Video game music
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Video game music (VGM) is the
With technological advances, video game music has grown to include a wider range of sounds. Players can hear music in video games over a game's title screen, menus, and gameplay.[1] Game soundtracks can also change depending on a player's actions or situation, such as indicating missed actions in rhythm games, informing the player they are in a dangerous situation, or rewarding them for specific achievements.
Video game music can be one of two kinds: original or licensed.[1]
The popularity of video game music has created education and job opportunities, generated awards, and led video game soundtracks to be commercially sold and performed in concerts.[2]
History
Early video game technology and computer chip music
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Art and video games |
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While this allowed for the inclusion of music in early
As advances were made in silicon technology and costs fell, a definitively new generation of arcade machines and
Konami's 1981 arcade game Frogger introduced a dynamic approach to video game music, using at least eleven different gameplay tracks, in addition to level-starting and game over themes, which change according to the player's actions. This was further improved upon by Namco's 1982 arcade game Dig Dug, where the music stopped when the player stopped moving.[8] Dig Dug was composed by Yuriko Keino, who also composed the music for other Namco games such as Xevious (1982) and Phozon (1983).[4] Sega's 1982 arcade game Super Locomotive featured a chiptune rendition of Yellow Magic Orchestra's "Rydeen" (1979);[9] several later computer games also covered the song, such as Trooper Truck (1983) by Rabbit Software as well as Daley Thompson's Decathlon (1984) and Stryker's Run (1986) composed by Martin Galway.[10]
Home console systems also had a comparable upgrade in sound ability beginning with the ColecoVision in 1982 capable of four channels. However, more notable was the Japanese release of the Famicom in 1983 which was later released in the US as the Nintendo Entertainment System in 1985. It was capable of five channels, one being capable of simple PCM sampled sound. The home computer Commodore 64 released in 1982 was capable of early forms of filtering effects, different types of waveforms and eventually the undocumented ability to play 4-bit samples on a pseudo fourth sound channel. Its comparatively low cost made it a popular alternative to other home computers, as well as its ability to use a TV for an affordable display monitor.
Approach to game music development in this time period usually involved using simple tone generation and/or frequency modulation synthesis to simulate instruments for melodies, and use of a "noise channel" for simulating percussive noises. Early use of PCM samples in this era was limited to short sound bites (Monopoly), or as an alternate for percussion sounds (Super Mario Bros. 3). The music on home consoles often had to share the available channels with other sound effects. For example, if a laser beam was fired by a spaceship, and the laser used a 1400 Hz square wave, then the square wave channel that was in use by music would stop playing music and start playing the sound effect.
The mid-to-late 1980s software releases for these platforms had music developed by more people with greater musical experience than before. Quality of composition improved noticeably, and evidence of the popularity of the music of this time period remains even today. Composers who made a name for themselves with their software include
Some games for cartridge systems have been sold with extra audio hardware on board, including
Early digital synthesis and sampling
From around 1980, some arcade games began taking steps toward digitized, or sampled, sounds. Namco's 1980 arcade game Rally-X was the first known game to use a digital-to-analog converter (DAC) to produce sampled tones instead of a tone generator.[5] That same year, the first known video game to feature speech synthesis was also released: Sunsoft's shoot 'em up game Stratovox.[7] Around the same time,[13] the introduction of frequency modulation synthesis (FM synthesis), first commercially released by Yamaha for their digital synthesizers and FM sound chips, allowed the tones to be manipulated to have different sound characteristics, where before the tone generated by the chip was limited to the design of the chip itself. Konami's 1983 arcade game Gyruss used five synthesis sound chips along with a DAC, which were used to create an electronic version of J. S. Bach's Toccata and Fugue in D minor.[14]
Beyond arcade games, significant improvements to
One of the earliest home computers to make use of digital signal processing in the form of sampling was the Amiga in 1985. The computer's sound chip featured four independent 8-bit digital-to-analog converters. Developers could use this platform to take samples of a music performance, sometimes just a single note long, and play it back through the computer's sound chip from memory. This differed from Rally-X in that its hardware DAC was used to play back simple waveform samples, and a sampled sound allowed for a complexity and authenticity of a real instrument that an FM simulation could not offer. For its role in being one of the first and affordable, the Amiga would remain a staple tool of early sequenced music composing, especially in Europe.
