Characters and Ideals: The Music of Assassin’s Creed Liberation

Photograph of Grammy Award-winning video game composer Winifred Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips, and among my credits as a game composer, I was delighted to compose the original soundtrack for the bestselling video game Assassin’s Creed Liberation.  It was the first game from the popular Assassin’s Creed franchise to feature a female assassin.  Creating a musical support for her awesome adventure was an immense privilege for me.  In this series of articles, we’ve been exploring the composition process that I pursued for Assassin’s Creed Liberation, including how I used music to support the narrative by defining locations, reflecting cultural and historical influences, and emphasizing important ideas.  If you’d like to catch up on the previous four articles, you can find them here:

  1. Cultural Fusion: The Music of Assassin’s Creed Liberation
  2. Time and Place: The Music of Assassin’s Creed Liberation
  3. Melodies as Symbols: The Music of Assassin’s Creed Liberation
  4. The Symbolism of Recurrence: The Music of Assassin’s Creed Liberation

Through initial theme and subsequent variation, music can carry ideas forward while keeping those concepts fresh as they undergo repetition.  The theme and variation technique allows us as composers to create structure and unify a musical score, and this effect can operate with multiple themes.  Together, these themes can form a sense of overall identity for a video game.

In the case of Assassin’s Creed Liberation, the theme for the protagonist’s father is a great example.

This illustration depicts the video game character Philippe de Grandpré, father of Aveline de Grandpré, from the bestselling game Assassin's Creed Liberation. As included in the article written by Grammy Award-winning video game composer Winifred Phillips.

Aveline de Grandpré is the central character of Assassin’s Creed Liberation, and her father Philippe is a wealthy Frenchman with a successful shipping business. When we are first introduced to Philippe de Grandpré, he is at the top of his career.  He’s considered to be an expert in his field.  He lives in an impressive mansion in New Orleans, mixing and mingling amongst the most aristocratic members of New Orleans society. With his innate elegance and impeccable manners, Philippe is one of the best examples of the ideal gentleman of his time – always governed by well-tempered sophistication and considered restraint.  He’s a product of the 18th century Age of Enlightenment, and he essentially represents that culture in the game.

The Age of Enlightenment is famous for its celebration of both intellectualism and tolerance.  It’s a philosophy focused on always doing what’s right and just, according to a purely rational point of view. With that in mind, Philippe could be seen as the embodiment of that European idealized society.  That was the way I thought about Philippe’s theme while I was writing it.  In my mind, Philippe’s theme was an expression of Philippe’s personality, but it could also be more generally associated with the privileged society from which he came. The music essentially expresses both Philippe’s character and his ideals.  I composed the first version of the melody for Father’s Theme so that it would adhere to an 18th century Baroque tradition, complete with all the ornamentation you’d expect from that. Let’s listen to that theme in one of the game’s cinemas.

Like the other themes, Father’s Theme appears throughout the game, going through successive variations as it does so. Here’s how it sounds when it appears as the music for a high society party.

In this version, I’ve changed the meter, the tempo and the key, but I’ve still kept it firmly in the Baroque musical style.  Moreover, the melody from Father’s Theme is still easily discernible.  Using Father’s Theme during this lavish party connects that event to the previous dinner table scene – letting us know that we’re still navigating the upper echelons of society.

This isn’t the only other time that we hear Father’s Theme.  It also appears during an important action sequence.  Aveline is protecting her home city of New Orleans against a corrupt Spanish governor, so the concepts of honor and obligation that are a part of Father’s Theme seemed appropriate.  Also, since the action sequence is a carriage chase through the heart of New Orleans, why shouldn’t the theme for such an action sequence be the most aristocratic theme in the game?

When we think of Aveline’s father as a symbol as well as a person, his musical theme becomes useful in ways beyond a simple illustration of his character. The same could be true for any character – but especially for the main character herself.

In the next installment, we’ll be discussing Aveline’s theme, and how her motif was carried into multiple variations throughout the Assassin’s Creed Liberation Score.  I hope you’ve enjoyed this article!  You’ll find further discussion of game music composition in my book, A Composer’s Guide to Game Music.  Thanks for reading!

