
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!






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.

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.

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