Over the course of the run of âHigh Scoresââthree years and counting!âAustin Wintoryâs name has come up time and time again. The Los Angeles-based artist is, as the saying goes, a composerâs composer: an industry darling whoâs parlayed a deep passion for indie games into a resume over 300 projects deep, studded with several mainstream successes. His breakthrough score for the 2012 Playstation flagship title Journey, one of the most decorated and beloved games in the mediumâs history, was a universally acclaimed, breathtaking achievementâthe first video game music soundtrack ever to earn a Grammy nomination.Â






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Wintory is best known for his emotional, sweeping orchestral work: the fantasy-oriented The Banner Saga trilogy, the awe-inspiring ABZU, the otherworldly Absolver. But he can do quirky, as well. On Monaco: Whatâs Yours is Mine, Wintory moonlights as a ragtime-style silent film piano player, while Soul Fjord offers his Nordic take on the epically funky Blaxploitation soundtracks of the 1970s. His soundtrack for Assasinâs Creed: Syndicateâa blockbuster release in one of the gaming worldâs biggest franchisesâis an exercise in doing a little of everything; Wintory decorates the gameâs Victorian London with orchestral pieces, haunting minimal string arrangements, and some of the jauntiest murder ballads ever committed to tape.
Wintoryâs latest project is the intimate and suspenseful score for the ambitious live-action Playstation 4 game Erica. Over the phone, he speaks about his process, philosophy, favorite childhood games, giving back to his community, and more.
I read somewhereâin your digital liner notes, I thinkâthat you âcompose music as an ode to the musicians.â I thought that was a sweet sentiment. Your work really is supremely collaborative, isnât it?
Iâm thrilled that you picked up on that, because I think the performers often go unnoticed. Itâs really easy to listen to a great performance and leap straight to âWow, this is a great composer.â Itâs easy to skip the gatekeeper. One way I like to explain it is that I donât think anybody in history has ever heard a Beethoven symphony, because the only true place those lived were in his mind. Weâve heard various musicians, conductors, and orchestras interpreting Beethovenâs instructions. There can be a lot of latitude there, a lot of variations.
With recorded music, the musiciansâ performance and interpretation is a big part of what makes the music definitive. I try and write the music to leave space for them to bring themselves into the equation. Not that theyâre improvising a lotâthatâs rare for me. I tend to write out very specifically what I want. But then I put it in front of musicians and say, âWhat do you make of this?â Theyâll emphasize something I didnât think they would, or a violinist might say âWhat if I bow these two notes together?â And sometimes itâs far better than what I actually conceived of. Those distinctions can be subtle, but they can also be huge. Thereâs no greater joy than writing a piece of music, and putting it in front of a performer, and then hearing it back better than you ever thought it could be. That to me is the definitive moment of this job, the true peak of it.Â
Is that different when youâre working with a small band, versus trying to communicate with a large orchestra?
Yeah, thereâs no question that everything scales in different ways. Different sessions with a single person are a different dynamic than a 100-piece orchestra, or a 50-piece or a 30-piece: Iâve worked the range. But itâs still humans in a room at the end of the day, and there are universal qualities to that. When the musicians can feel your excitement about what they do, theyâll continue to one-up themselves, and it becomes this awesome feedback loop. We push each other upwards. And that can happen with 100 people, or one person, and everything between.
I think of conducting the same way I think of, like, sword-swallowing.Â
Itâs exactly like that!
What I mean is that at some point, you have to do it for the first time. And that first time just seems incredibly daunting. Your first time conducting was in high school, right?
I actually think the sword-swallowing analogy is pretty hilariously coherent. No orchestra wants you to be their guinea pig. If youâre hired to score a game or a movie, and youâre learning to conduct in the midst of it, chances are that that will be a woefully inefficient use of financial resources. So it can be a huge challenge to start a career. As a result, so many conducting careers start with students, where a lot of that anxiety is communal as opposed to one-directional.
I was very lucky. I went to a public high school in Denver with a shockingly robust music program. I started writing music by hand. I had no idea what I was doing. And itâs not like I grew up in the 1960s: there was software for this, I was just totally oblivious to itâeven though I was interested in programming. I was 14 when the orchestra director gave me the reins. And youâre right, it was terrifying. You make incredibly stupid mistakes. But Iâm also so grateful that I got to hear my music live almost immediately after writing it. The educational power of that is insane. Itâs also practically unheard of in todayâs world, because you can download a free app that will give you some semblance of playback. But when you write for a live orchestra there are definite doâs and donâts. Learning things like balance: how loud the violins have to be to match one trumpet. You internalize that stuff insanely fast when youâre standing up in front of a group and doing it live. Especially when you just royally fuck up. Fortunately you donât slice open your larynx in the process and hack out blood for a month. Terrifying? Yes. Death-defying? Happily not.
You were already in love with video games at that age, too. Were you paying attention to the music in them?