The Amiga offered these features before most other competing home computer platforms though the
Arcade systems pushed game music forward in 1984 with the introduction of FM (Frequency Modulation) synthesis, providing more organic sounds than previous PSGs. The first such game, Marble Madness used the Yamaha YM2151 FM synthesis chip.[16]
As home consoles moved into the
As the cost of magnetic memory declined in the form of
The release of a freely-distributed Amiga program named
A similar approach to sound and music developments had become common in the arcades by this time and had been used in many
The evolution also carried into home console video games, such as the release of the
The popularity of the Super NES and its software remained limited to regions where NTSC television was the broadcast standard. Partly because of the difference in frame rates of PAL broadcast equipment, many titles released were never redesigned to play appropriately and ran much slower than had been intended, or were never released. This showed a divergence in popular video game music between PAL and NTSC countries that still shows to this day. This divergence would be lessened as the fifth generation of home consoles launched globally, and as Commodore began to take a back seat to general-purpose PCs and Macs for developing and gaming.
Though the Mega CD/Sega CD, and to a greater extent the
The more dominant approach for games based on CDs, however, was shifting toward streaming audio.
MIDI on the PC
In the same timeframe of the late 1980s to mid-1990s, the IBM PC clones using the x86 architecture became more ubiquitous, yet had a very different path in sound design than other PCs and consoles. Early PC gaming was limited to the PC speaker, and some proprietary standards such as the IBM PCjr 3-voice chip. While sampled sound could be achieved on the PC speaker using pulse width modulation, doing so required a significant proportion of the available processor power, rendering its use in games rare.
With the increase of x86 PCs in the market, there was a vacuum in sound performance in home computing that expansion cards attempted to fill. The first two recognizable standards were the
The
The last major development before streaming music came in 1992:
Unlike the standards of Amiga or Atari, a PC using x86 even then could be using a broad mix of hardware. Developers increasingly used MIDI sequences: instead of writing soundtrack data for each type of soundcard, they generally wrote a fully featured data set for the Roland application that would be compatible with lesser featured equipment so long as it had a MIDI controller to run the sequence. However, different products used different sounds attached to their MIDI controllers. Some tied into the Yamaha FM chip to simulate instruments, some daughterboards of samples had very different sound qualities; meaning that no single sequence performance would be accurate to every other General MIDI device.
All of these considerations in the products reflected the high cost of memory storage which rapidly declined with the optical CD format.
Pre-recorded and streaming music
Taking entirely pre-recorded music had many advantages over sequencing for sound quality. Music could be produced freely with any kind and number of instruments, allowing developers to simply record one track to be played back during the game. Quality was only limited by the effort put into mastering the track itself. Memory space costs that was previously a concern was somewhat addressed with optical media becoming the dominant media for software games.
In fourth generation home video games and PCs this was limited to playing a
However, there were several disadvantages of regular CD-audio. Optical drive technology was still limited in spindle speed, so playing an audio track from the game CD meant that the system could not access data again until it stopped the track from playing.
To address these drawbacks, some PC game developers designed their own
Fifth generation home console systems also developed specialised streaming formats and containers for compressed audio playback. Games would take full advantage of this ability, sometimes with highly praised results (Castlevania: Symphony of the Night). Games ported from arcade machines, which continued to use FM synthesis, often saw superior pre-recorded music streams on their home console counterparts (Street Fighter Alpha 2). Even though the game systems were capable of "CD quality" sound, these compressed audio tracks were not true "CD quality." Many of them had lower sampling rates, but not so significant that most consumers would notice. Using a compressed stream allowed game designers to play back streamed music and still be able to access other data on the disc without interruption of the music, at the cost of CPU power used to render the audio stream. Manipulating the stream any further would require a far more significant level of CPU power available in the 5th generation.
Some games, such as the Wipeout series, continued to use full Mixed Mode CD audio for their soundtracks.
This overall freedom offered to music composers gave video game music the equal footing with other popular music it had lacked. A musician could now, with no need to learn about programming or the game architecture itself, independently produce the music to their satisfaction. This flexibility would be exercised as popular mainstream musicians would be using their talents for video games specifically. An early example is Way of the Warrior on the 3DO, with music by White Zombie. A more well-known example is Trent Reznor's score for Quake.
