Frequencies — Game Audio

Translating Vague Notes Into Concrete Musical Decisions

Translating Vague Notes Into Concrete Musical Decisions

Directors give emotional notes, not musical ones — "more heroic," "more air," "almost there." Here's how composers translate that language into concrete decisions instead of guessing.
Why Your First Cue Is Never the Final Cue

Why Your First Cue Is Never the Final Cue

A temp track gets weeks-long head start on a director's ear before your real score ever arrives. Here's how to diagnose what it's actually doing emotionally — and write something that beats it.
What a Game Audio Director Actually Wants From Your Delivery

What a Game Audio Director Actually Wants From Your Delivery

The operational side of scoring games: naming conventions, sample-accurate loops, matched stems, and the documentation that gets composers hired back.
Stingers, Stems, and the Machinery Behind an Adaptive Score

Stingers, Stems, and the Machinery Behind an Adaptive Score

The technical craft beneath an adaptive score: stinger design, stem export conventions, and transition regions that survive real-time middleware.
Why Game Music Can't Just Loop

Why Game Music Can't Just Loop

Interactive music doesn't get a fixed timeline to write to. Here's how adaptive scores solve that with horizontal re-sequencing and vertical layering.
The Bio-Rhythmic Grid: Scoring to the Pulse

The Bio-Rhythmic Grid: Scoring to the Pulse

Learn how to replace mathematical quantization with biological rhythms like heartbeats and breath to increase cinematic immersion.