{"id":122322,"date":"2020-12-17T16:00:00","date_gmt":"2020-12-17T16:00:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/375381"},"modified":"2020-12-17T16:00:00","modified_gmt":"2020-12-17T16:00:00","slug":"blog-musical-approaches-to-timed-challenges-part-2","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/12\/17\/blog-musical-approaches-to-timed-challenges-part-2\/","title":{"rendered":"Blog: Musical approaches to timed challenges &#8211; Part 2"},"content":{"rendered":"<p> <!-- Google Tag Manager --> <!-- End Google Tag Manager --> &lt;!&#8211;  &#8211;&gt;  <title>Gamasutra: Winifred Phillips&#8217;s Blog &#8211; Video Game Music Composers: The Timed Challenge (Pt. 2)<\/title>   <!--[if lt IE 9]&gt; <a href=\"http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js\">http:\/\/html5shim.googlecode.com\/svn\/trunk\/html5.js<\/a> &lt;![endif]--> <!-- CSS -->                    <!-- link href=\"https:\/\/twimgs.com\/gamasutra\/css\/minified.css\" rel=\"stylesheet\" type=\"text\/css\" \/ -->    <!-- Mobile Specific Metas -->  <!-- Start Visual Website Optimizer Asynchronous Code --> <!-- End Visual Website Optimizer Asynchronous Code --> <!-- Start HeatMap.me Code --> <!-- End HeatMap.me Code --> <!-- Start: GPT Sync --> <!-- End: GPT -->  <!-- Twitter universal website tag code --> <!-- End Twitter universal website tag code --> <!-- Facebook Pixel Code -->  <!-- DO NOT MODIFY --> <!-- End Facebook Pixel Code -->   <!-- Eloqua tracking code --> <!-- End Eloqua tracking code -->  <!-- Google Tag Manager (noscript) -->  <!-- End Google Tag Manager (noscript) --> <!--Cookie banner code starts here --> <!--Cookie banner code ends here --> <!-- Informa Branding code goes here--> <\/p>\n<div id=\"iribbon-container\" class=\"content-body-wrapper\"> <button id=\"iribbon-title\" title=\"show\/hide\" class=\"inactive\">Informa<\/button> <\/p>\n<div id=\"iribbon-detail\" class=\"ribbon-hide\">\n<div id=\"iribbon-left\">\n<p>Gamasutra is part of the Informa Tech Division of Informa PLC<\/p>\n<\/p><\/div>\n<div id=\"iribbon-right\">\n<p>This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC&#8217;s registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.<\/p>\n<\/p><\/div>\n<\/p><\/div>\n<\/p><\/div>\n<p> <!-- Informa Branding code goes here--> <!-- Beginning Sync AdSlot 19 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[2,2]] --> <!-- End AdSlot 19 --> <!-- Beginning Sync AdSlot 20 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[7,7]] --> <!-- End AdSlot 20 --> <\/p>\n<div class=\"container\">\n<div id=\"container-main\" class=\"content-body-wrapper\"> <!-- Google Prestitial Ads start here--> <!-- Google Prestitial Ads end here--> <\/p>\n<div class=\"container bottom3\">\n<div class=\"span-7\"> <a href=\"https:\/\/gamasutra.com\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2.png\" alt=\"Gamasutra: The Art &amp; Business of Making Games\" width=\"243\" height=\"77\" border=\"0\"><\/a><img decoding=\"async\" alt=\"spacer\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2.gif\" width=\"27\"> <\/div>\n<\/p><\/div>\n<div class=\"span-20\"> <!--end show phone--> <!--end showphone--> <!--end nav--> <\/p>\n<div class=\"span-20 last content_bg\">\n<div class=\"hide-phone\">\n<div class=\"span-4\">\n<div class=\"content_box_left\">\n<div class=\"leftcol\"> <!--member login--> <!--end memberlogin--> <!--begin social icons--> <!--begin social icons--> <!--end social icons--> <!--end social icons--> <!--begin page numbers--> <!--end page numbers--> <!--begin leftnav--> <!--end leftnav--> <!-- Beginning Sync AdSlot 3 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[164,59]] --> <!-- End AdSlot 3 --> <!-- Beginning Sync AdSlot 4 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[164,59]] --> <!-- End AdSlot 4 --> <!-- Beginning Sync AdSlot 5 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[164,409]] --> <!-- End AdSlot 5 --> <!-- Beginning Sync AdSlot 9 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[164,177]] --> <!-- End AdSlot 9 --> <!-- Beginning Sync AdSlot 11 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[164,177]] --> <!-- End AdSlot 11 --> <!-- begin event tickers --> <!-- end event tickers --> <!--begin jobs--> <!--end jobs--> <!--begin blogs--> <!--end blogs--> <!--begin press releases--> <!--end press releases--> <!--begin calendar--> &lt;!