Image of the book cover for the book A COMPOSER'S GUIDE TO GAME MUSIC, written by game music composer Winifred Phillips and published by The MIT Press.

 


Small photo of Grammy Award-winning video game music composer Winifred Phillips.Winifred Phillips is a video game composer known for her Grammy® Award-Winning original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord (listen to the official soundtrack on Spotify).  Her Wizardry soundtrack has also won a Society of Composers & Lyricists Award.  Phillips is known for composing music for games in many of the most famous and popular franchises in gaming: Assassin’s Creed, God of War, Total War, The Sims, LittleBigPlanet, Lineage, Jurassic World, and Wizardry.  Her music for Sackboy: A Big Adventure garnered a BAFTA Award nomination.  Phillips’ other awards include the D.I.C.E. Award, six Game Audio Network Guild Awards (including Music of the Year), and four Hollywood Music in Media Awards. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. An interview with her has been published as a part of the Routledge text, Women’s Music for the Screen: Diverse Narratives in Sound, which collects the viewpoints of the most esteemed female composers in film, television, and games.  Follow her on Bluesky, Twitter, Facebook, and Instagram.

Cultural Fusion: The Music of Assassin’s Creed Liberation

Photo of Grammy Award-winning video game composer Winifred Phillips in her music studio at Generations Productions. Phillips is the composer of the award-winning musical score for the video game Assassin's Creed Liberation.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m Winifred Phillips. I’m the author of the book “A Composer’s Guide to Game Music” from the MIT Press, and I’m also the composer of the original soundtrack for the video game Assassin’s Creed Liberation.  The Assassin’s Creed Liberation game was the ninth game in the incredibly popular Assassin’s Creed series, released between Assassin’s Creed III and Assassin’s Creed Black Flag.  As a smash-hit bestseller that continued the top-selling franchise, the Assassin’s Creed Liberation game won the Writers Guild Award for its outstanding script by Jill Murray and Richard Farrese!  The game also won multiple awards for the music I composed, including a Hollywood Music in Media Award, a Game Audio Network Guild Award, a Global Music Award, and a GameFocus Award.  In this article series, I’d like to talk with you about my musical score for the Assassin’s Creed Liberation game.

The Assassin’s Creed Liberation project was an enormous undertaking, and I’m tremendously gratified that my music was well received!  However, what I wanted most as a game composer was for the members of the development team to find my work inspiring.  I’m inspired every day by what expert development teams do!  I’m inspired by their art, scripts, characters, and most of all, gameplay.  All that inspiration helps me to compose music that will hopefully support the vision of the team.

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The Big List 2026: Resources for Game Music Composers

Grammy Award-winning video game composer Winifred Phillips, working in her music production studio at Generations Productions LLC.

By Winifred Phillips | Contact | Follow

Poster for the Capitol Hill event, "The Highest Score: The Composers of the Video Game Industry" - presented by the Electronic Software Association and Electronic Arts. Included in the article by Grammy award-winning game composer Winifred Phillips.Hi!  I’m video game composer Winifred Phillips, and this past September I traveled to Washington D.C.  I’d been asked, as the current winner of the Grammy Award for Best Video Game Soundtrack, to speak in the Congressional Auditorium of the Capitol Building, at an event advocating for the importance of video game music.  It was an enormous honor!  Alongside a panel of fellow Grammy Award winners and nominees, we discussed the process of composing for games, sharing stories and memories while doing our best to help lawmakers understand the inherent creativity and expertise involved in crafting a video game musical score.

Participating in panels and discussions like this one has always been very inspiring for me.  I’m grateful to be a part of this amazing professional network of game audio wizards, as they continually innovate and share ideas with boundless enthusiasm and generosity.  Through a lively exchange of ideas over time, the game audio profession has built a deep reservoir of knowledge and experience that enriches the entire community.  With that in mind, I’d like to use this article to share a collection of resources that I’ve gathered from across the internet, providing both educational enrichment and inspiration for game audio folks.  We’ll start with a collection of informative conferences that include rich game audio content.  Then, we’ll move to an assortment of music festivals and symphony concerts dedicated to music from video games.  We’ll include a couple of awesome organizations that are serving the needs of game audio scholars and researchers.  And finally, we’ll lay out all the vibrant online discussion forums and helpful communities ready to assist game audio practitioners.  So let’s get started!

