Glad you’re here! I’m video game composer Winifred Phillips. Last year, I participated in an online discussion session during a popular live-stream chat event hosted by Video Game Music Academy. The lively conversation that took place there seems worth sharing at this point. What follows is a partial transcript of the most substantive conversation from that hour-long session. I was interviewed by public school music teacher Daniel Hulsman. At the time, one of my projects had just released – the Spyder game for Apple Arcade – which had won a Global Music Award that year and was also nominated for a NAVGTR Award (pictured above). Much of the discussion focused on that project, but it also touches on my work in other games, and the topics broaden out to encompass more of the top issues pertaining to the craft of video game music composition. You’ll see that I’ve also included a few videos here and there to supplement the transcript and illustrate the discussion.
Delighted you’re here! I’m video game composer Winifred Phillips, and this past year has been particularly busy for me. I’ve released several projects this year, including Sackboy: A Big Adventure (my latest, pictured above) – and I’m very pleased that my Waltz of the Bubbles composition from Sackboy: A Big Adventure just won a Global Music Award, and is nominated along with the rest of the game’s soundtrack in this year’s NAVGTR Awards! In between projects, I’ve given three virtual talks this past year at the Game Developers Conference in March, the VGM Academy Live event in April, and the GDC Summer event in August. Popular events like these are great opportunities to touch base with the community and exchange ideas about the art of game composition and the business of being a video game composer.
All during this time, I’ve been keeping up with this blog, writing monthly articles that explore different topics of interest to us as game composers. In addition to the regular monthly entries, every year I write an article that tries to answer the question, “how does an aspiring composer break into the video game industry?” This is the question I’m personally asked most often, and it’s one I always struggle to answer.
Part of the reason for this is that my own “breaking into the business” story is so unusual. My first video game project happened to be a triple-A blockbuster (God of War from Sony Interactive), and I was able to land the gig because an example of my work landed on the desk of a music supervisor for the project at exactly the right time. What are the chances of that? It’s akin to being struck by lightning, and I certainly can’t advise young composers to depend on that kind of lightning to strike. But I don’t want to leave hopeful young composers in the lurch either.
So every year, I revisit the subject, trying to learn what helpful advice might be offered by virtue of the common wisdom that exists at the time. In expert articles and community posts, the subject is ceaselessly examined and reconsidered. It’s an evolving conversation that shifts in subtle but appreciable ways from year to year. So this is the 2021 edition, in which I share the interesting observations I’ve gathered from online sources during the previous year. Hopefully, this article will provide some guidance and support for those who are embarking on their own game music careers. But first, in case anyone might like to hear a fuller retelling of my own “breaking into the business” story, here’s an interview I gave in 2011 with GameSpot in which I recount how I landed my first gig. The relevant discussion begins at 4 minutes and 15 seconds:
So happy you’ve joined us! I’m videogame composer Winifred Phillips. Welcome to my two-part article series on the process of composing music for timed challenges in video games! Since timed challenges are a popular gameplay mechanic that has featured prominently in my most recently released project (The Spyder DLC missions), I thought it might be interesting for us to take a closer look at what makes a timed challenge tick!
Welcome! I’m video game composer Winifred Phillips, and in this month’s article, I’d like to go into some depth about an interesting aspect of our work as game composers – creating music for timed challenges. In timed challenges, players must complete a set of tasks within a limited window of time. Over the years, I’ve created music for lots of timed challenges featured in highly divergent projects, from the darkly strategic space battles of Hades’ Star (pictured above), to the wacky assembly-line mayhem of the Fail Factory VR game, to the brand-new DLC release from one of my most recent projects — the Spyder video game. It was this most recent release that actually got me thinking a lot about how difficult timed challenges can be for game composers.
In the previous installments of this series, we discussed the importance of repeating musical themes, using the variation technique and fragmentation to support different gameplay types. So now, let’s explore what happens when musical themes are employed within more complex interactive music systems.