&#8211; <\/p>\n<div class=\"header\"><img decoding=\"async\" alt=\"arrow\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-1.png\" width=\"22px\" height=\"20px\" \/><a href=\"http:\/\/gamasutra.com\/calendar\/calendar.php\">Calendar<\/a><\/div>\n<div class=\"leftnav bottom2\"> <a href=\"http:\/\/gamasutra.com\/calendar\/calendar.php\"><strong>View All<\/strong><\/a> &nbsp;&nbsp;&nbsp; <a href=\"http:\/\/gamasutra.com\/calendar\/calendar_submit.php\"><strong>Submit Event<\/strong><\/a> <\/p>\n<hr>\n<ul> <\/ul>\n<\/div>\n<p> &#8211;&gt; <!--end calendar--> <!--begin about--> <\/p>\n<div class=\"bottom2\"> <a href=\"https:\/\/gamasutra.com\/advertise\"> <img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2.jpg\" alt=\"Sponsor\" border=\"0\" class=\"whiteTop\" width=\"177px\" height=\"60px\"> <\/a>\n<\/div>\n<p> <!--end about--> <!--begin network--> <\/p>\n<div class=\"leftnav_network bottom2\"> If you enjoy reading this site, you might also want to check out these UBM Tech sites: <\/p>\n<hr>\n<hr>\n<p> <br class=\"clear\">\n<\/div>\n<p> <!--end network--> <!--begin store--> <!--end store--> <\/div>\n<p><!--end leftcol--> <\/div>\n<\/div><\/div>\n<div class=\"span-16 last\">\n<div class=\"content_box_middle\"> <!-- InstanceBeginEditable name=\"BodyContent\" --> <\/p>\n<div class=\"page_item\">\n<div><a name=\"twitter_share\" href=\"http:\/\/twitter.com?status=RT @gamasutra: Video Game Music Composers: The Timed Challenge (Pt. 2) http:\/\/www.gamasutra.com\/blogs\/WinifredPhillips\/20201215\/375224\/\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-1.gif\" alt=\"Share on Twitter\" border=\"0\" height=\"20\"><\/a>  <span id=\"edit_post_link\"><\/span>&nbsp;&nbsp; <a href=\"https:\/\/gamasutra.com\/blogs\/rss\/\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-2.gif\" width=\"15\" height=\"15\" border=\"0\" alt=\"RSS\"><\/a> <\/div>\n<hr>\n<div class=\"item_body mobile_image_transform\"> <strong><i><small> The following blog post, unless otherwise noted, was written by a member of Gamasutra\u0092s community.<br \/>The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. <\/small><\/i><\/strong> <\/p>\n<hr>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"A photo of game music composer Winifred Phillips working in her music production studio on the musical score of the Spyder video game from Sumo Digital. Winifred Phillips is an award-winning video game composer whose credits include games from five of the biggest franchises in gaming (Assassin's Creed, God of War, Total War, LittleBigPlanet, The Sims).\" height=\"410\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-1.jpg\" width=\"549\"><\/p>\n<p><strong>By <a href=\"http:\/\/www.winifredphillips.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Winifred Phillips<\/a><\/strong>&nbsp; |&nbsp; <a href=\"http:\/\/winifredphillips.com\/contact.php\" target=\"_blank\" rel=\"noopener noreferrer\"><em>Contact<\/em><\/a>&nbsp; |&nbsp; <a href=\"http:\/\/www.twitter.com\/winphillips\" target=\"_blank\" rel=\"noopener noreferrer\"><em>Follow<\/em><\/a><\/p>\n<p>So happy you&#8217;ve joined us! &nbsp;I&#8217;m videogame composer Winifred Phillips. &nbsp;Welcome to my two-part article series on the process of composing music for timed challenges in video games! &nbsp;Since timed challenges are a popular gameplay mechanic that has featured prominently in my most recently released project (The <a href=\"https:\/\/www.spyderthegame.com\/\" target=\"_blank\" rel=\"noopener noreferrer\">Spyder<\/a> DLC missions), I thought it might be interesting for us to take a closer look at what makes a timed challenge tick!<\/p>\n<p>Timed challenges are famous for instilling a high degree of tension as players work to accomplish a set of tasks within a fixed period of time. &nbsp;<a href=\"https:\/\/gamasutra.com\/blogs\/WinifredPhillips\/20201117\/373875\/Video_Game_Music_Composers_The_Timed_Challenge_Pt_1.php\" target=\"_blank\" rel=\"noopener noreferrer\">In part one of this series<\/a>, we looked at ways that music can be structured to align to gameplay circumstances during a timed challenge, but with the caveat that those circumstances must be fixed and predictable in nature. &nbsp;The timed challenge always proceeds in the same manner, so the music can be composed with a traditional beginning, middle and end. &nbsp;But what if there are changeable components to the timed challenge, and the music needs to adapt to those changes? That will be the topic of our discussion today. &nbsp;If you haven&#8217;t read part one, <a href=\"https:\/\/gamasutra.com\/blogs\/WinifredPhillips\/20201117\/373875\/Video_Game_Music_Composers_The_Timed_Challenge_Pt_1.php\" target=\"_blank\" rel=\"noopener noreferrer\">please take a moment to read that article first<\/a>.