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Game Changers: Video Game Grammy Nominees

Photo depicting Grammy Award-winning video game composer Winifred Phillips in her music production studio. As the current Grammy Award winner in the video game category, Winifred Phillips will serve as the moderator of the upcoming GAME CHANGERS seminar, hosted by the Society of Composers & Lyricists.

By Winifred Phillips | Contact | Follow

Hi!  I’m videogame composer Winifred Phillips, and in February of this year I was thrilled to win the GRAMMY® Award for my musical score for Wizardry: Proving Grounds of the Mad Overlord!  My Wizardry score won in the category of Best Score Soundtrack for Video Games and Other Interactive Media.  Every year, the Society of Composers & Lyricists (in collaboration with Electronic Arts and White Bear PR) organizes an online seminar entitled GAME CHANGERS.  The seminar features all of the nominees in the video game category of the Grammys that year. Discussions during the seminar range from expert analysis of composition best-practices, to sources of inspiration that fuel the creation of the Grammy nominated scores.  I remember participating in the GAME CHANGERS seminar as a nominee for Wizardry.  It was one of the most awesome online seminars I’ve ever participated in, and I was really honored to be a part of it!

Grammy Award-winning video game composer Winifred Phillips, here shown in her official Grammy Award portrait. Winifred Phillips won the Grammy Award in February of 2025 for her soundtrack album to the video game Wizardry: Proving Grounds of the Mad Overlord.Now, I’m thrilled to share that as the current Grammy winner in the video game category, I have been invited this year to serve as the official moderator for the seminar!  On December 16th, I’ll be interviewing all of the nominees for next year’s Grammy Awards, and I’m really looking forward to exploring their creative process in composing their Grammy-nominated video game scores.  It should be tremendously inspiring!  Only current members of the Society of Composers & Lyricists can attend this popular online seminar (more info here).  However, everyone can enjoy the Grammy-nominated scores composed by these celebrated video game composers!  With that in mind, I’m happy to share their work in this article.  I hope our readers will be inspired by the creativity and skill on display in these nominated soundtrack albums!

If you are a current voting member of the Recording Academy, you’ll find the following details helpful as you decide how you’ll vote in the video game category.  And if you’re not yet a member… why not consider joining the Recording Academy?  Any Recording Academy member can submit their soundtrack releases for Grammy Awards consideration.  Let’s get the video game composer community involved!  After all, the Grammys are famous for being ‘Music’s Biggest Night,’ so the video game music community should be a big part of it!  More information about joining the Recording Academy can be found here.

So now let’s explore these currently nominated soundtrack albums for the Grammy Awards!  I’ve listed them alphabetically by game title.  For each nominated score, I’ve provided a biography of the composer at the top, followed by a Spotify playlist of their nominated soundtrack, and a no-commentary gameplay video demonstrating the game for which the music was composed.  Enjoy!!

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Getting your big break – 2026 edition (for the video game music composer)

Grammy Award-winning game composer Winifred Phillips at work in her studio at Generations Productions. This photo is included in Phillips' article about breaking into the industry as a video game composer.

By Winifred Phillips | Contact | Follow

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.

Grammy Award-winning video game composer Winifred Phillips celebrates the release of music from her first game in the God of War 20th Anniversary Vinyl Collection.

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:

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GDC 2025 A Score For Wizardry: Medieval World-Building

Grammy Award-winning composer Winifred Phillips, shown at work in her music production studio.

By Winifred Phillips | Contact | Follow

Welcome back! I’m video game composer Winifred Phillips, and one of my latest game projects is the Grammy award-winning music for the smash-hit 3D remake of Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the soundtrack.)

