GDC 2024 Dial Up the Diegetics: Musical Sound Effects

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

By Winifred Phillips | Contact | Follow

Hello everyone!  I’m video game composer Winifred Phillips – my latest is the music for the bestselling remake of Wizardry: Proving Grounds of the Mad Overlord! (Listen and download the award-winning soundtrack for free, and vote for the Wizardry soundtrack in the public voting of the World Soundtrack Awards)

Last March I was pleased to give a lecture at the Game Developers Conference 2024 — it’s a top industry event where experts in various game development disciplines share tips and techniques related to their fields. My presentation was called “Dial Up the Diegetics: Musical Sound Effects.” Every year, after I give my lecture at GDC, I include most of the lecture content in an article series (for the benefit of those who couldn’t attend the conference). So with this article, I’m kicking off a six-part series based on my 2024 GDC presentation! In these articles you’ll find all of the discussion from my GDC lecture, supported by many of the videos and illustrations that I used to support the ideas explored in my talk.  So let’s get started!

This discussion is going to focus on sound assets, and we tend to split these into two distinct groups. On one side we’ve got composer assets – acoustic instruments, bands and ensembles, orchestras, vocals, tonal and rhythmic samples, synthetic musical sounds, etc. On the other side, we’ve got sound designer assets – environmental ambience from weather and wildlife, incidental sound effects from tools and technology, and all those sounds we make as human beings.

Bullet list image used in the GDC 2024 presentation of award-winning game composer Winifred Phillips (composer of the original music of Wizardry: Proving Grounds of the Mad Overlord).

For sound design, it’s all about the diegetics – these are essentially the building blocks that together create the believable world of the game.  Sound designers work hard to immerse gamers in a convincing aural universe. This universe depends on assembling some great diegetics – so let’s start by examining that concept, and how it relates to our work as game composers.

That “you are there” feeling

Done just right, diegetics establish that all-important “you are there” feeling. To help reinforce this effect, sound designers ensure that every sound is diegetic – rising naturally out of the game world, and consistent with what gamers are doing. It’s all authentic, and it helps gamers lose themselves in the awesome experience that the game is attempting to create.

At the other end of the spectrum, game composers aren’t thinking about diegetic issues as much. If we want music during gameplay, we can just insert it. We don’t have to rationalize its presence in the game world – for instance, we don’t have to point out some radio that it might be coming from.

An image depicting an antique radio, as used for illustration purposes in the article written by video game composer Winifred Phillips (latest project: Wizardry: Proving Grounds of the Mad Overlord).

It’s understood that the music isn’t actually there. It’s non-diegetic – it’s detached – outside the world of the game.

But having said that, let’s now ask ourselves – what if we could tie our music more closely to the rest of the game’s soundscape? Yes, our music doesn’t actually exist in the game world, but what if our music incorporated sound design that seemed to come from that environment? Would that offer players more narrative immersion? More emotional connection? Would the music seem more intrinsically attached to the game?

Sound design for composers

Let’s now explore what happens when we game composers use the tools of sound design in our music. By integrating sound effects into our tracks, we can give our music a character and flavor that is strongly associated with the diegetics of the game. It helps our music contribute better to overall immersion. Plus, it’s a lot of fun for us as game composers!

Over the course of these six articles, I’m going to be drawing examples from the music I composed for thirteen of my previous game projects.  These include titles from some famous and popular franchises.

Bullet list depicting the video game projects from which examples will be drawn over the course of this article series (written by video game composer Winifred Phillips).

We’ll be considering ways in which different categories of sound design can function best from within the structure of a musical composition:

Bullet list that includes the categories to be explored over the course of this article series, written by Winifred Phillips (video game music composer).

We’ll also be considering how each of these categories can make our music feel more evocative. So let’s start with the first item on our list:

Environmental diegetics

This is the ground floor of sound design – the audio of our surroundings in the game – and these audio assets can be sorted into three varieties.

An illustration drawing attention to the three varieties of environmental sound that can be utilized by video game composers - from the article written by game music composer Winifred Phillips.

The first two focus on short, discrete sounds such as the spontaneous noises that are generated by an indoor or outdoor location, and the brief sounds that would be triggered by a person or creature while moving through that unique space. The third category covers the general ambience of the area, which typically includes more lengthy audio sources.