In the last article, we took a look at how thematic material was employed in subtle ways within two of my video game projects – Assassin’s Creed Liberation and Homefront: The Revolution. We considered how repetition can reinforce the significance of musical themes, particularly when they are associated with specific narrative ideas, and we talked about how repetition can work to make musical themes memorable and meaningful. But we all know that repetition can get stale if we don’t approach it creatively. So that brings us now to the topic of variation – how to keep themes feeling fresh.
So happy you’ve joined us! I’m video game composer Winifred Phillips. Last March, I gave a presentation at the very first online Game Developers Conference. My talk was entitled “From Assassin’s Creed to The Dark Eye: The Importance of Themes” (I’ve included the official description of my talk at this end of this article). This coming August, I’ll be participating as a speaker in the upcoming GDC Summer online conference. My session this August will be a wide-ranging Ask-Me-Anything Q&A, and I’m really looking forward it! In anticipation of that conference session, I thought it might be useful for me to share the content of my March GDC talk in a series of articles. I’m happy to now begin a five-part article series based on my GDC 2020 presentation in March!
But before we start digging into practical examples, let’s take a quick look at one of the best and most iconic themes in the history of music for media. I’ve included a short excerpt below. Notice how we hear a melodic phrase once, then we hear it again, and it’s exactly the same as before. So the melody is saying, “hey – you liked that? Here, have another!”
Welcome! I’m videogame composer Winifred Phillips. As most of us are no-doubt aware, the Game Developers Conference 2020 has been postponed. This means that the yearly conference’s rich and diverse schedule of lectures will not be performed live next week during GDC 2020 at the Moscone Center in San Francisco. I was really looking forward to presenting my lecture, entitled “The Importance of Themes: Creating Musical Signatures for your Games.” Having given GDC presentations every year since 2015, I consider the Game Developers Conference to be an indispensable event for both my career and my personal enrichment as a game music composer. While the postponement is a set-back for the entire game development community, I’m glad to share some awesome news! A portion of the GDC 2020 lecture schedule will still take place as planned – albeit from a much different venue. Instead of in-person presentations, GDC plans to stream many of their previously scheduled GDC talks during GDC week as part of a “virtual conference.” This means that I can share my lecture as a GDC Virtual Talk. Best of all, all of the GDC Virtual Talks will be available for free!
My virtual talk will focus on the best ways to create memorable thematic material. Catchy melodies can help to enhance a game’s distinctive character and originality, which can subsequently lead to a more memorable gameplay experience. In preparing my presentation, I conducted quite a bit of research. Because of time constraints, not all of that scholarly research made it into my final presentation. I was sorry to have to cut those materials – I thought it was pretty interesting stuff! So let’s now discuss some of that extra info in this article. We won’t be delving into the actual subject matter of my lecture, since I’ll be saving that material for my actual presentation that will be included in the slate of GDC 2020 Virtual Talks. But the general relationship between music and memory is a fascinating area of study. If our music can help games to stick in the minds of players, then it should be useful for us to understand some expert scholarly viewpoints on the relationship between music and memory.
Hey, everybody! I’m videogame composer Winifred Phillips. As game composers, it’s inevitable that we’ll eventually be asked to create music in a genre with which we have little or no experience. Some projects may throw several unfamiliar musical genres our way. It can be a scary prospect. I’ve worked on many projects that have required me to quickly learn new musical styles and techniques, so I thought I’d share some thoughts about how research can help us cope with these sorts of unexpected demands. This article will explore the role of music research, including how it can initiate us into the mysteries of unfamiliar musical styles, and ways in which it can lead us in unanticipated (but not unwelcome) directions. I’ve had lots of experience delving into diverse musical genres and doing music research for projects both big and small over the course of my career. For this article, I’ll be describing my recent experience composing the music for the Sports Scramble VR game, developed by Armature Studio and released earlier this year for popular VR platforms such as the Oculus Quest and the Oculus Rift/Rift S.