An alternate approach, as with the TMNT arcade, was to take pre-existing music not written exclusively for the game and use it in the game. The game Star Wars: X-Wing vs. TIE Fighter and subsequent Star Wars games took music composed by John Williams for the Star Wars films of the 1970s and 1980s and used it for the game soundtracks.
Both using new music streams made specifically for the game, and using previously released/recorded music streams are common approaches for developing sound tracks to this day. It is common for X-games sports-based video games to come with some popular artists recent releases (SSX, Tony Hawk, Initial D), as well as any game with heavy cultural demographic theme that has tie-in to music (
Many sports game titles like Madden NFL, NBA 2K, and FIFA use popular and underground songs in their soundtrack to give their menus atmosphere. The phrase "FIFA song" has become popular in recent years, it describes a song (often not American) that is upbeat and has lots of rhythm. The inclusion on the FIFA soundtrack has given many artists exposure that helped launch their music careers.
Sequencing samples continue to be used in modern gaming where fully recorded audio is not viable. Until the mid-2000s, many larger games on home consoles used sequenced audio to save space. Additionally, most games on the
As processing power increased dramatically in the 6th generation of home consoles, it became possible to apply special effects in realtime to streamed audio. In
Personalized soundtracks
Being able to play one's own music during a game in the past usually meant turning down the game audio and using an alternative music player. Some early exceptions were possible on PC/Windows gaming in which it was possible to independently adjust game audio while playing music with a separate program running in the background. Some PC games, such as Quake, play music from the CD while retrieving game data exclusively from the hard disk, thereby allowing the game CD to be swapped for any music CD. The first PC game to introduce in-game support for custom soundtracks was Lionhead Studio's Black & White. The 2001 game included an in-game interface for Winamp that enabled the players to play audio tracks from their own playlists. In addition, this would sometimes trigger various reactions from the player's Creature, like dancing or laughing.
Some PlayStation games supported this by swapping the game CD with a music CD, although when the game needed data, players had to swap the CDs again. One of the earliest games,
Microsoft's
The PlayStation 3 has the ability to utilize custom soundtracks in games using music saved on the hard drive, however few game developers used this function. MLB 08: The Show, released in 2008, has a My MLB sound track feature that allows the user to play music tracks of their choice saved on the hard drive of their PS3, rather than the preprogrammed tracks incorporated into the game by the developer. An update to Wipeout HD, released on the PlayStation Network, was made to also incorporate this feature.[29]
In the video game Audiosurf, custom soundtracks are the main aspect of the game. Users have to pick a music file to be analyzed. The game will generate a race track based on tempo, pitch and complexity of the sound. The user will then race on this track, synchronized with the music.
Games in the Grand Theft Auto series have supported custom soundtracks, using them as a separate in-game radio station. The feature was primarily exclusive to PC versions, and was adopted to a limited degree on console platforms. On a PC, inserting custom music into the stations is done by placing music files into a designated folder. For the Xbox version, a CD must be installed into the console's hard drive. For the iPhone version of Grand Theft Auto: Chinatown Wars, players create an iTunes playlist which is then played by the game.
Forza Horizon 3 used a similar technology of custom soundtracks with the help of Groove Music.
Developments in the 2000s
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The Xbox 360 supports Dolby Digital software, sampling and playback rate of 16-bit @ 48 kHz (internal; with 24-bit hardware D/A converters), hardware codec streaming, and potential of 256 audio simultaneous channels.[30] While powerful and flexible, none of these features represent any major change in how game music is made from the last generation of console systems. PCs continue to rely on third-party devices for in-game sound reproduction, and SoundBlaster is largely the only major player in the entertainment audio expansion card business.
The PlayStation 3 handles multiple types of surround sound technology, including
Nintendo's
The game developer of today has many choices on how to develop music. More likely, changes in video game music creation will have very little to do with technology and more to do with other factors of game development as a business whole. Video game music has diversified much to the point where scores for games can be presented with a full orchestra or simple 8/16-bit chiptunes. This degree of freedom has made the creative possibilities of video game music limitless to developers. As sales of video game music diverged from the game itself in the West (compared to Japan where game music CDs had been selling for years), business elements also wield a new level of influence. Music from outside the game developer's immediate employment, such as music composers and pop artists, have been contracted to produce game music just as they would for a theatrical movie. Many other factors have growing influence, such as editing for content, politics on some level of the development, and executive input.