Sound designers are naturally thinking about all three of these categories, but we game composers can use them too. So let’s start by looking at all those little noises that come from our surroundings – and here’s a good example that will show how useful they can be.

Sounds of an underwater world

Developed by Sumo Digital, Sackboy: A Big Adventure is a whimsical platformer that lets gamers jump, swing, and fly through the colorful and zany realms of Craftworld. As a member of the music composition team, I was hired to compose the music for Sackboy’s underwater adventures in the Kingdom of Crablantis. My whole job centered on musically evoking the wonder and beauty of subaquatic exploration – which is the reason why I decided to use water sounds in my music. So first I had to consider – what do we hear when we’re underwater? Something like this?

Unfortunately, that didn’t seem right – too busy and chaotic to be a good musical tool. So, what other kinds of water sounds might be useful?

Now, that’s better. I took a long recording of water dripping, loaded it into Pro Tools and edited all the individual drips into separate WAV files. Then I created a virtual instrument, applied some reverb and delay, and spread the sounds across my keyboard so that I could play them musically, like this:

That seemed to be working. But I was still thinking about those bubbles, and I started experimenting with sounds that were like bubbles, but not so chaotic – until I stumbled onto this:

It’s just the mouth of a bottle being flicked with your thumb, creating a nice ‘pop’ sound, like a bursting bubble. Seemed to work, so I gave this little ‘pop’ the same treatment that I’d given the drips, so that I could play them like an instrument:

Now that I had all these tools, I could use them in my music compositions for the Kingdom of Crablantis. Here’s what that was like:

As you can see, short, succinct environmental sounds can be really useful to us as composers.

In part two of this series, we’ll be further exploring environmental sounds, and then we’ll consider the utility of sounds derived from the animal kingdom. In the meantime, you can read more about 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.


Photo of video game composer Winifred Phillips (latest project: Wizardry: Proving Grounds of the Mad Overlord).

Winifred Phillips is a BAFTA-nominated video game composer whose latest project is the original musical score for the video game Wizardry: Proving Grounds of the Mad Overlord (official soundtrack available now on Spotify and as a free album download on Bandcamp).  Music from her latest album release, Ancient Heroes, is currently nominated for a Hollywood Independent Music Award, and is now available from the BMG record label 1 Revolution.  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.  Phillips’ 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.

The Game Show Interview: What Game Music Means to Gamers

Photo of award-winning video game music composer Winifred Phillips, pictured with radio host Meena Shamaly of the Game Show on ABC Classic (in connection with the interview of Phillips conducted by Shamaly for the Game Show).

By Winifred Phillips | Contact | Follow

Welcome!  I’m video game composer Winifred Phillips – my latest is the music for the bestselling remake of Wizardry: Proving Grounds of the Mad Overlord (listen and download the award-winning soundtrack for free).  Today I’m pleased to present the final installment of my three-part series based on my interview with Meena Shamaly, the host of the Game Show on ABC Classic (the Australian Broadcasting Corporation). Meena Shamaly brings all his knowledge as an accomplished composer, producer and performance artist into his role as interviewer and host, and I was honored to be an interviewee for his awesome show!  An audio recording of the full uncut interview is hosted right now on the ABC Classic web site.  I’m including the full written transcript of that interview here, along with some supporting links and media files to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we discussed the unique role that music plays in video games.  Now, in the third and final installment, we’ll be discussing the impact of music on a gamer’s experience, and how game music weaves itself into a gamer’s life.

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The Game Show Interview: Game Music & Game Design

Photo of composer Meena Shamaly, host of the Game Show on ABC Classic, pictured here video game music composer Winifred Phillips (Game Show interviewee).

By Winifred Phillips | Contact | Follow

Hey everybody!  I’m video game composer Winifred Phillips.  Welcome to part two of my three-part article series based on my interview with Meena Shamaly, host of the popular Game Show program on ABC Classic (the Australian Broadcasting Corporation).  Meena is a prolific performance artist, composer and producer, in addition to his role as the host of the Game Show, and I was delighted to be interviewed for his awesome series!  An audio recording of the uncut interview is hosted right now on the ABC Classic web site.  These articles include the full written transcript of that interview, along with some great supporting links and media files that help to expand on the topics discussed.  In part one of this series, Meena and I reflected on the journey a new composer takes to break into the video game industry, along with the “always say yes” philosophy that can help new composers as they pursue their first break.  In part two, we’ll talk about composing in unorthodox ways to help us stay at the top of our game as composers, and we’ll also discuss the unique role that music plays in video games.  Here is part two of my interview with Meena Shamaly of ABC Classic’s Game Show, beginning with a discussion of how two very different projects from my early career shaped everything that came later… Charlie and the Chocolate Factory, and God of War.