<\/p>\n<p>Are you back? &nbsp;Great! &nbsp;Let&#8217;s look at a couple of examples from my past projects &#8211; one which features a simple adaptation to a single changing factor, and another that adapts in a much more elaborate way.<\/p>\n<h2><u><strong>Fail Factory &#8211; Variable Time in the Timed Challenge<\/strong><\/u><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"The logo of the Fail Factory VR game, developed by Armature Studios. Fail Factory is discussed in the article about the timed challenge, written by Winifred Phillips (music composer for games).\" height=\"170\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-2.jpg\" width=\"300\"><\/p>\n<p>In the VR game Fail Factory, players assume the role of a novice worker in an awesome robot factory. &nbsp;The entire game consists of an assortment of wacky timed challenges that grow more complex and difficult as the game proceeds, resulting in lots of hilarious failures. &nbsp;The level of difficulty in the game scales upward as the game proceeds, moving from simple to expert. &nbsp;One of the ways that the game makes the timed challenges more difficult is by decreasing the allotted time for each task. &nbsp;When the team at Armature Studio asked me to compose music for these timed challenges, we all understood that the music would need to be designed specifically so that it could accelerate when the allotted time was shortened. &nbsp;The shorter the allowed time, the faster the music would become.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"This image shows characters from the Fail Factory VR game, developed by Armature Studios for VR platforms. The music for Fail Factory was composed by award-winning video game music composer Winifred Phillips.\" height=\"309\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-3.jpg\" width=\"549\"><\/p>\n<p>When composing this music, I looked carefully at all the musical arrangements to assess how best to structure them for playback at various speeds. &nbsp;There were three variations on every track for these timed challenges, proceeding from a moderate tempo, to a brisk pace, and finally to a frantic version that zips by at top speed. &nbsp;You&#8217;ll remember that in the previous article in this series, we discussed how the music I composed for the timed challenges in Sports Scramble conveyed overt signals to the player. &nbsp;The same is true for the timed challenges in Fail Factory. &nbsp;While there isn&#8217;t a vocal countdown at the beginning and end, the music includes builds and flourishes that convey the same idea.<\/p>\n<p>I&#8217;ve included a video demonstrating how this works. &nbsp;In the video, the player engages in three rounds of play, with each round shorter than the last. &nbsp;Notice how the tempo changes from one round to the next:<\/p>\n<table border=\"0\" cellpadding=\"1\" cellspacing=\"1\" summary=\"This video demonstrates a timed challenge from the VR game Fail Factory, developed by Armature Studio. The music was composed by popular video game music composer Winifred Phillips.\" width=\"640\">\n<tbody>\n<tr>\n<td>\n<p>[embedded content]<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>This example from Fail Factory included a simple variable factor in the timed challenge, but what if there are multiple factors that have the potential to change during gameplay? &nbsp;How can a more complex music design address these changes?<\/p>\n<h2><u><strong>Spyder &#8211; Dynamic Construction in a Timed Challenge<\/strong><\/u><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"A depiction of Agent 8 - the hero of the Spyder video game developed by Sumo Digital for Apple Arcade. The music of Spyder was composed by Winifred Phillips (popular music composer for games).\" height=\"246\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-2.png\" width=\"246\">Developed by Sumo Digital, the Spyder video game features a diminutive spider-like gadget named Agent 8, who is assigned dangerous missions by a covert British intelligence agency. To keep Agent 8 on his tiny toes, his superiors have crafted devious training exercises for him, and these training missions are the basis of the timed challenges in the Spyder video game. &nbsp;Each unique training mission is issued on a daily basis. &nbsp;None of the missions can be replayed once they&#8217;ve been completed. &nbsp;After successfully finishing the day&#8217;s Micro Mission, players must wait until the next day so that they can tackle a whole new training challenge. &nbsp;After completing the challenge, players receive a score for their daily Micro Mission, and those scores are posted on the game&#8217;s leaderboard. &nbsp;There&#8217;s only one chance to victoriously complete the mission with the highest score possible.