In this article, I’m presenting the second part of my article series containing the substance of my lecture, “A Score for Wizardry: World-Building Through Music,” from the Game Developers Conference 2025 (a top industry conference for game developers). Many of us in the game audio community can’t attend GDC, so I post the content of my GDC lectures every year in an article series that presents the full discussions, supported by many of the videos and illustrations from my lectures. Last month I posted part one of this series, in which we considered the history of the Wizardry video game and the factors that led to medieval and Renaissance musical choices for the structure of the Wizardry score.

An animated gif depicting the wizard Werdna from the Wizardry video game franchise. Included in the article by Grammy Award-winning composer Winifred Phillips.

Speaking of structure, let’s now take a moment to talk about the premise of the Wizardry game. The world of Wizardry centers on a medieval castle in an unnamed feudal kingdom led by a cruel and insane ruler.

As the game progresses, we learn that a powerful arcane amulet, once owned by this mad overlord, was stolen five years ago by a Wizard of great power and malice.

Tapping into the magic of the amulet, the Wizard crafted an elaborate dungeon directly beneath the castle, filled it with terrifying monsters, then hid at the very bottom of the maze.

The overlord, in his madness, decided that this subterranean deathtrap would be the perfect proving grounds in which to test prospective members of his elite guard.

That’s the premise of the game. You assemble expert adventurers willing to slice their way through this underground meatgrinder. If they aren’t all killed, they can return to the surface to rest, resupply, recruit new members, grab some training, and then head back into the maze.

Animated gif showing the underworld maze from the Wizardry video game franchise, as included in the article written by Grammy Award-winning composer Winifred Phillips.

So Wizardry is built around two worlds – the Overworld and the Underworld. The Overworld is a charming slice of medieval life, and the Underworld is a bloodsoaked murder tomb. But here’s the thing – the underlying gameplay mechanic from 1981 is still at play here. When you visit a shop in the Overworld, you’re looking at a series of menus. When you wander through the ominous passages of the Underworld maze, you’re seeing walls and doors, with some occasional skeletons on the floor. If these places were going to feel like living, breathing environments, the music would have to help them get there. So let’s start first with the music of the Overworld. This is where the fun begins.

The medieval period lasted from the late 400s A.D. to the mid 14th Century. It’s best known for the famous Golden Age of Chivalry, the Crusades, feudalism, and the construction of huge Gothic cathedrals. This is the period of history that I turned to when I started researching musical styles for the Wizardry Overworld.

Animated gif illustrating the characteristics of the medieval period, as included in the article by Grammy Award-winning composer Winifred Phillips.

Medieval music is an embarrassment of riches. It’s sophisticated enough to be entertaining to our modern ears (particularly as you move into the late medieval period) but it’s also got this alien vibe that makes it intriguing. Part of that weirdness rises from the emphasis on two intervals: the perfect fourth and the perfect fifth.

Image illustrating the use of perfect fourths and perfect fifths in medieval music, as included in the article by Grammy Award-winning composer Winifred Phillips.

In modern music, we lean on triads. We think they’re beautiful. But medieval musicians thought triads were ugly. You could use them as passing tones, but if you’re coming to rest, it’s on a lovely, consonant 4th or 5th. Let’s listen to how that principle applied to my music for Wizardry.

Here’s some of the music I composed for the Training Grounds, where you prepare your adventurers for combat. Since the Training Grounds would have been pretty physically active, I employed some late medieval dance rhythms. This one is inspired by the popular Estampie – literally the “stamp.” I also used consistent 4ths and 5ths in the musical construction here, with thirds appearing only in passing:

Aside from this fundamental difference of harmonic opinion, medieval musicians had a ton of awesome instruments to choose from – so let’s take a look at a couple of instruments from the previous example. As a salute to the Viking conversations we had at the beginning of the project, I investigated Nordic instruments and settled on two nice Viking-style choices that wouldn’t have been out of place in the medieval period:

The nyckleharpa (a keyed fiddle, pictured right)
The talharpa (a bowed lyre, pictured left)

Image depicting the talharpa and nyckelharpa, as used in the music composed by Grammy Award-winning video game composer Winifred Phillips.

