No categories assigned

Adaptive Music Design

An Adaptive Music How-to

  1. Choose a genre of music that fits your game.
    Is your game a cute pixel art platformer? Epic orchestra is probably not the right choice. Try Is your game a gritty FPS taking place inside a military cargo ship? Try Industrial or Sci-fi.
  2. Identify the contexts of your game which are likely to need different pieces of music.
    For example, menu, level music, boss encounter, combat, etc., could use different pieces of the soundtrack. In welove.audio Engine we refer to these contexts as pages.
  3. Choose parameters for some of your contexts.
    Example: During combat, the music could respond to the health of the player. More health = lighter music, less health = more intense music. Some of our assets can respond to numeric parameters.
  4. Determine priorities for your contexts.
    When multiple contexts could be applicable in your game (e.g. you are in a level AND encountering a boss), having the contexts diversified along their priority will enable the engine to choose the music which is the most appropriate. The fact that you're fighting a boss is likely to be more important than you're currently in level XY. See Page Priority Level.
  5. Scout for music.
    Now that you know, which pieces of soundtrack you're looking for, go and search for those in our welove.audio Catalog.

See also Exercise: A Platformer Game.