article about music for the VR game Land’s End.  
  • We’ll be taking a closer look at the 3DCeption Spatial Workstation.
  • We’ll be checking out the Oculus Spatializer Plugin for DAWs.

Designing Sound for Virtual Reality

In these early days of VR, postmortem articles about the highs and lows of development on virtual reality projects are especially welcome.  Freelance audio producer and composer Todd Baker has written an especially interesting article about the audio development for the Land’s End video game, designed for the Samsung Gear VR system.

Here, you see me trying out the Samsung Gear VR, as it was demonstrated on the show floor at the Audio Engineering Society Convention in 2015.

Here, you see me trying out the Samsung Gear VR, as it was demonstrated on the show floor at the Audio Engineering Society Convention in 2015.

Todd Baker is best known for his audio design work on the whimsical Tearaway games, and his work as a member of the music composition team for the awesome LittleBigPlanet series. His work on Land’s End for Ustwo Games affords him an insightful perspective on audio for virtual reality. “In VR, people are more attuned to what sounds and feels right in the environment, and therefore can be equally distracted by what doesn’t,” writes Baker.  In the effort to avoid distraction, Baker opted for subtlety in regards to the game’s musical score. Each cue began with a gentle fade-in, attracting little notice at first so as to blend with the game’s overall soundscape in a natural way.

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A Composer’s Guide to Game Music in 2015

A Composer's Guide to Game Music, photo from the article by game music composer Winifred PhillipsHappy 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!

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AES Convention: Interactive Music of the LittleBigPlanet Franchise

Winifred Phillips - Audio Engineering Society ConventionI was very proud to speak at three events during the Audio Engineering Society convention last week!  My hour-long presentation last Sunday was entitled “Interactive Music of the LittleBigPlanet Franchise: Dissecting a Complex, Multi-Component System.”

In addition, I spoke as a panelist during a game audio panel presentation on Saturday, and I also participated on Saturday as a game audio mentor in the awesome AES Speed Mentoring session, sponsored by the Society of Professional Audio Recording Services.  Attendees got a chance to ask loads of terrific questions of the assembled professional mentors, and it was great fun to answer game audio questions during the mentoring session!

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