More Game Music for the Holidays

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The holiday season is in full swing, with the New Year right around the corner, so here’s some more game music that’s perfect for the holidays…and one bonus track that I composed for LittleBigPlanet 3 (I’m told it makes most everybody think of Christmas!)

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Call of Champions

Winifred Phillips, composer of the music for the Call of Champions game

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.)

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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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Happy Birthday, LittleBigPlanet!

birthday-7thThe LittleBigPlanet franchise is 7 years old today!  On October 28th, 2008, the very first LittleBigPlanet game was published by Sony Computer Entertainment Europe.  In the seven years since that auspicious day, players have explored the whimsical world of LittleBigPlanet in countless awesome adventures.  I’m very proud to have been a part of the music team for this famous franchise.  So, to celebrate the game franchise’s seventh birthday, let’s go for a tour through the history of LittleBigPlanet!

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139th Audio Engineering Society Convention Schedule

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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!

Sunday, Nov. 1st, 11:30 am – 12:30 pm (Room 1A22)  Interactive Music of the LittleBigPlanet Franchise: Dissecting a Complex, Multi-Component System.  If you can only come one day, then pick Sunday, because I’ll be presenting an hour-long talk on the music system of six games in the LittleBigPlanet franchise. It should be a fun talk!

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.

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Arrangement for Vertical Layers Pt. 3: A Game Composer’s Guide

music-keys-notesWelcome back to my three-part blog series on techniques of arrangement for interactive game music! In this blog series, I’m exploring the discipline of arrangement in relation to interactive game music, using examples from my music for the LittleBigPlanet franchise.  In part one, we covered the purpose of the arranger, the value of a strong arrangement, and what differentiates traditional arranging from creating an arrangement for an interactive piece of music. We then discussed techniques for arranging an effective melody in an interactive construct. In part two we extended the discussion to countermelody, exploring techniques that function well when creating a secondary melody for use within interactive music. If you haven’t read the first two parts of this series, please click below to catch up:

Okay, all caught up now? Ready? Let’s go!

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Arrangement for Vertical Layers Pt. 2: A Game Composer’s Guide

music-sepiaWelcome back to my three-part blog series on the art of arrangement for dynamic music systems in games! In this series of articles, I’m discussing the techniques of arrangement as they pertain to interactive game music by exploring examples from the music I composed for video games from the LittleBigPlanet franchise.  In part one of this series, we went over the role of the arranger, the importance of an interesting and creative arrangement, and the relationship between arranging for traditional linear and non-linear interactive music. We also reviewed arranging techniques that apply to melody, and how these should (or should not) be applied in an interactive composition.  If you haven’t read part one, please click here to read that entry first, and then return here to continue reading part two. Okay, are you back now? Ready? Here we go!

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Simultaneous Genres for the Game Music Composer

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Since the Grammy nominating period is underway, I’ve been thinking a lot about my work on the popular LittleBigPlanet video game franchise.  I recently submitted a couple of tracks from the LittleBigPlanet 3 soundtrack for consideration (LittleBigPlanet 3 The Ziggurat Theme and LittleBigPlanet 3 The Pod), which brought to mind some of the creative processes that went into structuring the interactive music for the LittleBigPlanet games. In my blog today I’d like to share with you a fun technique that’s actually one of my favorite aspects of composing music in this interactive system.  I’ve been a part of the music composition team for six LittleBigPlanet games, and over the course of those six projects, I’ve been asked to execute this particular technique a lot.  It’s a great musical trick that can only be pulled off when you’re composing in a Vertical Layering system.  Since the LittleBigPlanet music system is one of the most complex examples of Vertical Layering, it really makes for ideal conditions in which to execute this technique, which is…

Composing in Two Simultaneous Genres

We’ll recall that Vertical Layering is the process by which a single piece of music is recorded into separate yet simultaneous audio recordings that each embody a percentage of the whole composition.  This allows the music to be disassembled and reassembled into different instrument combinations during gameplay.

