Game Audio
Describe your scene — Maria Victoria composes it, loops it perfectly, and prepares every game-ready file for Unity and Unreal.
orchestra, folk instruments, acoustic warmth · 84–120 BPM. Wide, human, storybook. Modal folk colour, real instruments, a theme a bard could sing.
🎼 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: Exploration — flowing 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 — 30–60s · 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.
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 mix — normal play
- Melody-free underscore — while characters speak
File type for your engine
- wav = Unity
- ogg = Unreal
- mp3 = Preview only
Even energy — safest for long play sessions.
Level length 5m 30s · each scene suggests the adaptive version to load. Target loudness -15 LUFS.
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 💙