<\/p>\n<p>Because there&#8217;s only one chance to obtain the highest possible score, the Micro Missions can be fraught with a visceral urgency. &nbsp;I decided that the music for these timed challenges would be especially anxious. &nbsp;Sumo Digital designed each training mission to feature multiple tasks that had to be completed in order to advance. &nbsp;With that in mind, I worked with the audio team at Sumo Digital to execute a music implementation structure that would react quickly to player successes while simultaneously informing the player about the passage of time. &nbsp;The construction featured both vertical and horizontal considerations, so I&#8217;ll address these one at a time.<\/p>\n<h2><u><strong>Dynamic Vertical Structure<\/strong><\/u><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" align=\"right\" alt=\"A depiction of the starring character of the Spyder video game, as included in the article written by video game music composer Winifred Phillips.\" height=\"150\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-3.png\" width=\"150\">Each training mission lasts precisely 3 minutes, with a three second introduction. &nbsp;I composed the music in multiple layers, stacked vertically. &nbsp;<a href=\"https:\/\/winifredphillips.wordpress.com\/2014\/03\/06\/a-composers-guide-to-game-music-vertical-layering-part-1\/\" target=\"_blank\" rel=\"noopener noreferrer\">We&#8217;ve discussed the Vertical Layering technique in previous articles<\/a>&nbsp;\u2013 that technique was especially useful for these timed missions. &nbsp;For this Vertical Layering construct, there are three distinct layers:<\/p>\n<p><u><strong>The &#8220;Low&#8221; layer<\/strong><\/u> is always present, triggered at the very beginning of the mission. &nbsp;It&#8217;s essentially the base layer to which other layers are added. &nbsp;As the first music that players hear, this layer is designed to convey a low level of anxiety (hence the <img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"An illustration used in a discussion of the vertical layering technique, depicting the first layer containing the low tension elements of the musical score. The article was written by Winifred Phillips (music composer for games).\" height=\"121\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-4.jpg\" width=\"150\">name). &nbsp;The instrumentation reflects the scientific nature of the laboratory in which the training mission takes place, with lightly futuristic synthesizer patterns and small-scale computer-inspired effects. &nbsp;<\/p>\n<p>In addition, a ticking clock reinforces the passage of time and encourages players to make haste. &nbsp;Light percussion supports and surrounds the ticking, subtly elevating the energy level. &nbsp;Finally, some soft synthetic pads float through the mix, establishing the element of suspense.<\/p>\n<p><u><strong>The &#8220;Medium&#8221; layer<\/strong><\/u> only triggers after the player achieves a certain level of success in the training <img loading=\"lazy\" decoding=\"async\" align=\"right\" alt=\"An illustration of the vertical layering musical technique, drawing attention to the addition of the medium-level tension elements in the musical score for the Spyder Micro Missions DLC, as composed by Winifred Phillips (game music composer).\" height=\"121\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-5.jpg\" width=\"150\">mission. &nbsp;Therefore, it&#8217;s entirely possible that this layer might never be heard (if the player never meets the minimum requirements of success). &nbsp;<\/p>\n<p>When triggered, the Medium layer adds a confident synth bass line and infectious, head-nodding drums designed to give players some satisfaction as a reward for their progress so far.<\/p>\n<p>The &#8220;High&#8221; layer is only heard by the most successful players. &nbsp;In this layer, <img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"An image used to illustrate the vertical layering technique as used in the three-layer system for the Spyder Micro Missions DLC, as composed by Winifred Phillips (video game music composer).