Official logo of the ABC Classic radio show - the Game Show. (This image supports a discussion in an article by video game composer Winifred Phillips).

Winifred:  So now my career has two very divergent paths. People who know me from Charlie and the Chocolate Factory and things like that – they approach me for projects like Shrek the Third, or The LittleBigPlanet games, or SimAnimals, Spore Hero, things like that. And on the other side, people who know me from God of War are coming to me for things like the Assassin’s Creed Liberation game, or Homefront, or Jurassic World Primal Ops, or The Da Vinci Code. And that has allowed me to swing back and forth and do very divergent things. It’s made my career very fulfilling for me, because I get to stretch and change. I don’t ever feel like I’m in a box, because I get to express myself in such different ways. It’s rare! It’s a rare thing to be able to do that, so I’m quite grateful that my career started that way.

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The Game Show Interview: Starting a Career as a Game Composer

Photo of host Meena Shamaly of the Game Show on ABC Classic, pictured here with his interview subject Winifred Phillips (video game music composer).

By Winifred Phillips | Contact | Follow

Hello there!  I’m video game composer Winifred Phillips, and last November I was delighted to be featured on the popular Game Show program broadcast on ABC Classic (Australian Broadcasting Corporation).  The show that was broadcast on ABC Classic featured lots of my music from my video game repertoire, along with clips from a longer interview we recorded shortly before the broadcast.  Game Show is hosted by Meena Shamaly, who is an accomplished performance poet, composer, and producer of arts workshops and poetry slams.  With this in-depth background in music and the arts, he brings a unique sensitivity and insight to the conversation, posing fascinating questions right from the top of the interview, and responding deftly to help the conversation evolve in revealing ways.  While the broadcast from ABC Classic is no longer available, an audio recording of our full, uncut interview is hosted right now on the ABC Classic web site.  I thought that readers of this blog might appreciate the transcript of the full interview, so I’m including that transcript here.  In addition to the transcript, I’ve also included music examples to illustrate topics discussed during the interview, and links that expand on various topics that are touched upon in the transcript.  This interview for The Game Show web site was quite long, so I’ll be dividing it into three articles.  In addition to this transcript, you can also visit The Game Show web site, or visit the official ABC Classic site (Australian Broadcasting Corporation).  So now, without further ado, here is part one of my interview with Meena Shamaly of ABC Classic’s Game Show!

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Dial up the Diegetics: Musical Sound Effects for the Video Game Composer (GDC 2024)

Award-winning video game music composer Winifred Phillips works in her music studio at Generations Productions on music for the project LittleBigPlanet 2: Cross Controller.

By Winifred Phillips | Contact | Follow

Hello everyone!  I’m video game composer Winifred Phillips, and I’m delighted to share that I’ll be delivering a lecture this March in San Francisco during the Game Developers Conference — one of the top industry conferences of the year.  My lecture is entitled “Dial Up the Diegetics: Musical Sound Effects,” and I was honored that GDC included it as a featured audio selection in the GDC 2024 Session Guide, and highlighted my participation as a GDC speaker this year by including me in the GDC 2024 Speaker Spotlight.  My lecture takes place on Thursday, March 21st in Room 3002 West Hall at the Moscone Center in San Francisco, and I’m really looking forward to this one!  We’ll be taking a detailed look at various ways that music and sound-design can cross fertilize each other.  Specifically, my presentation will focus on how environmental and incidental sound effects can be directed towards musical applications.  These audio assets, typically used by sound design experts, can serve to introduce quirky novelty into a game’s musical score.  They can also deepen player immersion in the environment of the game.

Official logo and scheduling info for the Game Developers Conference 2024. This image is included in the article by award-winning game music composer Winifred Phillips.

While I don’t want to spoil the content of my presentation, I thought I’d take this opportunity to break down an example of this technique from one of my projects.  This particular example was regrettably cut from my presentation due to time constraints, which affords me the opportunity to share it here instead!  While my lecture will have a much wider scope on the topic of musical diegetics, this article will drill down on one specific case-study.  So let’s start with some basic definitions.

