IWhat interactive horror scoring needs
Music that behaves. In a game the score is a system as much as a composition — it has to survive being played with, looped, interrupted, and layered by a player who does not follow the timeline you imagined.
- 01
States and intensity
Calm, unease, pursuit, reveal: composed as a family that transitions cleanly rather than a set of unrelated tracks.
- 02
Loops and layers
Seamless loops, stems that stack by rule, and stingers that can fire without breaking the bed underneath.
- 03
Mix behaviour
Dialogue-safe music, ducking notes and headroom defined so the audio lead is not reverse-engineering your mix.
- 04
Implementation notes
File naming, tempo and key metadata, transition points and parameter ranges documented for the engine side.
IIHow it is built
- Design conversation. What the player should feel at each stage, what triggers what, and which moments must land every single time.
- Vertical slice. One area or one scene scored first — loops, layers and transitions — so the team can hear the system working before the whole soundtrack is written.
- Expansion. The same palette extended across biomes, chapters, menus and boss encounters, with reusable material rather than one-off cues.
- Integration support. Delivery prepared for the engine and middleware the project already uses — including Wwise, FMOD, Unity or Unreal pipelines where that is the team's stack. Game scoring FAQ.
IIIDeliverables
- Seamless loops with loop points and tempo documented, at production sample rate and bit depth.
- Layered stems per state, named to a convention the audio lead can script against.
- One-shots and stingers including safe variants that can fire over any bed.
- Transition assets — intros, outros, bridges and crossfade material between states.
- Documentation describing parameters, recommended volumes and behaviours per state.
If the project is early enough to define the sound before the systems are built, that is usually cheaper than fixing audio architecture later — hire a composer and the score can be designed alongside the game. What game and interactive scoring costs.
IVProof
- 01
Dread built as material
Thirty-two cues of tension, atmosphere and pressure — the raw palette that becomes states and layers in a game.
- 02
Film work as tonal proof
Nine productions scored for psychological, folk, supernatural and body horror: the tonal register horror games are built from.
- 03
Tools and libraries
Released sound libraries and tools in the catalogue, including material designed for interactive use.
VQuestions
Which engines and middleware can you deliver for?
Delivery is format-based: loops, stems, one-shots and documentation that work with Wwise, FMOD, Unity or Unreal pipelines. Name your stack in the inquiry and the export structure is matched to it.
We do not have a full soundtrack budget. Can we start small?
Yes — a vertical slice, a title theme, or a single area is a legitimate first milestone, and it is quoted from your funding rather than a fixed industry figure. Rates and what moves the number.
How do revisions work on interactive work?
Milestones are agreed per stage — the slice, the expansion, the integration pass — so feedback happens where it is cheap.
VIStart an inquiry
Send the engine, the scope, the feeling you want the player to have at the worst moment of the game, and your milestone timeline.
Scoring a film instead? Hire a composer · Sound design only? Cinematic sound design