Narrative in trailers, cutscenes and cinematics (for the game music composer)

This photo includes the logo of the Spore Hero video game, and the game's composer Winifred Phillips. Phillips is the author of the book A Composer's Guide to Game Music, published by The MIT Press.

By Winifred Phillips | Contact | Follow

Hey, everybody!  I’m video game composer Winifred Phillips, and I’m happy to welcome you back to the last installment of our four-part discussion of “scoring-to-picture” techniques within video games.  In these articles we’ve considered how cutscenes, trailers, and cinematics can benefit from specific musical strategies.  As game composers, our jobs involve lots of complex music systems requiring expert knowledge of dynamic composition techniques.  However, we can still benefit from an examination of the goals that music can achieve during linear presentations within a game.  Such goals may include:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

Earlier in this series of articles, we’ve discussed the ways in which music can support believable and moving characterization.  We considered the ability of a musical score to emphasize details and enhance comprehension of information.  We’ve also considered how a game’s intrinsic identity can be reinforced using thoughtful choices of musical style, particularly in the case of custom music for game trailers.  So now let’s move on to the last item on our list, and the one most closely associated with linear music composition:

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Identity in trailers, cutscenes and cinematics (for the game music composer)

Image of video game composer Winifred Phillips in her music production studio, regarding images from the DC Dual Force project.

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips, and I’m glad you could join us for the continuation of our four-part discussion of traditional “scoring-to-picture” techniques within a video game project.  We’ve been examining the music needs of cinematics, cutscenes, and trailers, with an eye towards pinpointing specific goals that music can achieve. Those goals include:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

In our previous articles we thought about how music can accentuate the believability and importance of characters, and how music can help players absorb and digest information.  So let’s move on to the third item on our list of goals:

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Information in trailers, cutscenes and cinematics (for the game music composer)

Winifred Phillips is a BAFTA-nominated video game composer, and the author of the book A Composer's Guide to Game Music. This photo depicts Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

Hey, everyone!  I’m video game composer Winifred Phillips, and I’d like to welcome you back to our four-part discussion of traditional “scoring-to-picture” techniques within a video game project, and how these play into our work as game composers.  We’ve been looking at examples of cinematics, cutscenes and trailers to see how this kind of linear composition style accomplishes specific goals.  That list of goals includes:

  1. Characterization
  2. Information
  3. Identity
  4. Narrative

In our previous article, we took a look at how music can best emphasize and support characters during cutscenes and cinematics. By using linear music for the purposes of characterization, we can accentuate the distinct traits of important characters, or provide insight into their state of mind.

Now, let’s consider when our music composition goals are less emotional, and more utilitarian.  In this article, we’ll be moving on from characterization to take a look at how information is conveyed in linear cinematics and cutscenes.  When the primary goal of a cinematic is to provide players with important details, we can assist by composing music to support the way information is disseminated.  This can help players to better absorb all the facts presented.

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Characterization in trailers, cutscenes and cinematics (for the game music composer)

Photo of BAFTA-nominated composer Winifred Phillips at work in her music production studio. Phillips' projects include titles in six of gamings biggest franchises: God of War, Assassin's Creed, Total War, LittleBigPlanet, Lineage, and The Sims.

By Winifred Phillips | Contact | Follow

Glad you’re here!  I’m video game composer Winifred Phillips thanks for joining us!  As we all know, dynamic music has become a central focus of our craft as game composers. In our past articles here, we tend to focus on the awesome power of dynamic implementation to increase the utility of game music across lengthy gameplay sequences.  In-game music serves many purposes, so it must morph and change in order to best accommodate shifting circumstances.  However, no matter how interactive our in-game tracks may be, we inevitably run into situations in which dynamic music systems fall short.

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Video Game Composers: The Tech of Music in Virtual Reality (GDC 2018)

Video game composer Winifred Phillips, pictured in her music production studio.