Last year I produced an instructional video that goes into the process in more depth:

Vertical Layering gives us the chance to write one track in two simultaneous musical genres. In traditional music composition, if we want to combine two genres of music in one track we can attempt to pull together a creative fusion, in which the styles are mixed together to create a result that isn’t quite one genre, and isn’t quite the other. Fusions can be exciting and original, but that’s not what we’re talking about here. The musical interactivity of Vertical Layering gives us the chance to keep the two genres distinct, and still incorporate them into the same piece of music.  The track can switch up which layers are playing, and it’ll be in one musical genre in one moment, and then become another genre at the drop of a hat. It’s very cool, and a lot of fun for a composer – although it can also be hard for us to wrap our heads around, especially at first.

Let’s take a look at three examples of this technique in action.  We’ll start with a couple of tracks from LittleBigPlanet 2, and then a more recent track from the latest game in the franchise – LittleBigPlanet 3.

LittleBigPlanet 2 Victoria’s Lab

In the “Victoria’s Lab” level from LittleBigPlanet 2, our world-famous hero, Sackboy, must do his best to navigate a perilous steampunk bakery, using cupcakes as weapons against evil robots made of teacups.  All these wacky elements come together to create the typically whimsical awesomeness that makes LittleBigPlanet the lovable franchise it is.  I composed the Victoria’s Lab music for LittleBigPlanet 2. Here’s a music video that includes the complete track, along with action from the Victoria’s Lab level of the game:

Victoria’s lab aptly demonstrates the “two simultaneous musical genres” approach.  For instance, Victoria’s lab can switch from a whimsical lollipop style to a gritty orchestral/rock hybrid at any time. Here’s the whimsical lollipop:

And here’s the orchestral/rock hybrid:

It’s like the music has a case of multiple personality, and the audio team can use this to add distinctive character to locations and situations within the level – some areas benefiting from the cuteness of the whimsical style, others from the toughness of the rock. In order to make this happen, as game composers we have to keep the two styles balanced in our minds – compose them both separately, test how they work together, adjust the instrumental performances and fundamental organization so that the two styles can coexist in a way that makes musical sense, test the layers some more in various configurations, until all the layers seem to work well – both when played together and when played alone.

LittleBigPlanet 2 Eve’s Asylum

EveNow, while the Victoria’s Lab example presents a fairly extreme contrast in music styles, the music from the Eve’s Asylum level of LittleBigPlanet 2 shows off this technique in an even more dramatic way. The Eve’s Asylum level is set inside a giant tree, where a lady with an apple for a head runs a a highly-spiritual insane asylum. The music for this level is structured around two very distinct musical genres that are assigned to specific tasks.

The sparkling, surreal New Age music style works to enhance gameplay during relaxed exploration, and it also highlights the natural beauty of the giant tree. Here’s a taste of that:

On the flip side of the coin, the Boogie-Woogie style pays tribute to the Andrew Sisters and the age of swing, and the high-energy rhythms provide support for combat and perilous situations. Let’s listen to a little of that:

Okay, now here’s what it sounds like when the Vertical Layering music system transitions from one musical genre to the other in the Eve’s Asylum level of LittleBigPlanet 2:

What’s great about this technique is that it allows the music to morph into something completely different in a perfectly seamless way, without ever making the player overtly conscious of the transition, and without creating any artificial sense of demarcation where one style ends and another begins. The music is simply interacting with the gameplay, changing in a logical way as the player’s circumstances change. Now, let’s look at one more example of this technique, this time from LittleBigPlanet 3.

LittleBigPlanet 3 The Ziggurat Theme

SackBrosIn the Ziggurat level, Sackboy explores a gigantic sanctuary that’s full of both grandly spiritual architecture and playfully eccentric machines. As a setting that already had a built-in duality, it seemed clear that the music should also have a similar sense of division – so I composed this Vertical Layering composition in two musical styles. The first was a traditionally designed Baroque-style fugue – a multi-voiced counterpoint composition built around the repetition and development of a single melodic theme. Here’s a snippet of that Baroque-style fugue:

The second style was a quirky World Fusion in which log drums, upright bass and assorted percussion instruments worked together to have some fun with African, Latin, Polynesian and Jazz rhythms. Here’s an excerpt of those groovy world beats:

So, the music is essentially coming from the opposite ends of the cultural spectrum – a very strict and refined musical form on one side, and a very groovy and uninhibited style on the other. Now, watch how the music system added layers during this gameplay sequence in the Ziggurat level of LittleBigPlanet 3:

Vertical Layering is a tremendously flexible composition technique that allows a game composer to incorporate two simultaneous musical genres into a single track. We can use the two distinctly-different genres separately, and then combine them to create dramatically different musical effects.  It’s a fun technique, and I hope that you’ll give it a try in your own work.  Let me know in the comments if you’ve ever tried to combine two musical genres using Vertical Layering, or if you’re planning to try it in the future!