Impact and importance
Many video game players believe that music can enhance game play and outlets such as Popular Science have stated that it is designed to "simultaneously stimulate your senses and blend into the background of your brain, because that's the point of the soundtrack. It has to engage you, the player, in a task without distracting from it. In fact, the best music would actually direct the listener to the task."[32]
Sound effects within game play are also believed to impact game performance. Ambient sounds such as those present in Resident Evil are seen to enhance the tension felt by players, something that GameSpot stated was also used in cinema.[33] Speeding up the sound effects and music in games such as Space Invaders is also stated to have a strong impact on the gaming experience when done properly.[33] Properly done, this can help create realism within virtuality and alert players to important scenes and information.[34][35]
Music and sound effects can become memorable, enabling people to instantly recognize music or sound effects as well as hum or mimic the tune or sound effect.[36] Polygon has stated that despite the popularity of video game music, people may not always know the name of the composer.[36]
Licensing
Using licensed music for video games became more popular as the medium used to distribute games grew large enough to accommodate songs alongside a game's other assets. Additionally, with the large growth of the video game market in the 2000s, song licensing became a lucrative route for music rights holders to gain part of that revenue. Games like those in the Grand Theft Auto series became showcases of licensed music.[37] Music licensing is generally complicated due to various copyright laws, typically with at least two separate copyrights to consider: the songwriters' and the performers' contributions. Most large video game developers and publishers who use licensed music typically have staff proficient in licensing to clear songs for use in video games with the various music labels and other creative persons.[37]
Games with licensed music can have problems well past release if perpetual rights for the music are not secured for the game. Early games before the onset of
Licensed music in video games has also affected video game streaming, such as Let's Play videos. Due to the Digital Millennium Copyright Act (DMCA), most popular video sharing and streaming sites implement automatic forms of detecting copyrighted music from most music labels, and flag or block user videos that employ that music, such as YouTube's Content ID system. These actions apply equally to videos of people playing video games, flagging the video from the licensed music in the game. To avoid this, games using licensed music may offer a "stream-safe" music option, either disabling the music playback or replacing the licensed music with copyright-free or royalty-free music.[41][42]
Game music as a genre
Many games for the
Features of the video game music genre include:
- Pieces designed to repeat indefinitely, rather than having an arranged ending or fading out (they however create an atmosphere, especially in important scenes of the game. They introduce a philosophical dimension in the game, as they may introduce questioning in the mind of players, in relationship with their next action).
- Pieces lacking lyrics and playing over gameplay sounds.
- Limited polyphony. Only three notes can be played simultaneously on the Nintendo Entertainment System. A great deal of effort was put into composition to create the illusion of more notes playing at once.
Although the tones featured in NES music can be thought of as emulating a traditional four-piece rock band (triangle wave used as a bass, two pulse waves analogous to two guitars, and a white noise channel used for drums), composers would often go out of their way to compose complex and rapid sequences of notes, in part due to the restrictions mentioned above.[45][46][47] This is similar to music composition during the Baroque period, when composers, particularly when creating solo pieces, focused on musical embellishments to compensate for instruments such as the harpsichord that do not allow for expressive dynamics. For the same reason, many early compositions also feature a distinct jazz influence. These would overlap with later influences from heavy metal and J-pop music, resulting in an equally distinct compositional style in the 16-bit era.
In an unrelated but parallel course in the European and North American developer scene, similar limitations were driving the musical style of
As technological limitations gradually lifted, composers were given more freedom and, with the advent of CD-ROM, pre-recorded soundtracks came to dominate, resulting in a noticeable shift in composition and voicing style.[48] Popular early CD-ROM titles were released with high-resolution graphics and recorded music. Since the audio was not reliant on a sound-card's synthesis, CD-ROM technology ensured that composers and sound designers could know what audio would sound like on most consumer configurations and could also record sound effects, live instruments, vocals, and in-game dialogue.[49]
Outside video games
Appreciation for video game music is strong among fans and composers, particularly for music from the
CDs and sheet music
Selling video game soundtracks separately as CDs has become increasingly popular in the industry.[5] Interpretive albums, remixes, and live performance albums were also common variations to original soundtracks (OSTs).[50]
Koichi Sugiyama was an early figure in this practice, and following the release of the first
By 1987,
Like anime soundtracks, these soundtracks and even sheet music books were usually marketed exclusively in Japan. Therefore, interested gamers outside Japan had to import the soundtracks and/or sheet music books through on or offline firms specifically dedicated to video game soundtrack imports. This has been somewhat less of an issue more recently as domestic publishers of anime and video games have been producing western equivalent versions of the OSTs for sale in UK and US, though these are often for more popular titles. Video game music companies like Materia Collective have pursued and produced published book editions of video game music.
