Austin Wintory is a film and video game music composer. In film, he is well… Read Full Bio ↴Austin Wintory is a film and video game music composer. In film, he is well known for the 2009 Sundance hit GRACE, as well as the 2008 Sundance Audience Award winner CAPTAIN ABU RAED. His score for the former garnered many horror film genre accolades, including a nomination at the 2010 Fangoria Chainsaw Awards for 'Best Original Score,' and Vision in Sound's Top Ten Scores for 2009. The latter was listed by the LA Times as a contender for the 2009 Academy Awards for 'Best Original Score' and also won Austin the Hollywood Music Award for "Best New Composer." The combined success of those films, along with several others, prompted The Hollywood Reporter to list Austin as one of 15 composers "Primed to take their place on the A-list," as well as a nomination by the International Film Music Critics Association for "Breakout Composer of the Year."
In addition to feature films, Austin has a tremendous passion for the world of game scoring. His first major game score for thatgamecompany's flOw in 2006 earned Austin a British Academy Award nomination and triple nominations at the Game Audio Network Guild awards ("Innovative use of Audio," "Best Interactive Score" and winning for "Rookie of the Year."). Perhaps most notably, his score for thatgamecompany's much lauded 'Journey' (2012) debuted as #1 in iTunes' game soundtrack charts, and made history as the only video game score to be nominated for the Grammy 2012 Best Score Soundtrack For Visual Media. He also scored 'Assassin's Creed Syndicate' (2015), which won International Film Music Critics Association Awards's "Original Score for a Video Game or Interactive Media" award, and 'The Pathless' (2020), which won Game Audio Network Guild Awards's "Best Music for an Indie Game" award.
Austin also maintains a busy schedule writing concert music and composing/producing albums. In addition to more traditional chamber and orchestral music, in 2010 he released a meditation album entitled "Sounds of Darkness" using never-before recorded sacred Aztec chants. 2010 also saw the launch of Allogamy, an ambitious blog in collaboration with photographer Andrew Berglund which posts a new photo with a new piece of music for every single day in the year.
Since 2003, Wintory has composed over three hundred musical scores.
In addition to feature films, Austin has a tremendous passion for the world of game scoring. His first major game score for thatgamecompany's flOw in 2006 earned Austin a British Academy Award nomination and triple nominations at the Game Audio Network Guild awards ("Innovative use of Audio," "Best Interactive Score" and winning for "Rookie of the Year."). Perhaps most notably, his score for thatgamecompany's much lauded 'Journey' (2012) debuted as #1 in iTunes' game soundtrack charts, and made history as the only video game score to be nominated for the Grammy 2012 Best Score Soundtrack For Visual Media. He also scored 'Assassin's Creed Syndicate' (2015), which won International Film Music Critics Association Awards's "Original Score for a Video Game or Interactive Media" award, and 'The Pathless' (2020), which won Game Audio Network Guild Awards's "Best Music for an Indie Game" award.
Austin also maintains a busy schedule writing concert music and composing/producing albums. In addition to more traditional chamber and orchestral music, in 2010 he released a meditation album entitled "Sounds of Darkness" using never-before recorded sacred Aztec chants. 2010 also saw the launch of Allogamy, an ambitious blog in collaboration with photographer Andrew Berglund which posts a new photo with a new piece of music for every single day in the year.
Since 2003, Wintory has composed over three hundred musical scores.
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Daniel Howland
I lost sight of my partner in the "ascent" at the end of the game. That part is so chaotic and you're moving so fast, it was like being washed around in a river desperately trying to find something to hold on to, I kept hearing chimes and realising it was the large friendly whale things, I was so sad that I might lose my partner so close to the end and then he flew out of the mist and we excitedly danced around each other before continuing on, goddammit this game was so beautiful.
Fionn O'Connor
imagine how wonderful the world would be if people treated each other as we all treat one another in Journey...
Edric L.
Cavern of cold, alone and scared, That the soul must venture without her friend. Into the depth of ripple of hellish snared, Of desolate horror that must defend. Jolted through the wave of darkness, That strangle the fear of relentless punish. Expend the use of eerie blindness, In isolated domain that must be ravish.
Samwise Gamgee
This level got scary really quick. 😅 The stone dragons terrified me when they first awoke and started flying/swimming around.
Samwise Gamgee
@Catherine Towers Losing companions in this game is heartbreaking, especially because the environment is so scarce of other living things ðŸ˜
SplitxHeart
I very much remember the first time I played this game, I met with a more experianced player at the first level. I stayed with him all the time and he just became my "master" figure. Wherever he went I followed, even though sometimes I got to find something he didn't know, that was cute. We played a very harmonic game until the end. When the two of us reached the top of the mountain, in the qhite light our figures merged, becomming one and then vanished. AWESOME!! Most epic first walkthrough!!<3
yoshimario40
"In this world there is nothing absolute, One may someday feel unsure And sometimes even feel lost In order to overcome this One must have a strong Faith And know how to take action."
Kayleigh
I never got a little companion....I must play again.... I love the artwork though. A desert and ocean at the same time. Then comes the tundra. Cloth fish, dolphins, jellyfish, whales, and the dreaded Stone Laviathan... In every videogame where 'dying' happenes every few minutes, you don't get so attached. I was so attached when he died I actually started to cry... And when I finished, I didn't know what to do, so I found music. Lots of it.
Trashcan
"Oh hey, look my squid friend! Lay off the chirps! I'm coming, I'm coming! Let's go on an adventur- OH GOD WHAT THE HELL IS THAT! OH GOD IT KILLED IT! WHAT KIND OF PLACE IS THIS?!
Daniel Howland
I think it speaks to the power of the music that you know exactly what part this is, I never lost my partner, we played beginning to end together and it was the most beautiful experience of my life (well, in video games anyway), the tunnels were horrible, I wouldn't have made it if it wasn't for the whispered encouraging chimes of my friend.