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Studio1_GreenWinifred 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.

139th AES Convention for the Game Music Composer

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I’m happy to share that I’ll be a speaker again this year at the Audio Engineering Society’s annual convention!  Last year, the convention took place at the Los Angeles Convention Center – a familiar stomping ground from my many visits to the famous Electronic Entertainment Expo over the years.  However, this year will take me somewhere entirely new: the Jacob Javits Center in New York City!

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I imagine that most futuristic metropolitan buildings look best when the sky is purple.  Since it’s impossible to capture natural purple skies in the wild, I assume that someone helpfully photoshopped a purple firmament for this promo picture.  The convention center looks very impressive, and I’m looking forward to seeing it in person!

Attending last year’s AES in Los Angeles was a wonderful experience, and I was truly honored to have been chosen as a speaker for the event!  At last year’s AES, I gave an overview presentation about interactive music in video games – the talk was an expansion of the interactive music sections of my book, A Composer’s Guide to Game Music.  Here’s a video clip from my speech last year, entitled “Effective Interactive Music Systems: The Nuts and Bolts of Dynamic Musical Content.”  The entire speech is available for download from Mobiltape.com.

At this year’s AES, I’ll be speaking more specifically about my role as a member of the music composition team for the LittleBigPlanet franchise.  It will be fun to share my experiences as part of that wonderful music team at Sony Computer Entertainment Europe, and I’m looking forward to exploring some of the interactive music techniques of the LittleBigPlanet franchise!

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This is a photo from the LittleBigPlanet 3 display in the Sony booth at E3 2014.  My presentation at the Jacob Javits Center will include lots of my music from the LittleBigPlanet franchise, and Sackboy will be making many appearances!

AES-MixBoardI’m also looking forward to seeing what’s new and hot in audio gear on the AES exhibit floor.  Last year’s show floor was crowded with humongous mixing desks like the one above, along with enough glittering gear to make a full-grown audio engineer cry tears of joy.  I’m looking forward to a similar spectacle this year.  In addition to the expo floor, the convention will include a comprehensive program of presentations, panels and workshops, and the popular Live Sound Expo will be returning this year to spread knowledge about audio solutions for live events.

On a more personal note – prior to attending my first AES, I read an article from the ONION (the world’s top news satire publication) which lead me to believe that, as an audio engineer attending such a convention, I would be able to gather with my fellow audio professionals and enjoy an in-depth discussion of our ponytails (warning: adult language).  I can report that this did not happen last year… which was a shame, because I made sure I wore a ponytail for the occasion.  😉

I submit the following photo as proof:

AES-AESDespite this minor disappointment, I had an awesome time at last year’s AES, and I’m very excited about this year’s event!  The convention will take place from Oct. 29th to Nov. 1st at the Jacob Javits Center in New York City.  Hope to see you there!

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Studio1_GreenWinifred 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.

Interactive Game Music of LittleBigPlanet 3 (Concepts from my GDC Talk)

LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes -- Speaker, Winifred Phillips

LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes

I was honored to be selected by the Game Developers Conference Advisory Board to present two talks during this year’s GDC in San Francisco earlier this month.  On Friday March 6th I presented a talk on the music system of the LittleBigPlanet franchise.  Entitled LittleBigPlanet 3 and Beyond: Taking Your Score to Vertical Extremes,” the talk explored the Vertical Layering music system that has been employed in all of the LittleBigPlanet games (the soundtrack for that game is available here).  I’ve been on the LittleBigPlanet music composition team for six of their games so far, and my talk used many examples from musical compositions I created for all six of those projects.

