Video Game Composers: Thematic Approaches to Game Music (GDC)

Pictured working in her music studio at Generations Productions, Winifred Phillips is a BAFTA-nominated video game composer of music for games in the franchises God of War, Assassin's Creed, Total War, Lineage, LittleBigPlanet, and The Sims.

By Winifred Phillips | Contact | Follow

Hey everyone!  I’m video game composer Winifred Phillips, and I’m excited to share that I’ll be giving a talk at the upcoming Game Developers Conference!  My talk is entitled, “Composing for Lineage M: Modular Construction in Game Music,” and it’s taking place on Wednesday March 23rd at 10:30 am PT (1:30pm ET).  In my presentation, I’ll be focusing on my experience composing music for a game in one of the most successful video game franchises of all time – the Lineage MMORPG franchise from NCSoft.  During my talk, I’ll be sharing details of the music composition process for this awesome project, including how thematic content was incorporated into the matrix of musical components that formed the structure of the Lineage M musical score.

I won’t be getting into much detail about the substance of my upcoming GDC presentation in this article.  However, it occurred to me that musical themes are a popular discussion topic that has come up in many of my past GDC presentations.  With that in mind, I thought I’d offer a short review of the subject, including some content from a few of my previous GDC talks.  I’ve confined this discussion to my GDC sessions that are now available to view for free in their entirety via the videos list in the Game Developers Conference Official YouTube channel.  You’ll see that I’ve embedded the full-length YouTube videos of those talks below, in case you’d like to see the lectures in their entirety.  For each of these presentation videos, I’ve also included a few short lecture extracts that touch upon the relevant subject matter.  So let’s get started!

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Hybrid Linear-Dynamic Music for Game Composers (From Spyder to Sackboy: GDC 2021)

This captured image from the GDC 2021 lecture of video game composer Winifred Phillips includes details of a discussion of the music of the video game Spyder.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game composer Winifred Phillips, and I’d like to welcome you to the sixth and final installment in my article series based on my GDC lecture – From Spyder to Sackboy: A Big Adventure in Interactive Music!  Last year I had the privilege of working with Sumo Sheffield on music composition for two projects in simultaneous development – Sackboy: A Big Adventure for PS5/PS4, and Spyder for Apple Arcade. (Above you’ll see a photo from one of the sections of my GDC lecture in which I’m discussing the Spyder project).  Both the Sackboy and Spyder projects incorporated highly interactive music into their design.  While both projects included the basic dynamic models of horizontal and vertical structure, they each brought new twists and quirks to these ever-popular music implementation methods.  Since I spent a lot of time bouncing back and forth between the two projects, I got a chance to see how malleable interactive music systems can be when employed creatively.  Now, I’m glad to share my best experiences and observations creating music for these two awesome projects!

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Hybrid Dynamic-Diegetic Music for Game Music Composers (From Spyder to Sackboy: GDC 2021)

During the Game Developers Conference 2021, video game composer Winifred Phillips delivered a lecture that included a discussion of her music for two projects, including the project pictured here (Spyder for Apple Arcade).

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Hi!  I’m video game composer Winifred Phillips.  Welcome to installment five in my series of articles based on my lecture, From Spyder to Sackboy: A Big Adventure in Interactive Music.  In delivering my presentation at this year’s edition of the popular Game Developers Conference, I based my lecture content on my experiences composing music for two projects in simultaneous development at Sumo Sheffield – Sackboy: A Big Adventure for PS5/PS4, and Spyder for Apple Arcade.  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the Spyder project).  The music design for these two games included multiple dynamic systems that were both complex and ambitious in scope.  While they both relied on some of the most tried-and-tested strategies for musical interactivity, they were also quite innovative in their own distinctive ways.  While composing music for these projects, I had the opportunity to see how flexible dynamic music models can be.  I learned a lot from the experience, and it was really interesting to explore the similarities and differences during my GDC 2021 lecture!

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Hybrid Horizontal-Vertical Structure for Video Game Composers (From Spyder to Sackboy: GDC 2021)

This screen from the GDC 2021 lecture of video game composer Winifred Phillips was taken during the discussion of how success is recognized by the dynamic music system.

By Winifred Phillips | Contact | Follow

Delighted you’re here!  I’m video game composer Winifred Phillips, and I’m very happy you’ve joined us for this latest entry in my series of articles for video game composers, based on the lecture I gave during the Game Developers Conference 2021 – From Spyder to Sackboy: A Big Adventure in Interactive Music!  Over the previous year, I had the privilege of working with the expert development team at Sumo Sheffield on music composition for two fantastic projects – Sackboy: A Big Adventure for PS5/PS4, and Spyder for Apple Arcade.  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the Sackboy project).

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Pure Vertical Layering for Game Music Composers (From Spyder to Sackboy: GDC 2021)

This image is captured from the GDC 2021 presentation of award-winning video game composer Winifred Phillips.