You just heard those two instruments prominently in the music of the Training Grounds. They worked exceedingly well together for drone-based compositions. Paired with the viola da gamba, these instruments firmly situated the score in an early historical period.

So that wraps up part two of this six-part article series on the music of Wizardry: Proving Grounds of the Mad Overlord!  We’ll be continuing the discussion of the Overworld music in the next installment.  In the meantime, here’s a behind-the-scenes commentary video I narrated, discussing the Training Grounds music in more detail:

If you’d like to learn more about composing music for video games, you can read my book, A Composer’s Guide to Game Music (published by the MIT Press).

Image of the book cover for the book A COMPOSER'S GUIDE TO GAME MUSIC, written by game music composer Winifred Phillips and published by The MIT Press.

 


Headshot photo of Grammy Award-winning composer Winifred Phillips.Winifred Phillips is a video game composer whose latest project is her Grammy® Award-Winning original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord (listen to the official soundtrack on Spotify).  Her Wizardry soundtrack has also won a Society of Composers & Lyricists Award.  Phillips is known for composing music for games in many of the most famous and popular franchises in gaming: Assassin’s Creed, God of War, Total War, The Sims, LittleBigPlanet, Lineage, Jurassic World, and Wizardry.  Her music for Sackboy: A Big Adventure garnered a BAFTA Award nomination.  Phillips’ other awards include the D.I.C.E. Award, six Game Audio Network Guild Awards (including Music of the Year), and four Hollywood Music in Media Awards. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the MIT Press. An interview with her has been published as a part of the Routledge text, Women’s Music for the Screen: Diverse Narratives in Sound, which collects the viewpoints of the most esteemed female composers in film, television, and games.  Follow her on Twitter, Facebook, and Instagram.

GDC 2024 Dial Up the Diegetics: The Human Soundscape

Photograph of Winifred Phillips (award-winning composer whose latest project is the original music of Wizardry: Proving Grounds of the Mad Overlord).

By Winifred Phillips | Contact | Follow

So happy you’ve joined us! I’m game composer Winifred Phillips, and one of my latest projects is the music of the bestselling game Wizardry: Proving Grounds of the Mad Overlord: the 3d remake of the classic 1981 dungeon-crawler! (listen and download the award-winning soundtrack for free). I’d like to welcome you to the sixth and final installment of my article series based on the lecture I gave at the Game Developers Conference 2024!  In my lecture, “Dial Up the Diegetics: Musical Sound Effects,” I explored how the audio assets and techniques of expert sound designers can be applied to our work as game composers.  Considering that not all of us would be able to attend GDC that year, I arranged the content of my 2024 GDC lecture into this six-part article series.  These articles have shared the entire substance of my lecture, along with all the audio and video examples and a large assortment of the images I used during my GDC talk.  In case you haven’t read the previous installments of this series, you can find them here:

  1. GDC 2024 Dial Up the Diegetics: Musical Sound Effects
  2. GDC 2024 Dial Up the Diegetics: Sounds of Nature
  3. GDC 2024 Dial Up the Diegetics: The Animal Kingdom
  4. GDC 2024 Dial Up the Diegetics: Science and Technology
  5. GDC 2024 Dial Up the Diegetics: Industry and Mechanics

In part five of this series, we examined the sounds of machines and technology, exploring some of the best ways these sound design assets can be put to use within our music.  So now let’s return to the top of our full list of audio assets that we’ve been considering over the course of this article series:

Illustration depicting the bullet list used in the GDC 2024 presentation of video game composer Winifred Phillips.

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GDC 2024 Dial Up the Diegetics: Industry and Mechanics

Photograph of award-winning video game composer Winifred Phillips in her music production studio, composing the original music of one of her latest projects, Wizardry Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Hey there! I’m video game composer Winifred Phillips, and I’m excited to announce that I’ll be presenting a lecture this March at the Game Developers Conference 2025 about my Grammy Award-winning score to Wizardry: Proving Grounds of the Mad Overlord!  “A Score for Wizardry: World-Building Through Music” will explore both the historical research and creative process that went into the composition of this Medieval and Renaissance-style score. So excited to share what I learned composing the score for the game Kotaku named one of the Best RPGs of the Year!