Yeah, definitely. I was big into strategy games. Warcraft, Starcraft, Command & Conquer. But my absolute pinnacle games were the point-and-click adventures from Lucasarts: The Monkey Island series, Loom, Full Throttle, Dig, and the grandaddy of them all, Grim Fandangoâmaybe my favorite game of all time. And the audio department for Lucasarts were my childhood heroes: Michael Land, who wrote the theme to Monkey Island, which is a timeless theme, Clint Bajakian, the lead composer on their amazing shooter Outlaws, another one I loved, and the third was Peter McConnell, who did the music for Grim Fandango. That hit me at the perfect time: I was already a gamer, but that was one of the first games I remember playing where the music was recorded almost entirely with live music. And the musicians bring so much to that performance. He got all these unique San Francisco musicians to play this score that was a mash-up between 1930s film noir and mariachi, and snarling nasty sexy saxophone and trumpet players. Itâs just so goddamned brilliant. The writing is great and the performers add so much character. I was probably like 15, I heard that and I thought This is art. Peter has become a great friend and colleague, and itâs still incredible to me that I get to call him that, considering what a huge influence he was on me. His music is a big part of why I do what I do. And I got to work with Clint Bajakian on Journey, the defining game of my career. It was amazing.
I wonder if, when you met Jenova Chen [creator of Flow and Journey], you had any idea that he would become this visionary game creator?
From literally his first email to me, I saw somebody who looked at games in a way that I had never even imagined. He was looking for music for Flow, which at that point was his Masterâs thesis. He described the way the game would react organically to the player, and he wanted music and sound that could do the same. Jenova felt passionately about expanding the emotional language of games. He wanted Flow to be a game that was relaxing in an almost transcendental meditation kind of way. I remember the way we talked about it was as a color wheel. Ninety percent of games fall on the red and orange: aggression and testosterone. And he said, âWhatâs a green game? Whatâs a blue game? Whatâs a deep violet game?â Games were so narrow. They still are! But theyâre 10 times wider than they were then. So I had no idea he was a revolutionary in the making, but I had never talked to anyone who talked about games like that. I was just like any other gamer. I was lucky that I was a malleable, open-minded age, because he broadened my horizons so dramatically. It changed me down to the genetic level.




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And then Journey happened. Your music is obviously a huge part of the experienceâbut what an incredible game to be a part of.
Iâll be declaring my gratitude for that for, truly, the rest of my life. You just donât bank on something like that coming along. Still to this day I get daily tweets and emails, and the album still sells! I get to perform the music in concerts. I know a lot of composers that have absolutely extraordinary, venerated careers who have never had an experience like that. I make sure to remind myself, essentially every hour, that this is a fluke and this could very well never happen again. I just soak it up. Iâm proud of the work we did, but mostly I appreciate how lucky we were. Iâm so grateful that it came together, it clicked and actually worked.Â
Youâve said that your latest game, Erica, was a particularly challenging one. I know games and movies are very different to score, and this is a unique live-action game that feels a lot like a movie. What was unique about this challenge?
Well, itâs a lot of music and itâs very complicated. Itâs like a house of cards: If you change one thing, everything else shifts. One thing is that gamers tend to let composers too easily off the hook with music. Thereâs a lot of bad implementation, where youâll be in a dialogue scene and the scene ends and the music just yanks to an abrupt halt. I have a zero tolerance policy for shit like that. Elegantly implemented music is a top priority for me. But on a game like Erica it feels very much like youâre watching a movie, so thereâs even less margin for error. And a single line of dialogue can alter the gameâs whole psychological framework. The music had to be really interactive. It demanded a level of fidelity beyond the norm.Â
And then thereâs the fact that there are human actors involved.Â
Yeah, weâre very keenly aware that Holly Earlâs character is this evolving, psychologically complex human. The music has to track with her, which is tough. Sheâs very nuanced, just a wonderful actor. But in some ways that makes my job infinitely easier, because Iâm not making up for any deficits. I thought all ofthe acting, the filmmaking, and the game design, too, was just fantastic. I was just so happy to be a part of it. It damn near killed me, but Iâd do it again, and Iâm planning on doing it again.
Youâre on the board of the nonprofit Education Through Music Los Angeles, and you donate at least a quarter of your Bandcamp album sales to that cause. Was it your experience in high schoolâhaving a great music programâthat made you want to get involved in exposing underserved communities to music?
A hundred percent, yes. I was shocked to experience how abnormal my experience was. I shouldnât have been exceptionally lucky to go to a school with a good music program, that should be the default. I do know the challenges schools face, and Iâm empathetic to them, which is why I want to do my part to deal with them.
If you could go back and make the soundtrack for an existing gameânot because you donât like it, but because you think you might have something different to offerâwhat would you pick and why?
Like, hypothetically, Grim Fandango would be a dream job. But my love of Peterâs music is so intense that my own score would take away from it. It would make Grim Fandango less than what it is. Or Bioshock. To me Bioshock is one of the great games of all time. A perfect masterpiece. Could I go back and score Bioshock? I donât want to live in a world without Gary Schymanâs Bioshock music! I do love the Mass Effect games. That might be my favorite series ever. And I would love to score a big sci-fi game. But I donât sit around saying, âWhy havenât I scored sci-fi?â like itâs some white whale. That would be a dream, but Iâm focused on realizing the dream projects Iâm working on now. Iâm just so grateful that every project gives me a chance to flip over a fresh rock and do something Iâve never done before.