By Winifred Phillips | Contact | Follow

So happy you’ve joined us!  I’m video game composer Winifred Phillips, and I’d like to welcome you to the continuation of this series of articles based on my lecture from GDC 2021 – From Spyder to Sackboy: A Big Adventure in Interactive Music!  Using the example of two of my projects from the previous year, I explored the contrasting models of dynamic music design employed in two games –  Sackboy: A Big Adventure for PS5/PS4, and Spyder for Apple Arcade.  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the Spyder project).  Both Spyder and Sackboy were developed by Sumo Sheffield and featured whimsical characters and situations.  Each of the two projects had a long list of music requirements and strategies that were dramatically different.  In composing music for these two games, I learned a lot about the flexibility of dynamic music systems.  Since I worked on music for both games simultaneously, it was fascinating to make comparisons between the two projects after the fact.  Preparing my GDC presentation became an exercise in understanding how flexible video game music can be.  If you haven’t had a chance to read the previous two installments of this series, you can read first about Horizontal Resequencing and Song Structure, and then Horizontal Resequencing & Dynamic Transitions.

As we discussed in the previous article, interactive music design is highly contextual. The circumstances dictate our choices.  No single method can be considered the best way, or the right way. Working on these two projects at the same time, I came across this idea over and over again.  

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Horizontal Resequencing and Dynamic Transitions for Game Music Composers (From Spyder to Sackboy: GDC 2021)

From the GDC 2021 presentation of video game composer Winifred Phillips, this image depicts the section of Phillips' lecture discussing horizontal resequencing in both the Spyder and Sackboy: A Big Adventure videogames.

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips, and I’m happy you’ve joined me for the second installment in this series of articles based on the content of a lecture I gave during the Game Developers Conference 2021.  My talk was entitled, “From Spyder To Sackboy: A Big Adventure in Interactive Music.”  In my presentation, I compared and contrasted the interactive music design of two of my video game projects from the previous year.  Both projects were developed by one of the game industry’s top development studios – Sumo Sheffield.  Both projects included ambitious dynamic music systems, using similar techniques and approaches.  However, there were lots of differences in the execution of those techniques.  This series of articles explores the similarities and differences between the dynamic music design of the popular Sackboy: A Big Adventure game for PS5/PS4, and Spyder for the new Apple Arcade (a great platform for supporting larger-scale game development for iOS).  (Above you’ll see a photo from one of the sections of my GDC 2021 lecture in which I’m discussing the music systems of both of these projects).  If you missed the first article in this series, you can find it here.

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Horizontal Resquencing and Song Structure for Game Music Composers (From Spyder to Sackboy: GDC 2021)

Photo of BAFTA-nominated video game music composer Winifred Phillips, working in her music production studio.

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips, and I was excited this year to present a talk at the Game Developers Conference.  GDC is one of the top conferences in the video game industry, and it was a fantastic event this year, full of expert sessions and lots of opportunities to learn and network.  As in previous years, I thought it might be best if I included the content of my GDC lecture in my articles here, so I’m now kicking off a six-part series of articles based on my presentation in July!  I’ve included the substance of my GDC presentation, supported by some of the multimedia materials I used to illustrate concepts during my lecture.  I’ve also enlarged upon most of those topics with a bit of further explanation that couldn’t be included in my original GDC presentation (due to time constraints).  So now without further ado, let’s get started!

A slide from the GDC 2021 lecture of video game composer Winifred Phillips, depicting her work with Sumo Sheffield on two simultaneous projects.Back in the summer of 2019, I started working with Sumo Sheffield on music for two different games. It was pretty intense work over the course of many months on two awesome projects with very different musical needs.  The list of musical requirements was quite long for both projects, and I spent a lot of time ping ponging back and forth between them. After they both hit retail in 2020, I realized how eye-opening that experience had been. Both games required complex musical interactivity, but each met that goal in very different ways.

In this article series, we’re going to be taking a look at those two projects: Sackboy: A Big Adventure for the PS5/PS4, and Spyder for Apple Arcade.

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Diegetic sound and music for the video game composer (GDC 2021)

Photograph of video game music composer Winifred Phillips in her music production studio. This photo illustrates Phillips' work on two popular video games developed by Sumo Digital.

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips.  Next week, I’ll be giving a lecture during the Game Developers Conference 2021 event.  During my lecture, I’ll be talking about the music I composed for Sumo Digital for both the Sackboy: A Big Adventure and Spyder video games.  My lecture is entitled, “From Spyder to Sackboy: A Big Adventure in Interactive Music,” and will take place on Friday July 23rd at 3:40pm PT.  Although GDC is still an all-virtual affair, the event does provide lots of opportunities for experts within the game development community to share their knowledge, coupled with forums enabling game audio folks to network and learn from each other.  In addition to my prepared lecture, I’ll also be participating in a live Speaker Q&A that will take place right after my presentation.  It should be a lot of fun!  Really looking forward to sharing my experience working with Sumo Digital simultaneously on these two fantastic games.