The sale of video game soundtracks has created a growing symbiotic relationship between the music industry and the games industry.[5] Commonly, games are being used to promote and sell licensed music, rather than just original score, and recording artists are being used to market and sell games.[5] Music marketing agency Electric Artists conducted a study that revealed a number of interesting statistics surrounding "hard-core gamers" and their music habits: 40% of hard-core gamers bought the CD after hearing a song they liked in a video game, 73% of gamers said soundtracks within games help sell more CDs, and 40% of respondents said a game introduced them to a new band or song, then 27% of them went out and bought what they heard.[5] Some game soundtracks have become so popular they have reached platinum status, such as NBA Live 2003.[5]
Public performance
Many original composers have publicly exhibited their music through symphonic concert performances. Once again, Koichi Sugiyama was the first to execute this practice in 1987 with his "Family Classic Concert" featuring live performances of Dragon Quest music and had continued these concert performances almost annually. In 1991, he also formed a series called Orchestral Game Music Concerts, notable for featuring music of other talented game composers such as Yoko Kanno (Nobunaga's Ambition, Romance of the Three Kingdoms, Uncharted Waters), Nobuo Uematsu (Final Fantasy), Keiichi Suzuki (Mother/Earthbound), and Kentaro Haneda (Wizardry).[52]
Following suit, compositions by Nobuo Uematsu on
With the success of
On November 17, 2003, Square Enix launched the Final Fantasy Radio on
The first officially sanctioned
On July 6, 2005, the Los Angeles Philharmonic Orchestra also held a Video Games Live concert at the Hollywood Bowl, an event founded by video game music composers Tommy Tallarico and Jack Wall.[50] This concert featured a variety of video game music, ranging from Pong to Halo 2. It also incorporated real-time video feeds that were in sync with the music, as well as laser and light special effects. Media outside the video game industry, such as NPR and The New York Times, have covered their subsequent world tours.[56][57]
On August 20, 2006, the Malmö Symphonic Orchestra with host Orvar Säfström performed the outdoor game music concert Joystick in Malmö, Sweden before an audience of 17,000, holding the current record of attendance for a game music concert.[58] Säfström has since continued to produce game music concerts around Europe under the names Joystick and Score.[59]
From April 20–27, 2007, Eminence Symphony Orchestra, an orchestra dedicated to video game and anime music, performed the first part of their annual tour, the "A Night in Fantasia" concert series in Australia. Whilst Eminence had performed video game music as part of their concerts since their inception, the 2007 concert marked the first time ever that the entire setlist was pieces from video games. Up to seven of the world's most famous game composers were also in attendance as special guests. Music performed included Red Alert 3 Theme: Soviet March by James Hannigan and Shadow of the Colossus by Kow Otani.
Since 2010, video games-themed "pops" concerts have become a major proportion of the revenue in many United States concert halls, as traditional classical music performances decline in popularity.[60]
On March 16, 2012 the Smithsonian American Art Museum's "The Art of Video Games" exhibit opened featuring a chipmusic soundtrack at the entrance by artists 8 Bit Weapon & ComputeHer.[61] 8 Bit Weapon also created a track called "The art of Video Games Anthem" for the exhibit as well.[62]
The first video game music-focused concert for the BBC Proms was held on August 1, 2022.[63]
In popular music
In the
Other pop songs based on Space Invaders soon followed, including "Disco Space Invaders" (1979) by Funny Stuff,
More recently, "video game beats" have appeared in popular songs such as
is also known for their "retro video game influenced" sound.Video game music education
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Video game music has become part of the curriculum at the degree, undergraduate, and graduate levels in many traditional colleges and universities.