\" height=\"121\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-6.jpg\" width=\"150\">the full brass section is joined by a string orchestra, bursting forth with a swaggering rendition of the main theme melody of the Spyder game. &nbsp;<\/p>\n<p>Swinging triumphantly from rat-pack jazz confidence to groovy disco energy, this layer is the ultimate reward for players as they work to complete the final tasks of the timed challenge.<\/p>\n<h2><u><strong>Horizontal Composition Structure<\/strong><\/u><\/h2>\n<p><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"A screen shot of the Agent 8 video game character from the Spyder game, developed by Sumo Digital for Apple Arcade. As discussed in the article by Winifred Phillips (music composer for games).\" height=\"106\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-7.jpg\" width=\"196\">So we&#8217;ve talked about how vertical layers can be added depending on the player&#8217;s progress. &nbsp;The composition also had a horizontal structure that conveyed specific information to the player throughout the timed challenge. &nbsp;So let&#8217;s discuss how the music plays out over time. &nbsp;I&#8217;ve included an image-capture of the game&#8217;s countdown timer corresponding to the point in the music that we&#8217;re discussing.<\/p>\n<p><u><strong><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"A screen of the countdown timer from the Spyder Micro Missions DLC, developed by Sumo Digital for Apple Arcade. As included in the article by video game music composer Winifred Phillips.\" height=\"33\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-8.jpg\" width=\"150\">When the Micro Mission begins its three minute countdown,<\/strong><\/u> the music first asserts a distinctive &#8220;kick-off&#8221; signature that lasts three seconds. &nbsp;While the music doesn&#8217;t feature an overt vocal countdown, it does emit a tone sequence that unmistakably conveys the impression of &#8220;ready, set, go!&#8221;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"A screen from one of the Micro Missions of the Spyder video game, developed by Sumo Digital, with a musical score by video game music composer Winifred Phillips.\" height=\"177\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-9.jpg\" width=\"300\"><\/p>\n<p><u><strong>During that first minute of music<\/strong><\/u>, the tone and energy is fairly even-keeled and temperate, suggesting a comfortable beginning and the enjoyment of tackling a new challenge. &nbsp;The harmonic structure coasts along in a pleasing major mode with some playful jazz clusters.<\/p>\n<p><u><strong><img loading=\"lazy\" decoding=\"async\" align=\"right\" alt=\"Illustration including the timer used during the Micro Missions in the Spyder video game, game music composed by Winifred Phillips (award-winning game music composer).\" height=\"34\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-10.jpg\" width=\"150\">Once the music passes the first minute<\/strong><\/u>, the tone changes. &nbsp;A distinct sequence of computerized tones suggests we&#8217;ve entered a new stage. &nbsp;The harmonic textures darken into minor mode, and the previous light percussion introduces some darker industrial elements. &nbsp;The bassline becomes more insistent and complex.<\/p>\n<p><u><strong><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"The timer at approximated 1 minute and counting, from the Spyder Micro Missions game (music composed by game music composer Winifred Phillips).\" height=\"32\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-11.jpg\" width=\"150\">Once two minutes of gameplay have elapsed<\/strong><\/u>, the emotional energy of the track palpably escalates. &nbsp;Again, a burst of computer tones emphasizes the sensation of change. &nbsp;The chord structure now begins shifting through a sequence of anxious minor chords. &nbsp;Percussion has darkened considerably, with dull booming accents. &nbsp;The bassline drops into an ominous low pulse.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"A screenshot showing Agent 8 solving a key puzzle in the Spyder Micro Missions, as developed by Sumo Digital (music composed by video game music composer Winifred Phillips).\" height=\"211\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-12.jpg\" width=\"300\"><\/p>\n<p><u><strong><img loading=\"lazy\" decoding=\"async\" align=\"right\" alt=\"30 seconds and counting in the on-screen timer for the Spyder Micro Missions game, music composed by popular game music composer Winifred Phillips.