Delighted you’re here! I’m video game composer Winifred Phillips. In previous articles, I’ve shared the story of how I broke into the video game industry with my first project – the original God of War. This year, Sony Santa Monica is celebrating its beloved franchise with a special release of the God of War 20th Anniversary Vinyl Collection. The 13-disc limited edition vinyl set includes the music from the game that started it all – including my career as a video game composer. Sony Santa Monica has also released a special limited edition double vinyl that includes just the music from the original God of War. It’s all made me very nostalgic, and I’ve thought about my early days in the game industry a lot lately.
I’m amazed that this boxed set with my music from my very first game has released in the same year that I won the Grammy Award for Wizardry: Proving Grounds of the Mad Overlord! 2025 has been an important year for me. I certainly know that my “big break” experience is not the typical career path for a game composer, but I thought it might be useful for those who haven’t heard it. I told my “big break” story during a Society of Composers & Lyricists seminar, and this video captured that portion of the event. My “big break” story starts 4 minutes and 20 seconds into the video:
Hey everybody! I’m video game music composer Winifred Phillips, author of the book A Composer’s Guide to Game Music. Since the publication of my book by the MIT Press, I’ve maintained a monthly series of articles designed to expand upon the content of that book and enable further exploration of related topics. Inspired by my more recent video game projects in popular franchises such as Jurassic World, Lineage, and Sackboy, these articles have delved into subjects ranging from interactivity, to music theory, to business and networking.
The sheer number of articles has necessitated the inclusion of a navigation tool, so I now include an annual “Big Index” that can assist us in finding our way through the content that’s accumulated over the years. What follows is that index, organized by general subject matter. New to the index are articles from the past year that have engaged in more detailed and technical discussions of music theory-related topics, with deep dives into non-diatonic construction that included atonal and polytonal composition. I’ve also included the transcripts of my interviews with National Public Radio and the BBC that took place in 2023.
Delighted you’re here! I’m video game composer Winifred Phillips, and this past year has been particularly busy for me. I’ve released several projects this year, including Sackboy: A Big Adventure (my latest, pictured above) – and I’m very pleased that my Waltz of the Bubbles composition from Sackboy: A Big Adventure just won a Global Music Award, and is nominated along with the rest of the game’s soundtrack in this year’s NAVGTR Awards! In between projects, I’ve given three virtual talks this past year at the Game Developers Conference in March, the VGM Academy Live event in April, and the GDC Summer event in August. Popular events like these are great opportunities to touch base with the community and exchange ideas about the art of game composition and the business of being a video game composer.
All during this time, I’ve been keeping up with this blog, writing monthly articles that explore different topics of interest to us as game composers. In addition to the regular monthly entries, every year I write an article that tries to answer the question, “how does an aspiring composer break into the video game industry?” This is the question I’m personally asked most often, and it’s one I always struggle to answer.
Part of the reason for this is that my own “breaking into the business” story is so unusual. My first video game project happened to be a triple-A blockbuster (God of War from Sony Interactive), and I was able to land the gig because an example of my work landed on the desk of a music supervisor for the project at exactly the right time. What are the chances of that? It’s akin to being struck by lightning, and I certainly can’t advise young composers to depend on that kind of lightning to strike. But I don’t want to leave hopeful young composers in the lurch either.
So every year, I revisit the subject, trying to learn what helpful advice might be offered by virtue of the common wisdom that exists at the time. In expert articles and community posts, the subject is ceaselessly examined and reconsidered. It’s an evolving conversation that shifts in subtle but appreciable ways from year to year. So this is the 2021 edition, in which I share the interesting observations I’ve gathered from online sources during the previous year. Hopefully, this article will provide some guidance and support for those who are embarking on their own game music careers. But first, in case anyone might like to hear a fuller retelling of my own “breaking into the business” story, here’s an interview I gave in 2011 with GameSpot in which I recount how I landed my first gig. The relevant discussion begins at 4 minutes and 15 seconds:
Hey everyone! I’m video game composer Winifred Phillips. In the photo above I’m working on the project that launched my career as a game composer – God of War. Starting a viable career in the game development industry as a composer can be an awesome task, and I’m often asked for advice about how to break into this business. So each year I revisit the subject in an article that allows us to consider current ideas and strategies. Along the way, we contemplate multiple viewpoints, both from expert music and game audio practitioners and by anonymous game audio folks in community forums. This can be helpful, because the common wisdom on this subject changes in subtle but appreciable ways with each passing year. By revisiting the topic periodically, I hope that we’ll be able to obtain a deeper understanding of what it takes to land the coveted first gig as a composer of music for games.
Part of the reason I write this article each year is personal. My own “big break” story is so extraordinarily unusual that it can’t provide much useful guidance for newcomers. Being fortunate enough to have a famous game like God of War as your first game credit isn’t the typical entry path for a budding video game composer. Yet, because I’m a fairly visible member of the game audio community who has written a book called A Composer’s Guide to Game Music (pictured), I’m constantly asked for advice by aspiring composers who want to start their professional careers and are having trouble getting out of the gate. Since my own story is such a ‘bolt-of-lightning’ case study, I think it’s useful for us to study the more traditional entry paths when we’re trying to understand how aspiring game composers can get their start. By the way, in case you’re wondering, here’s the story of how I landed my first gig – I told the story during a Society of Composers and Lyricists event in NYC, and it’s captured in this video:
So happy you’ve joined us! I’m videogame composer Winifred Phillips (pictured above working on my career breakthrough project, God of War). Today I’ll be discussing a hot topic that we’ve previously explored, but that definitely deserves to be revisited periodically. This is one of the most popular subjects that I’ve addressed in my previous articles here: How does a newcomer get hired as a game composer?
I’m asked this question frequently, and while I offered quite a lot of advice on this topic in my book A Composer’s Guide to Game Music, I’m keenly aware of how urgent the need is for updated guidance on this issue for aspiring video game composers. Game music newcomers often feel adrift and alone in the game industry, and some good advice can be a welcome lifeline. In my book, I described the career path that led me into the game industry and allowed me to land my first gigs, but I’m well aware that my experience was pretty unique. With that in mind, I’ve collated some recent research and insights from some top game industry professionals in this article, in the hopes that some of these expert observations might prove helpful. There are lots of original and provocative viewpoints presented here, so we should feel free to pick and choose the strategies and tips that will work best for us.
Also, later in the article you’ll find my presentation for the Society of Composers and Lyricists seminar, in which I answered the question about how I personally got my start in the games industry (for those who might be curious). Finally, at the end of the article I have included a full list of links for further reading and reference.
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.
Every so often, I like to grab some time between music composition gigs to gather together the current general wisdom regarding career strategies for game music composers (since so many of my readers are new to the industry and looking for guidance). In this article, I’ve included some of the stand-out ideas garnered from three online resources – a Gamasutra article by a former audio designer for Rockstar North, an awesome discussion thread on Reddit about effective communication strategies (found in the GameAudio subreddit), and a roundtable discussion at GameSoundCon about best business practices for game audio pros.
Make some noise! Getting a job creating sound and music for videogames
Audio Director Will Morton of Solid Audioworks (formerly a senior audio designer and dialogue supervisor at the famous Rockstar North development studio), has written a comprehensive article for the game industry site Gamasutra about getting jobs in the game audio field. The article, entitled “Make Some Noise! Getting a Job Creating Sound and Music for Videogames,” focuses on the importance of experience, networking and a polished presentation in order to sufficiently impress a potential employer/client. While much of the article is solid advice that might apply to a job seeker in any industry, a few areas impressed me as particularly interesting for game composers to bear in mind.