Similar programs have gained popularity in Europe. The Utrecht School of the Arts (Faculty of Art, Media and Technology) has offered a Game Sound and Music Design program since 2003. The University of Hertfordshire has a program in Music Composition and Technology for Film and Games, Leeds Beckett University offers Sound and Music for Interactive Games, and dBs Music Bristol teaches Sound for Games and Apps.[86][87][88]
More informal institutions, like the training seminars at GameSoundCon also feature classes in how to compose video game music.[89]
Extracurricular organizations devoted to the performance of video game music have also been implemented in tandem with these new curriculum programs. The Gamer Symphony Orchestra at the University of Maryland performs self-arranged video game music and the Video Game Orchestra is a semiprofessional outgrowth of students from the Berklee College of Music and other Boston-area schools.[90]
According to the
Academic study
Academic research on video game music began in the late 1990s,
A prominent figure in early video game music and audio research is Karen Collins, who is associate professor at the University of Waterloo and Canada Research Chair in Interactive Audio at the University of Waterloo Games Institute. Her monograph Game Sound: An Introduction to the History, Theory and Practice of Video Game Music and Sound Design (MIT Press 2008)[96] is considered a seminal work in the field, and was influential in the subsequent development of video game music studies.[citation needed]
The Ludomusicology Research Group is an inter-university research organisation focusing on the study of music in games, music games and music in video game culture, composed of four researchers: Michiel Kamp, Tim Summers, Melanie Fritsch, and Mark Sweeney.[97] Together they organise an annual international conference held in the UK or Europe (at the time of writing, the most recent was the Ludo2017 conference held at Bath Spa University).[98] The group was founded by Kamp, Summers and Sweeney in August 2011, who have also edited a collection of essays based around the study of game sound entitled Ludomusicology: Approaches to Video Game Music, published in July 2016.[99][100] They also edited a double special issue of The Soundtrack[101] and initiated a new book series for the Study in Game Sound and Music[102] in 2017. In September 2016, Tim Summers' book 'Understanding Video Game Music' was published by Cambridge University Press.[103][104] Fritsch officially joined the group in 2016. She had edited the 2nd issue of the online journal ACT – Zeitschrift für Musik und Performance,[105] published in July 2011, which included ludomusicological contributions written by Tim Summers, Steven B. Reale and Jason Brame. She had been a regular at the conferences since 2012 and published several book chapters on the topic. Whereas Kamp, Summers and Sweeney have a background in musicology, Fritsch's background is in performance studies.[citation needed]
The North American Conference on Video Game Music (NACVGM) is an international conference on video game music held annually in North America since 2014.[106] It is organised by Neil Lerner, Steven Beverburg Reale and William Gibbons.[107]
In late 2016 the Society for the Study of Sound and Music in Games (SSSMG) was launched by the Ludomusicology Research Group in conjunction with the organisers of the North American Conference on Video Game Music and the Audio Mostly conference.[107] The SSSMG has the aim of bringing together both practitioners and researchers from across the globe in order to develop the field's understanding of sound and video game music and audio. Its focus is the use of its website as a "hub" for communication and resource centralisation, including a video game music research bibliography (a project initially begun by the Ludomusicology Research Group).[108]
The Ludomusicology Society of Australia was launched by Barnabas Smith in April 2017, during the Ludo2017 conference in Bath, UK; it aims to "offer a centralised and local professional body nurturing game music studies for academics, people in industry and game music fans alike in the Australasian region."[109]
Composers
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Creating and producing video game music requires strong teams and coordination among the different divisions of game development.
During the arcade and early console era (1983 to the mid 1990s), most game music was composed by full-time employees of the particular game company producing the game. This was largely due to the very specialized nature of video game music, where each system had its own technology and tool sets. It was not uncommon for a game company like Capcom or Konami to have a room full of composers, each at their own workstation with headphones writing music.[110]
Once the CD-era hit and studio recorded music became more ubiquitous in games, it became increasingly common for game music to be composed by independent contractors, hired by the game developer on a per-project basis.
