In my 2nd year of university, we had a module called 'Music For Games and Interactive Media', and within that was a section called 'Game of Choice'. For this, we were presented with a selection of games, which we would then have to pick three locations from, and compose music for. We had to compose three adaptive vertical layers for each area, which would change depending on what was happening in game.
For my project, I chose Pillars of Eternity II: Deadfire. Within that game I chose to write music for:
The Defiant, a ship that the player uses to travel across the map to various locations.
Vilario's Rest, a beach that the player's ship gets washed up on following a storm.
Harbingers' Watch, a snowy mountain-top village, inhabited by a death-obsessed cult.
We also were tasked with creating a Wwise project from scratch, that would work to implement the music into the game (we did not have the actual game files, so it is demonstrated in an edited video of game footage).
As the player moves between the three locations, I have also included an ambient transition track to play on the loading screen.
The music starts on ‘Ship General’ which plays when the player is on the ship with no events happening.
When a non-battle event happens, the track changes to ‘Ship Other Events’. This could be a game your crew mates want to play, an issue with supplies to solve, a sickness to deal with, etc. In the game, after this event the music goes back to ‘Ship General’.
When a hostile battle event happens, the track changes to ‘Ship Battle Events’. This plays when you encounter another ship that is attacking you. In the game, after this event the music goes back to ‘Ship General’.
The Track 'Beach Exploration' begins when the player has just woken up from being unconscious after the storm. When this plays, the player is exploring, gathering supplies, and talking to their crew mates to make sure everyone is ok.
When the player encounters a wild animal/an enemy, ‘Beach Combat’ plays. When the enemy is defeated it goes back to ‘Beach Exploration’.
On the beach, there is a sea cave the player can go into. The track that plays here is ‘Beach Sea Cave’.
The track 'Glacier Outside' begins as the player enters the village. In this state, the player is exploring the village, talking to people that live there, and gathering supplies.
The next track, ‘Glacier Tavern’, plays when the player goes in the tavern called Harbingers’ Retreat. During this state you meet the cult leader that is in charge of the village.
After an announcement is made, everyone runs outside to greet The Messenger. This turns out to be a dragon that kills everyone, and the player has to battle it. During this battle, ‘Glacier Dragon Battle’ plays.