What a Game Audio Director Actually Wants From Your Delivery
Good music gets a composer hired once. A good delivery gets them hired again.
This isn't a cynical statement about the industry — it's a description of how a game audio director's job actually works. They're not just judging the score; they're the person who has to take your files, get them working correctly inside Wwise or FMOD or a custom engine, hand them to an implementation team, and be accountable when something doesn't trigger right three weeks before ship. A composer who understands what that job requires becomes someone whose files never cause a problem. That reputation is worth more than any single great cue.

Naming Conventions Aren't Busywork
A middleware system doesn't know what a file is — it knows what a file is called. Inconsistent naming (combat_final_v3_ACTUAL.wav next to Combat2-mixdown.wav) doesn't just look unprofessional; it actively breaks automated import pipelines that many studios use to pull stems directly into their audio engine. A locked naming convention, agreed before delivery and followed exactly — including consistent casing, consistent separators, and version numbers that mean something — is one of the lowest-effort, highest-impact things a composer can do for a project.
Loop Points Have to Be Sample-Accurate
A loop that's off by even a handful of samples produces an audible tick or a rhythmic drift that compounds over dozens of repetitions — the kind of flaw that's easy to miss in a single pass and impossible to miss after twenty minutes of a player standing in one area. Sample-accurate loop points, checked by actually looping the file for an extended period before delivery rather than trusting the DAW's playback view, are non-negotiable for any ambient or exploration cue.
Stems Need to Match Before They're Delivered
As covered in the technical side of this discipline, stems that don't share tempo, key, and bar-one alignment can't recombine cleanly inside a middleware system, however good they sound individually. Verify this before delivery, not after an implementation engineer reports a problem — because by the time it's reported, it's usually attached to a bug ticket with your name on it.

Documentation Is Part of the Deliverable
The most experienced game composers deliver more than audio files: a short document describing intended trigger logic, which stems are meant to layer with which, where the natural loop points are, and what state changes each horizontal segment is written for. This isn't the implementation team's job to reverse-engineer from listening. It's information only the composer has, and handing it over explicitly is the difference between a score that gets implemented the way it was intended and one that gets approximated.
None of this replaces writing good music. It sits alongside it — the operational layer that determines whether the good music actually reaches a player the way it was meant to. Directors remember which composers make this part easy. That's who gets the next project.
Presets for Continua — NOIR vol. 1 is a dark, evocative soundbank for Audio Damage's Continua synthesizer — tension-forward tones built for unresolved scenes, delivered with the kind of consistency that's easy to work with downstream. Explore it at sonalsystem.com
More on composition, sound design, and the business of music in the Frequencies archive.