The growth of casual, mobile and social games has greatly increased opportunities for game music composers, with job growth in the US market increasing more than 150% over five years.[115] Independently developed games are a frequent place where beginning game composers gain experience composing for video games.[112] Game composers, particularly for smaller games, are likely to provide other services such as sound design (76% of game composers also do some sound design), integration (47% of game composers also integrate their music into audio middleware), or even computer coding or scripting (15%).[116]
With the rising use of licensed popular music in video games, job opportunities in game music have also come to include the role of a music supervisor. Music supervisors work on behalf of a game developer or game publisher to source pre-existing music from artists and music publishers. These supervisors can be hired on a per-project basis or can work in-house, like the Music Group for Electronic Arts (EA) that has a team of music supervisors.[117] A music supervisor is needed to not only help select music that will suit the game, but to also ensure the music is fully licensed in order to avoid lawsuits or conflicts.[1] Music supervisors may also help negotiate payment, which for artists and songwriters is often a one-time buy-out fee, because games do not generate music royalties when they are sold.[1] A growing trend is to contract artists to write original songs for games, to add to their value and exclusivity, and once again supervisors can be a part of that process.[5]
Awards
Current
First year | Name | Category |
---|---|---|
1983 | Golden Joystick Awards | Game Audio |
1998 | D.I.C.E. Awards | Outstanding Original Music Composition |
1999 | Independent Games Festival | Excellence in Audio |
2000 | Game Developers Choice Awards | Best Audio |
2003 | Game Audio Network Guild Awards[118] | |
2003 | Taipei Game Show Indie Game Awards[119] | Best Audio |
2004 | British Academy Games Awards | Original Music.[120] |
2004 | International Mobile Gaming Awards | Excellence in Audio |
2007 | International Film Music Critics Association Awards | Best Original Score for a Video Game or Interactive Media[121] |
2011 | The New York Game Awards[122] | Tin Pan Alley Award for Best Music in a Game[123] |
2012 | Grammy Awards , Visual Media Awards
|
Best Music for Visual Media, Best Compilation Soundtrack for Visual Media, Best Score Soundtrack for Visual Media, and Best Song Written for Visual Media.[124] |
2014 | Hollywood Music In Media | Original Score, Song, and Song/Score for Mobile Video Game.[125] |
2014 | The Game Awards | Best Score/Soundtrack.[126] |
2014 | SXSW Gaming Awards | Excellence in Musical Score |
2014 | ASCAP Screen Music Awards
|
Video Game Score of the Year |
2016 | Game Audio Awards[127] | Best Game Music, Best Sound Design, and Firestarter Award. |
2020 | The Society of Composers & Lyricists Awards[128] | Outstanding Original Song for Visual Media, Outstanding Original Score for Interactive Media. |
2023 | Grammy Awards | Best Score Soundtrack for Video Games and Other Interactive Media[129] |
Defunct
Year | Name | Notes |
---|---|---|
2003–2014 | Spike Video Game Awards | Awards for Best Soundtrack, Best Song in a Game, and Best Original Score |
2004–2006 | MTV Video Music Award for Best Video Game Soundtrack | |
2006 | MTV Best Video Game Score | |
2010–2011 | Ivor Novello Awards for Best Original Video Game Score[130] |
Other
In 2011, video game music made its first appearance at the
Other video game awards include the
In addition to recognizing the composers of original score, the Guild of Music Supervisors offer a GMS Award to the music supervisors that select and coordinate licensed music for video games.[134]
Fan culture
Video game fans have created their own fan sites "dedicated to the appreciation and promotion of video game music", such as OverClocked ReMix.[135]
Fans also make their own song remixes and compilations, like insaneintherainmusic, and have built online remixing communities through the ease of internet distribution.[5]
The Japanese
See also
- Video Games portal
- Music portal
- Circuit bending
- Game rip (audio)
- IEZA Framework
- List of video game musicians
- List of video game soundtracks released on vinyl
- List of video game soundtracks considered the best
- Ludomusicology
- MAGFest
- Music video game
- OverClocked ReMix
- VGMusic.com
- Video Games Live
References
- ^ ISBN 9781118877197.
- ^ "Distant World: International Final Fantasy Concert Series". Ffdistantworlds.com. Archived from the original on 2010-09-23. Retrieved 2011-05-25.
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External links
- VGMdb Video Game Music and Anime Soundtrack Database | VGMdb
- GamesSound.com Academic articles on video game sound and music
- Early Video Game Soundtracks 2001 article on video game music, orig. published in In Magazine
- High Score: The New Era of Video Game Music at Tracksounds
- "The Evolution of Video Game Music", All Things Considered, April 12, 2008
- List of games with non-original music at uvlist.net
- Pretty Ugly Gamesound Study Website studying pretty and ugly game music and sound.
- CaptivatingSound.com Resources for design of game sound and music.
- Audio and Immersion PhD thesis about game audio and immersion.
- Diggin' in the Carts: A Documentary Series About Japanese Video Game Music, Red Bull Music Academy.
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