\" height=\"32\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-13.jpg\" width=\"150\">When two and a half minutes have passed and there are 30 seconds remaining,<\/strong><\/u> the music sends its most overt warning message by asserting a recognizable computerized countdown effect in the form of three beeps followed by a rising alarm. &nbsp;The harmonic structure is now alternating between two distressed minor chords that pulse insistently. &nbsp;Percussion is driving, with much larger-scale drums, and the bass now asserts a relentless oscillation.<\/p>\n<p><u><strong><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"The countdown reaches 10 seconds in the Spyder Micro Mission game from Sumo Digital, as discussed in the article by game music composer Winifred Phillips.\" height=\"34\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-14.jpg\" width=\"150\">In the final ten seconds<\/strong><\/u>, computerized beeps and alarms are now going off rapidly in sync with the tempo. &nbsp;If the final &#8220;High&#8221; layer is activated at this point, it is now exploding with screaming brass and string runs that keep the energy level at peak intensity until time runs out.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt=\"A screenshot showing gameplay as the clock runs out during the timed Micro Mission challenge in the Spyder video game, as developed by Sumo Digital. The music of the Spyder game was composed by award-winning video game music composer Winifred Phillips.\" height=\"228\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-15.jpg\" width=\"300\"><\/p>\n<p>So now let&#8217;s take a look at an entire playthrough of a training mission, demonstrating all of these elements in action. &nbsp;If you keep an eye on the countdown timer at the top of the screen during gameplay, you can follow along with the musical changes as they were just described:<\/p>\n<table border=\"0\" cellpadding=\"1\" cellspacing=\"1\" summary=\"A video demonstration of the DLC Micro Missions portion of the Spyder video game, developed by Sumo Digital for Apple Arcade. Music for Spyder was composed by Winifred Phillips (game music composer).\" width=\"640\">\n<tbody>\n<tr>\n<td>\n<p>[embedded content]<\/p>\n<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h2><u><strong>Conclusion<\/strong><\/u><\/h2>\n<p>Over the course of these two articles, we&#8217;ve taken a look at five distinct examples of music for a timed challenge. &nbsp;I hope you&#8217;ve enjoyed this exploration of the unique nature of timed challenges, and that you&#8217;ll perhaps find a bit of inspiration in some of the creative solutions that I&#8217;ve employed in the past. &nbsp;Please feel free to check out my latest project, the Spyder Training Missions! &nbsp;Thanks for reading!<\/p>\n<hr>\n<p><img loading=\"lazy\" decoding=\"async\" align=\"left\" alt=\"Popular game music composer Winifred Phillips works in her music production studio.\" height=\"150\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-16.jpg\" width=\"150\">Winifred Phillips is a well-known video game composer whose latest project is the hit PlayStation 5 launch title <a href=\"https:\/\/www.playstation.com\/en-us\/games\/sackboy-a-big-adventure\/\" target=\"_blank\" rel=\"noopener noreferrer\">Sackboy: A Big Adventure<\/a> (<a href=\"https:\/\/music.apple.com\/us\/album\/sackboy-a-big-adventure-original-soundtrack\/1543278861?ign-gact=3&amp;ls=1\" target=\"_blank\" rel=\"noopener noreferrer\">soundtrack album now available<\/a>). Popular music from Phillips&#8217; award-winning Assassin&#8217;s Creed Liberation score is featured in the performance repertoire of the <a href=\"https:\/\/assassinscreedsymphony.com\" rel=\"noopener noreferrer\" target=\"_blank\">Assassin&#8217;s Creed Symphony World Tour<\/a>, which made its Paris debut&nbsp;with performances&nbsp;by a top 80-piece orchestra and choir. As an accomplished video game composer, Phillips is best known for composing music for games in five of the most famous and popular franchises in gaming: <em>Assassin\u2019s Creed, God of War, Total War, <\/em><em>The Sims, and Sackboy \/ LittleBigPlanet<\/em>.