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The Big Index 2024: Articles for Game Music Composers

Video game music composer Winifred Phillips, pictured here in her music studio at Generations Productions LLC. This photo is used to illustrate the Big Index, containing an organized repository of articles exploring topics of interest to game composers and game audio practitioners.

By Winifred Phillips | Contact | Follow

Hey everybody! I’m video game music composer Winifred Phillips, author of the book A Composer’s Guide to Game Music. Since the publication of my book by the MIT Press, I’ve maintained a monthly series of articles designed to expand upon the content of that book and enable further exploration of related topics. Inspired by my more recent video game projects in popular franchises such as Jurassic World, Lineage, and Sackboy, these articles have delved into subjects ranging from interactivity, to music theory, to business and networking.

The sheer number of articles has necessitated the inclusion of a navigation tool, so I now include an annual “Big Index” that can assist us in finding our way through the content that’s accumulated over the years.  What follows is that index, organized by general subject matter.  New to the index are articles from the past year that have engaged in more detailed and technical discussions of music theory-related topics, with deep dives into non-diatonic construction that included atonal and polytonal composition.  I’ve also included the transcripts of my interviews with National Public Radio and the BBC that took place in 2023.

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Importance of Contrast (The Game Music of Jurassic World Primal Ops: GDC 2023)

Video game composer Winifred Phillips is pictured here working in her music production studio. This image is included in an article about the music of the video game Jurassic World Primal Ops.

By Winifred Phillips | Contact | Follow

Hello there! I’m video game composer Winifred Phillips.  In March of 2023, I gave a lecture entitled “Chaos Theory: The Music of Jurassic World Primal Ops” during the Game Developers Conference 2023.  This lecture was named one of the most popular presentations at GDC 2023, and is currently nominated for a Game Audio Network Guild Award for Best Game Audio Presentation.  Every year, after I present at this popular yearly conference, I release the complete content of my lecture in a series of free articles.  This is the sixth and final article in the series based on my GDC 2023 presentation.  As before, I’m including all the substance from my GDC presentation in this article series, along with all of the videos and sound files, and many of the illustrations that I used during my GDC talk.

During these articles I’ve been sharing my process composing the musical score for Jurassic World Primal Ops – it’s the video game from Universal Games and Behaviour Interactive. Jurassic World Primal Ops came out in the summer of 2022, right alongside the theatrical run of the latest film in this famous franchise: Jurassic World Dominion. 

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Cultural Influences in the game music composition of Secrets of Skeifa Island

Video game composer Winifred Phillips, pictured her working on music for the project Secrets of Skeifa Island, developed by Wild River Games.

By Winifred Phillips | Contact | Follow

Hey everyone!  I’m video game composer Winifred Phillips.  One of my latest projects was the music for the game Secrets of Skeifa Island.  Developed by Wild River Games and published for the Nintendo Switch, Secrets of Skeifa Island allows players to wander a lovingly designed Nordic-inspired landscape.  The game centers on a quest to find a mysterious white ghost horse, uncover an ancient legend, and reveal a mythical realm hidden somewhere on the island.  My music for this game has already won two NYX Game Awards (Best Game Soundtrack and Best Music for a Nintendo Switch Game).  Film Score Monthly awarded this music a rating of 4 stars, calling it “enchanting!” and Cinelinx described the music as “delightful!”

This was my fourth time composing music for a project developed by Wild River Games.  My previous games for Wild River had required me to dig deep into historical research.  From Celtic orchestral drama, to courtly baroque, to medieval tavern music, to American bluegrass, my work with Wild River Games had spanned a wide array of styles.  Now, Secrets of Skeifa Island was going to point me in an entirely new musical direction.  I thought it might be interesting to share some thoughts on my research and composition process for Secrets of Skeifa Island.  Think of this as a brief case study.  I hope it’s useful for those of us embarking on challenging game projects requiring musical genres from world cultures.

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Kinetics and the 12 Tone Approach (The Game Music of Jurassic World Primal Ops: GDC 2023)

Video game music composer Winifred Phillips is pictured at work in her music production studio. Phillips' music for Jurassic World Primal Ops won a Global Music Award and a NYX Award, and was nominated for a Society of Composers & Lyricists Award and a Game Audio Network Guild Award.