By Winifred Phillips | Contact | Follow

The Game Developers Conference is almost here! I’m looking forward to giving my presentation soon on “Music in Virtual Reality” (Thursday, March 22nd at 3pm in room 3002 West Hall, Moscone Center, San Francisco).  Over the course of the last two years, I’ve composed a lot of music for virtual reality projects, some of which have already hit retail, and some of which will be getting released very soon!  As a result, I’ve spent a lot of time thinking about what role music should play in a virtual reality game. During my GDC talk in March, I’ll be taking my audience through my experiences composing music for four very different VR games –the Bebylon: Battle Royale game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike RPG-Shooter hybrid from Labrodex Inc.  In preparing my GDC presentation, I made sure my talk addressed some of the most important creative and technical hurdles facing video game composers working in VR.  However, time constraints ensured that some interesting info ended up ‘on the cutting room floor,’ so to speak.  So, I’ve written two articles that explore some of the best topics that didn’t make it into my GDC presentation.

My previous article focused on some abstract, creative concerns facing video game music composers and audio folks working in VR.  In this article, we’ll be turning our attention to more concrete technical issues.  Ready?  Let’s go.

New Binaural Developments

Illustration of popular binaural developments in VR audio, from the article by composer Winifred Phillips for video game composers.VR games currently focus on binaural audio to immerse players in the awesome soundscapes of their virtual worlds.  As we know, binaural recording techniques use two microphones, often embedded in the artificial ears of a dummy head (pictured right).  By virtual of the popular binaural recording technique and/or binaural encoding technologies, game audio teams can plunge VR players into convincing aural worlds where sounds are spatially localized in a way that conforms with real world expectations.  The technology of binaural sound continually improves, and recently the expert developers of the Oculus Rift VR headset have refined the quality of their VR sound with two significant upgrades.

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Video Game Composers: The Art of Music in Virtual Reality (GDC 2018)

Video game composer Winifred Phillips, pictured in her music production studio.

 

By Winifred Phillips | Contact | Follow

Once again, the Game Developers Conference is almost upon us!  GDC 2018 promises to be an awesome event, chock full of great opportunities for us to learn and grow as video game music composers.  I always look forward to the comprehensive sessions on offer in the popular GDC audio track, and for the past few years I’ve been honored to be selected as a GDC speaker.  Last year I presented a talk that explored how I built suspense and tension through music I composed for such games as God of War and Homefront: The Revolution.  This year, I’m tremendously excited that I’ll be presenting the talk, “Music in Virtual Reality.” The subject matter is very close to my heart!  Throughout 2016 and 2017, I’ve composed music for many virtual reality projects, some of which have hit retail over the past year, and some of which will be released very soon.  I’ve learned a lot about the process of composing music for a VR experience, and I’ve given a lot of thought to what makes music for VR unique.  During my GDC talk in March, I’ll be taking my audience through my experiences composing music for four very different VR games –the Bebylon: Battle Royale arena combat game from Kite & Lightning, the Dragon Front strategy game from High Voltage Software, the Fail Factory comedy game from Armature Studio, and the Scraper: First Strike Shooter/RPG from Labrodex Inc.  I’ll talk about some of the top problems that came up, the solutions that were tried, and the lessons that were learned.  Virtual Reality is a brave new world for game music composers, and there will be a lot of ground for me to cover in my presentation!

In preparing my talk for GDC, I kept my focus squarely on composition techniques for VR music creation, while making sure to supply an overview of the technologies that would help place these techniques in context.  With these considerations in mind, I had to prioritize the information I intended to offer, and some interesting topics simply wouldn’t fit within the time constraints of my GDC presentation.  With that in mind, I thought it would be worthwhile to include some of these extra materials in a couple of articles that would precede my talk in March.  In this article, I’ll explore some theoretical ideas from experts in the field of VR, and I’ll include some of my own musings about creative directions we might pursue with VR music composition.  In the next article, I’ll talk about some practical considerations relating to the technology of VR music.

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