
Welcome! I’m videogame composer Winifred Phillips, and this is the continuation of our four-part discussion of the role that music can play in Virtual Reality video games. These articles are based on the presentation I gave at this year’s Game Developer’s Conference in San Francisco, entitled Music in Virtual Reality (I’ve included the official description of my talk at this end of this article). If you missed the first article exploring the history and significance of positional audio, please go check that article out first.
Are you back? Great! Let’s continue!
During my GDC talk, I addressed three questions which are important to video game music composers working in VR:
- Do we compose our music in 3D or 2D?
- Do we structure our music to be Diegetic or Non-Diegetic?
- Do we focus our music on enhancing player Comfort or Performance?









The 2017 Game Developers Conference could be described as a densely-packed deep-dive exploration of the state-of-the-art tools and methodologies used in modern game development. This description held especially true for the game audio track, wherein top experts in the field offered a plethora of viewpoints and advice on the awesome technical and artistic challenges of creating great sound for games. I’ve given GDC talks for 