In the meantime, let’s now turn our attention to my continuing series of articles presenting the lecture I delivered at last year’s Game Developer’s Conference.  In my 2024 GDC presentation,“Dial Up the Diegetics: Musical Sound Effects,” I discussed how game composers can adopt the tools and strategies of expert sound designers when composing evocative music for games.  Since not all of us would be able to travel to San Francisco to attend the Game Developers Conference, I’ve gone ahead now and included the entire content of my GDC presentation in this article series.  This article series also includes all of the videos, audio files and images that I used during my talk. In case you haven’t read the previous installments of this series, you can find them here:

  1. GDC 2024 Dial Up the Diegetics: Musical Sound Effects
  2. GDC 2024 Dial Up the Diegetics: Sounds of Nature
  3. GDC 2024 Dial Up the Diegetics: The Animal Kingdom
  4. GDC 2024 Dial Up the Diegetics: Science and Technology

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GDC 2024 Dial Up the Diegetics: Science and Technology

Photo of award-winning video game composer Winifred Phillips working on her original musical score to the video game Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Welcome back! I’m game composer Winifred Phillips – my most recent game release is the original music of Wizardry: Proving Grounds of the Mad Overlord: the smash-hit 3D remake of the classic 1981 dungeon-crawler (listen and download my award-winning soundtrack for free).  This is part four of my series of articles based on the content of the lecture I gave at the Game Developers Conference 2024!  My lecture, entitled “Dial Up the Diegetics: Musical Sound Effects,” explored how we game composers can adopt the audio assets and production techniques of sound design when we’re composing music for games.  To allow everyone to access this discussion (including those of us who couldn’t attend GDC 2024), I’m happy to share the substance of my GDC lectures in an article series that incorporates the entire discussion, along with the videos and illustrations that were included in my GDC lecture!

In case you haven’t read the previous installments of this series, you can find them here:

  1. GDC 2024 Dial Up the Diegetics: Musical Sound Effects
  2. GDC 2024 Dial Up the Diegetics: Sounds of Nature
  3. GDC 2024 Dial Up the Diegetics: The Animal Kingdom

In part three of this series, we further explored how we can use animal vocalizations in eccentric ways, infusing our game music with lots of quirky character.  So now that we’ve considered what the animal kingdom can do for our music, let’s tackle the next item on our list – The Diegetics of Science!

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GDC 2024 Dial Up the Diegetics: The Animal Kingdom

Photo of Bafta-nominated video game composer Winifred Phillips, working in her music production studio on her original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord.

By Winifred Phillips | Contact | Follow

Hi there! I’m video game composer Winifred Phillips – my most recent game release is the music of Wizardry: Proving Grounds of the Mad Overlord: the smash-hit 3D remake of the classic 1981 dungeon-crawler (listen and download my award-winning soundtrack for free).  Welcome to part three of my article series presenting the content of my talk from the Game Developers Conference 2024!  My presentation, “Dial Up the Diegetics: Musical Sound Effects,” discussed the ways in which game composers can repurpose the tools and assets normally within the province of sound design experts.  In order to best make my GDC discussions as widely accessible as possible, I’m now sharing the content of my GDC lectures every year in an article series that includes the full lectures, supplemented by most of the videos and many illustrations from my GDC talks.

In case you haven’t read the previous installments of this series, you can find them here:

  1. GDC 2024 Dial Up the Diegetics: Musical Sound Effects
  2. GDC 2024 Dial Up the Diegetics: Sounds of Nature

In part two of my GDC 2024 article series, I discussed how using appropriate animal vocalizations can provide game composers with awesome sonic tools for adding evocative character to game music.

An illustration that includes one of the bullet lists used in the GDC 2024 presentation given by award-winning video game composer Winifred Phillips.

As an example, we discussed how adding seagulls to the music of an ocean-themed gameplay level can help the environment blend more seamlessly with the music supporting it.  So let’s now check out another example of an animal sound that’s used less literally than seagulls at the ocean – and more in a figurative way.

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