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Game Audio

Describe your scene — Maria Victoria composes it, loops it perfectly, and prepares every game-ready file for Unity and Unreal.

Describe your scene — she composes it

orchestra, folk instruments, acoustic warmth · 84120 BPM. Wide, human, storybook. Modal folk colour, real instruments, a theme a bard could sing.

Your signature theme, layers & shape

🎼 Theme — 5 notes · 1–3–6–5–5 in C major

Contour up · up · down · same · hum-ability 100/100. It returns in every track of “My Game”.

Calm version

Calm version — slower, softer, notes given room. Same four-to-five note shape, so the player still recognises it.

Bold version

Bold version — shorter notes, higher, played with weight. Same four-to-five note shape, so the player still recognises it.

Sad version

Sad version — minor colouring, lower, slightly hesitant. Same four-to-five note shape, so the player still recognises it.

In this scene: Explorationflowing and warm — the theme wanders, never hurries.

Bass & foundation

always there — the ground the scene stands on

Plays at: quiet · medium · intense

Chords & warmth

fills it out — harmony, pads, sustained colour

Plays at: medium · intense

Melody

the memorable part — carries the theme

Plays at: medium · intense

Rhythm & drums

builds intensity — pulse and drive

Plays at: intense

📏 exploration loop — 3060s · grow slowly, no peak

Grows across the loop, never arrives — the player is still travelling.

  • Intro 5s — Builds gently into the loop — no fade, it arrives on the downbeat.
  • Loop 45s — grow slowly, no peak. End flows perfectly back to the start.
  • Exit 7s — Resolves cleanly on the home chord when the scene ends.
  • Bridge 5s — Two to four bars connecting this mood to the next, in the same key and tempo.

🎚️ Stems delivered per mood

Full mix — ready to use · Melody alone · Rhythm alone · Bass & chords alone — the engine mixes intensity itself.

What she knows about game music
  • The melody must be simple enough to hum after one hearing.
  • Repetition is designed to feel safe, not annoying — vary the pass, keep the theme.
  • Music supports the scene; it never fights the dialogue or the effects.
  • Sudden silence or a drop is intentional — it is a tension tool, not a mistake.
  • Always return to the same theme; it is the player's emotional anchor.
  • One key and one tempo per mood family so the engine can crossfade in time.
  • Loops start and end inside the music — no fade-in, no fade-out.
  • Foundation always plays; melody and rhythm come and go with intensity.
  • Loudness stays between −16 and −14 LUFS so nothing shouts over the game.
Delivered so a developer never has to guess

Loop point invisible

Loop start and end written into the filename and the file's metadata.

Tempo & key not labelled

BPM and key stamped on every filename and embedded in the file.

One length doesn't fit every game

15s · 30s · 60s versions of the same piece, all seamless.

Too busy — clashes with dialogue

“Simpler” preset strips back to three parts, melody clear.

Sudden cuts or volume jumps

Automatic 1–2 second fade in and out on every non-looping file.

Low bass too heavy

Bass limit — low end held at -18 dB RMS below 120 Hz.

Volume peaks too high or low

Loudness locked to −14…−16 LUFS on every export.

No version without melody

Two mixes delivered: Full mix and melody-free underscore.

Menu intro too long

Menu pieces reach the main part within 3 seconds.

Export format confusion

Every file labelled: WAV = Unity · OGG = Unreal · MP3 = preview only.

Lengths

  • Short · 15s — stings, menus, quick states
  • Medium · 30s — most scenes
  • Long · 60s — exploration, long play

Mixes

  • Full mixnormal play
  • Melody-free underscorewhile characters speak

File type for your engine

  • wav = Unity
  • ogg = Unreal
  • mp3 = Preview only
Scene timeline & music energy

Even energy — safest for long play sessions.

quiet
medium
medium
🔴 intense
🔴 intense

Level length 5m 30s · each scene suggests the adaptive version to load. Target loudness -15 LUFS.

Game-ready files

Nothing prepared yet. Compose a scene, then press “Prepare game-ready package”.

Folder structure used
Forest_GameAudio/
Forest_GameAudio/FullMix/
Forest_GameAudio/Loops/
Forest_GameAudio/Versions_Quiet/
Forest_GameAudio/Versions_Medium/
Forest_GameAudio/Versions_Intense/
Forest_GameAudio/Variations/
Forest_GameAudio/Stems/
Forest_GameAudio/README.txt

Royalty-free, commercial game use cleared. Loudness held to −14…−16 LUFS. Loop point written into every WAV. 🤍 Created in memory of Lucas Rua Okafor.

Same billing & tokens as Music · Podcasts · Audiobooks · Voiceover

Guided with love, in memory of Lucas Rua Okafor 💙

Compose — composecheck.com

The world's most advanced music analysis & mentor system.

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