&nbsp; She is the author of the award-winning bestseller <a href=\"http:\/\/a.co\/jhK0uR6\" rel=\"noopener noreferrer\" target=\"_blank\">A COMPOSER&#8217;S GUIDE TO GAME MUSIC<\/a>, published by the MIT Press. As one of the&nbsp;foremost authorities&nbsp;on music for interactive entertainment, Winifred Phillips has given lectures at the <a href=\"https:\/\/www.loc.gov\/item\/webcast-8695\/\" rel=\"noopener noreferrer\" target=\"_blank\">Library of Congress<\/a> in Washington DC, the Society of Composers and Lyricists, the Game Developers Conference, the Audio Engineering Society, and many more. Phillips\u2019 enthusiastic fans showered her with questions during a <a href=\"https:\/\/www.reddit.com\/r\/IAmA\/comments\/bs4888\/i_am_winifred_phillips_and_i_create_music_for\/\" rel=\"noopener noreferrer\" target=\"_blank\">Reddit Ask-Me-Anything session<\/a> that went viral, hit the Reddit front page, received 14.9 thousand upvotes, and became one of the most popular gaming AMAs ever hosted on Reddit. Follow her on Twitter <a href=\"http:\/\/www.twitter.com\/winphillips\" rel=\"noopener noreferrer\" target=\"_blank\">@winphillips<\/a>. &nbsp; &nbsp;<\/p>\n<\/p><\/div>\n<hr>\n<div class=\"hide-phone\">\n<h3>Related Jobs<\/h3>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/development-manager-xdev-team-espoo-34586\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-3.gif\" alt=\"Remedy Entertainment\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/experienced-game-developer-tokyo-31908\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-17.jpg\" alt=\"Square Enix Co., Ltd.\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/senior-development-manager-gameplay-espoo-34728\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-3.gif\" alt=\"Remedy Entertainment\" width=\"120\"><\/a><\/div>\n<\/p><\/div>\n<div class=\"stories_item\">\n<div class=\"thumb\"><a href=\"https:\/\/jobs.gamasutra.com\/job\/producer-bellevue-washington-34617\"><img decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-18.jpg\" alt=\"Sucker Punch Productions\" width=\"120\"><\/a><\/div>\n<div class=\"title\"> <strong> Sucker Punch Productions \u2014 Bellevue, Washington, United States <br \/>[12.16.20] <\/strong> <br \/><a href=\"https:\/\/jobs.gamasutra.com\/job\/producer-bellevue-washington-34617\">Producer<\/a> <\/div>\n<\/p><\/div>\n<\/p><\/div>\n<hr><\/div>\n<p> <!-- InstanceEndEditable --> <\/div>\n<p><!--end contentbox-->\n<\/div>\n<p><!--end span-16--> <\/div>\n<p> <br class=\"clear\"> <\/div>\n<p><!--end span-21--> <!--begin right sidebar--> <!--end right sidebar--> &lt;!&#8211; <\/div>\n<p> Extra Div &#8211;&gt; <!-- Beginning Sync AdSlot 21 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[8,2]] --> <!-- End AdSlot 21 --> <!-- Beginning Sync AdSlot 22 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[8,4]] --> <!-- End AdSlot 22 --> <!-- Beginning Sync AdSlot 23 for Ad unit Gamasutra\/\/smartphonetablet ### size: [[4,4]] --> <!-- End AdSlot 23 --> <br class=\"clear\"><\/p><\/div>\n<p><!--end content-body-wrapper--> <\/div>\n<p><!--end container--><br \/>\n<!--begin footer--> <!--end footer--> <!-- SiteCatalyst code version: H.21.\nCopyright 1996-2010 Adobe, Inc. All Rights Reserved\nMore info available at http:\/\/www.omniture.com --> <a href=\"http:\/\/www.omniture.com\" title=\"Web Analytics\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2020\/12\/blog-musical-approaches-to-timed-challenges-part-2-4.gif\" height=\"1\" width=\"1\" border=\"0\" alt><\/a><!--\/DO NOT REMOVE\/--><br \/>\n<!-- End SiteCatalyst code version: H.21. --> <!-- Begin ADSNATIVE Code --> <!-- End ADSNATIVE Code --><br \/>\n<!--Begin Ad script for pixel --> <!--END Ad script for pixel -->  <\/p>\n","protected":false},"excerpt":{"rendered":"<p>&lt;!&#8211; &#8211;&gt; Gamasutra: Winifred Phillips&#8217;s Blog &#8211; Video Game Music Composers: The Timed Challenge (Pt. 2) Informa Gamasutra is part of the Informa Tech Division of Informa PLC This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC&#8217;s registered office is 5 Howick Place, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":122323,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-122322","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/122322","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=122322"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/122322\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/122323"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=122322"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=122322"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=122322"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}