After my talk, several audience members let me know that the section of my presentation covering the music system for the Pod menu of LittleBigPlanet 3 was particularly interesting – so I thought I’d share the concepts and examples from that part of my presentation in this blog.

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That’s me, giving my GDC speech on the interactive music system of the LittleBigPlanet franchise.  Here I’m just starting the section about the Pod menu music.

The audio team at Media Molecule conceived the dynamic music system for the LittleBigPlanet franchise.  According to the franchise’s music design brief, all interactive tracks in LittleBigPlanet games must be arranged in a vertical layering system.  I discussed this type of interactive music in a blog I published last year, but I’ll recap the system briefly here as well.  In a vertical layering music system, the music is not captured in a single audio recording.  Instead, several audio recordings play in sync with one other.  Each layer of musical sound features unique content.  Each of the layers represents a certain percentage of the entire musical composition.  Played all together, we hear the full mix embodying the entire musical composition.  Played separately, we hear submixes that are still satisfying and entertaining for their own sake.  The music system can play all the layers either together or separately, or can combine the layers into different sets that represent a portion of the whole mix.

When implemented into gameplay, layers are often activated when the player moves into a new area.  This helps the music to feel responsive to the player’s actions.  The music seems to acknowledge the player’s progress throughout the game.  It’s important to think about the way in which individual layers may be activated, and the functions that the layers may be called upon to serve during the course of the game.

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In LittleBigPlanet 3, the initial menu system for the game is called “The Pod.”  The music for the Pod is arranged in vertical layers that are activated and deactivated according to where the player is in the menu hierarchy.  All the layers can be played simultaneously, and they play in multiple combinations… however, each of the individual layers is also associated with a specific portion of the menu system, and is activated when the player enters that particular part of the menu.

Let’s take a quick tour through the layers of the Pod menu music.  I’ve embedded some short musical excerpts of each layer.  You’ll find the SoundCloud players for each layer embedded below – just click the Play buttons to listen to each excerpt.  The first layer of the Pod menu music is associated with the Main Menu, and it features some floaty, science-fiction-inspired textures and effects:

The next layer is associated with a menu labeled “My Levels,” and the music for that layer is very different.  Now, woodwinds are accompanied by a gentle harp, combining to create a homey and down-to-earth mood:

Moving on to the music layer for the “Play” menu, we find that the instrumentation now features an ethereal choir and shimmering bells, expressing a much more celestial atmosphere:

Now let’s listen to the “Adventure” menu layer, in which plucked strings and bells combine to deliver a prominent melody line:

Finally, in the music layer associated with the “Community” and “Popit” menus, we hear a quirky mix of synths and effects that hearken back to menu music from previous games in the LittleBigPlanet franchise:

As the player navigates the Pod menu system, these various music layers are activated to correspond with the player’s location within the menu hierarchy.  This sort of dynamic music triggering lies at the very heart of the Vertical Layering interactive music mechanism.

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Every layer in a Vertical Layering composition can have a very distinct musical identity.  When that layer is turned off, the entire mix changes in a noticeable way.  The mix can be changed subtly…

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… or it can be altered radically, with large scale activations or deactivations of layers.  Even with these kinds of dramatic changes, the musical composition retains its identity.  The same piece of music continues to play, and the player is conscious of continuing to hear the same musical composition, even though it has just altered in reaction to the circumstances of gameplay and the player’s progress.

In the Pod menu music system, the layers would change in reaction to the player’s menu navigation, which could be either slow and leisurely or brisk and purposeful.  Layer activations and deactivations would occur with smooth crossfade transitions as the player moved from one menu to another.  Now let’s take a look at a video showing some navigation through the Pod menu system, so we can hear how these musical layers behaved during actual gameplay:

 As you can see, triggering unique musical layers for different portions of the menu system helps serve to define them.  I hope you found this explanation of the Pod music to be interesting!  If you attended GDC but missed my talk on the interactive music of LittleBigPlanet, you’ll be able to find the entire presentation posted as a video in the GDC Vault in just a few weeks.  In the meantime, please feel free to add any comments or questions below!