The famous logo of the Sackboy: A Big Adventure video game, as included in the article by award-winning video game composer Winifred Phillips.

This was an incredibly rare and awesome opportunity for me to compose music for two projects simultaneously in development by the same company.  Because of this, I found the comparisons between the two games fascinating.

My talk will delve into the mechanics of the dynamic music systems in both games, An image of the official Spyder video game promotional poster, as included in the article by video game music composer Winifred Phillips.showing how a comparison between these two projects can shed some light on the utility of the top interactive techniques and strategies.  While comparing this list of interactive music techniques provided me with a lot of material for my GDC lecture, there were other ways in which the two projects were similar.  I thought I’d share some brief thoughts on one of the other common threads I found between these two Sumo Digital games.

As composers, we’re often asked to provide a general atmosphere that adds either character to gameplay or distinctive flavor to menus.  If it’s a horror game, maybe we’re being asked to provide a crushingly heavy drone of doom during tense exploration, with soul-shuddering tone clusters bubbling up from the darkness and then sinking back down into the murky depths.  For a whimsical game, we might be creating airy, open textures with little mischievous accents from the mallets or woodwind section… or maybe we’re creating a brightly whimsical melody for an opening menu or splash screen.  If it’s a fantasy roleplaying game, we may be providing softly ambient tracks for exploration, with a pensive flute wandering gently through Gaelic figures.  Or maybe we’re creating a thunderously epic main theme for an opening menu, designed to emphasize the world-shattering stakes of the adventure to come.

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Video Game Music Composer: The Interactive Music of SPYDER (Part 2)

Photograph of video game music composer Winifred Phillips in her music production studio. Phillips is the video game composer for the Spyder game, developed by Sumo Digital for Apple Arcade. Her credits include games in five of the biggest franchises in gaming, and she is considered an authority on video game music who has given lectures at such venues as the Game Developers Conference (GDC), the Society of Composers and Lyricists, and the Library of Congress in Washington DC.

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips, and I’m glad you’ve joined us for this continuation of our discussion of the dynamic music system in the video game Spyder!  As you may recall from our previous discussion, Spyder is a spy thriller set in a retro world that’s vibrant with the famously over-the-top music and aesthetic of the late 1960s to early 1970s.  The game was developed by Sumo Digital for the popular Apple Arcade gaming platform.  The protagonist is an intelligent gadget resembling a tiny robotic spider.  This device, named “Agent 8,” was created by an elite British spy organization.  As the hero of the game, Agent 8 undertakes high-stakes espionage in order to defeat a sprawling evil organization known as S.I.N.!  Sumo Digital recently released a developer diary video about the making of the music of SPYDER, so let’s check that out:

As you could see from the video, the Spyder video game features a dynamic music system designed to convey the iconic 1960s style of a classic spy thriller.  In this two-part article series, we’ve been exploring how that system was created.

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Video Game Music Composer: The Interactive Music of SPYDER

Award-winning game music composer Winifred Phillips working in her music production studio on the musical score of the Spyder video game for Apple Arcade. Her credits include games in five of the biggest franchises in gaming, and she is considered an authority on video game music who has given lectures at such venues as the Game Developers Conference (GDC), the Society of Composers and Lyricists, and the Library of Congress in Washington DC.

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips, and I’m excited to announce the release of my most recent video game project – Spyder, developed by Sumo Digital for the popular Apple Arcade gaming platform.  I loved working with the amazing audio team at Sumo Digital, and composing the music of Spyder was an absolute blast!  As a retro spy thriller with a really iconic visual aesthetic, Spyder gave me the chance to delve into the Promotional poster for the video game Spyder, from the article by video game music composer Winifred Phillips.musical styles of the late sixties and early seventies.  Big band jazz of the 50s had evolved over time into a groovy psychedelic circus of 1960s musical fun.  Mix this with the beginnings of 70s funk – and early synthetic sounds such as the famous Minimoog – and you end up with a potent cocktail of musical influences and attitudes.  All of this retro goodness is reflected in the old-school movie-style poster created by the Sumo Digital team to announce the Spyder video game (pictured right).

The historical research into style, technique and instrumentation posed a significant challenge for me as a game music composer.  In the course of preparing to compose the music for Spyder, I sank an enormous amount of time into this research, listening to what felt like every single spy movie soundtrack from the late sixties and early seventies.  I also listened to tons of straight action movie soundtracks from the same era, as well as a great assortment of comedies, all while taking copious notes.  Lending a strong sense of authenticity to the era was a crucial responsibility of the game music that would give Spyder its evocative character.

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