ABSTRACT

The Game Music Toolbox provides readers with the tools, models, and techniques to create and expand a compositional toolbox, through a collection of 20 iconic case studies taken from different eras of game music. Discover many of the composition and production techniques behind popular music themes from games such as Cyberpunk 2077, Mario Kart 8, The Legend of Zelda, Street Fighter II, Diablo, Shadow of the Tomb Raider, The Last of Us, and many others.

The Game Music Toolbox features:

  • Exclusive interviews from industry experts
  • Transcriptions and harmonic analyses
  • 101 music theory introductions for beginners
  • Career development ideas and strategies
  • Copyright and business fundamentals
  • An introduction to audio implementation for composers
  • Practical takeaway tasks to equip readers with techniques for their own game music

The Game Music Toolbox is crucial reading for game music composers and audio professionals of all backgrounds, as well as undergraduates looking to forge a career in the video game industry.

chapter |35 pages

Introduction

15 Questions on game composition

chapter Chapter 1|8 pages

Space Invaders(1978)

Mickey mousing, programmable sound generators, and the birth of interactive game music

chapter Chapter 2|8 pages

Ballblazer (1985)

Algorithmic guitar solos to infinity!

chapter Chapter 3|7 pages

The Legend of Zelda (1986)

Music sequences, musical SFX, and the SNES sound

chapter Chapter 4|6 pages

Amegas (1987)

The birth of the tracker sequencer

chapter Chapter 5|6 pages

The Secret of Monkey Island (1990)

The Secrets of Pirate Reggae!

chapter Chapter 6|8 pages

Street Fighter II (1991)

Melodic tension in Guile's, Ken's, and Blanka's themes

chapter Chapter 7|6 pages

Mortal Kombat (1992)

From the arcades to the dance floor, formulaic writing makes a classic hit

chapter Chapter 8|9 pages

Diablo (1996)

Chromatic chords and non-functional harmony in Tristram Village

chapter Chapter 9|11 pages

Assassin's Creed

Music as a time travelling device in four historical games of the franchise

chapter Chapter 10|7 pages

Journey (2012)

A masterclass in monothematic scoring

chapter Chapter 11|9 pages

The Last of Us (2013)

When less is more – Space and silence as storytelling devices

chapter Chapter 12|7 pages

Alien Isolation (2014)

In space none can hear you scream – Controlling tension with a vertical layers system

chapter Chapter 13|8 pages

Mario Kart 8 (2014)

Music as an information device

chapter Chapter 14|7 pages

Apotheon (2016)

Recombinant cells – A generative technique for producing musical variation

chapter Chapter 15|7 pages

No Man's Sky (2016)

A conversation with the audio director Paul Weir

chapter Chapter 16|8 pages

Doom (2016)

The Doom Instrument – Using FX chains creatively

chapter Chapter 17|6 pages

Call of Duty: WWII (2017)

A conversation with the composer Wilbert Roget, II

chapter Chapter 18|9 pages

Shadow of the Tomb Raider (2018)

Music as meditation, lost instruments, and 3D mixing

chapter Chapter 19|8 pages

Control (2019)

A conversation with the composer Petri Alanko

chapter Chapter 20|11 pages

Cyberpunk 2077 (2021)

Diegetic music in Night City, riff-based composition, and the sound of sci-fi