By Winifred Phillips | Contact | Follow

Hey everybody! I’m video game composer Winifred Phillips, and I’m happy to welcome you to the fifth installment in this series of articles based on my Game Developers Conference 2023 lecture, “Chaos Theory: The Music of Jurassic World Primal Ops.” I’ve included the content of my GDC lecture in these articles, accompanied by all of the included videos, sound files, and many of the illustrations from my GDC 2023 conference presentation.

During the previous four articles in this series, we learned about Jurassic World Primal Ops the latest video game in the popular Jurassic Park / Jurassic World franchise. We discussed how the strategy for this game’s musical style was driven by the concept of Chaos Theory.  This chaos-inspired musical composition philosophy attempts to increase tension through the use of some of the most unpredictable composition techniques, employing these unconventional strategies in the effort to create subversive and disturbing effects.

An illustration supporting a discussion of the use of chaotic, unconventional music composition techniques in order to subvert listener expectations. This illustration is included in the article by award-winning video game music composer Winifred Phillips.

By devising a musical style that avoided a conventional structure, the music of Jurassic World Primal Ops was able to support and sustain emotional unbalance during lengthy action sequences. You’ll find these unconventional techniques discussed in detail in these four articles:

Part One: Tonic Pivot (The Music of Jurassic World Primal Ops: GDC 2023)

Part Two: Quartal Chords and Chromatics (The Music of Jurassic World Primal Ops: GDC 2023)

Part Three: Whole Tone and Octatonic Scales (The Music of Jurassic World Primal Ops: GDC 2023)

Part Four: Polytonality (The Music of Jurassic World Primal Ops: GDC 2023)

We just concluded our discussion of the role that polytonality played in the musical score of Jurassic World Primal Ops.  Polytonality is an uncommon musical device that helps us to break away from harmonic conventionalism.  But harmony is just a piece of the puzzle, and it certainly isn’t the only way we can introduce chaos into our game scores. 

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Polytonality (The Game Music of Jurassic World Primal Ops: GDC 2023)

This photo supports the article by video game composer Winifred Phillips about the use of polytonality in game music composition. Photo depicts Winifred Phillips at work in her music production studio.

By Winifred Phillips | Contact | Follow

Hello there! I’m video game composer Winifred Phillips.  Welcome to the fourth article in my series based on my GDC 2023 lecture, “Chaos Theory: The Music of Jurassic World Primal Ops.” Before we continue with the article series, I’d like to share some related news – the Academy of Interactive & Visual Arts just awarded my music for Jurassic World Primal Ops with a 2023 Gold in the W3 Awards!  This is the 18th year that the AIVA has recognized “heroes of digital creativity,” and I’m thrilled that my music for this project was recognized by the AIVA!

Image including information about the Academy of Interactive & Visual Arts W3 GOLD AWARD, won by the music of Jurassic World Primal Ops -- as included in the article by video game composer Winifred Phillips.

So happy to be discussing my Jurassic World Primal Ops music in this ongoing article series!  In these articles, I’ve included the substance of my GDC lecture, augmented with the videos, audio files, and some of the illustrations from the visual presentation that accompanied my lecture.

During the first three articles, we considered the world-famous Jurassic Park / Jurassic World franchise, and the release of the Jurassic World Primal Ops video game in concert with the theatrical run of the latest movie, Jurassic World Dominion.  I shared what it was like composing new music for a game in this famous and immensely popular franchise. By creating a musical score that emphasized unpredictability and chaos, I was able to enhance the tension and anxiety of playing an action-driven game featuring bloodthirsty dinosaurs on the loose in the modern world.

Illustration accompanying a discussion of the action included in the video game Jurassic World Primal Ops, as included in the article by video game composer Winifred Phillips.

You’ll find all these ideas discussed in detail in these three articles:

Part One: Tonic Pivot (The Music of Jurassic World Primal Ops: GDC 2023)

Part Two: Quartal Chords and Chromatics (The Music of Jurassic World Primal Ops: GDC 2023)

Part Three: Whole Tone and Octatonic Scales (The Music of Jurassic World Primal Ops: GDC 2023)

We’d just finished discussing the fantastic utility of both the Octatonic and Whole Tone scales, which are particularly useful when we’re pushing our music away from a classic harmonic structure and towards atonality. But now let’s take a moment to step away from atonality altogether, and consider its close cousin – polytonality.

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