MPSE Wavelength

Fall 2026

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46 M PS E . O R G world—an idea first introduced by Atsu's mother during her childhood. As the story unfolds, music remains a source of comfort, memory, expression, and spiritual connection for Atsu. The narrative songs often serve as an omniscient voice, transcending the events unfolding on screen while providing emotional context and perspective. One example occurs when "Mother's Song" plays during Atsu's solitary journey back home, the haunting vocals urging her to "go forth and wander on." Another occurs when "Atsu's Theme" accompanies her ride with Jubei, reflecting both her pain and the enduring connection to her family through imagery of "twin wolves howling under the same moon." These songs are not just musical accompaniment; they become part of the storytelling itself. INTERACTIVE MUSIC SYSTEMS One aspect of game music that many film and television editors may not encounter is interactive music design. How would you describe interactive music systems to someone coming from a traditional editorial background? ➤ Interactive music design, at its core, is about creating a score that reacts to the player while still sounding intentional and emotionally connected. For someone coming from a traditional film or television background, I often describe it as the difference between editing a finished cue against a locked picture and editing a collection of musical building blocks that can be rearranged in real time. In a game like Ghost of Yōtei, players can move from quietly traveling through the world to investigating a location to a combat encounter at any moment. The music has to adapt to those changes without losing its musical logic or emotional impact. From an editorial perspective, that means working in pieces rather than finished cues. Instead of a single linear track with a defined beginning, middle, and end, we often edit a collection of smaller segments that can reorganize themselves during gameplay while still feeling like a single composition. For us, that often meant working with a large number of small files, sometimes more than 40 individual pieces for a single system, with each segment ranging from four to 16 bars. The editorial challenge is to ensure all those parts connect naturally so that when the game assembles them in response to the player's actions, the result still feels musical, intentional, and emotionally coherent. It is also not always about large, complex systems. Some of the most meaningful interactive designs came from smaller, more focused moments. Early in the story, when Atsu writes down the names of her enemies on her sash, the music introduces the Yōtei Six theme as players interact with the list. We built that sequence from roughly 10 separate files, breaking the theme into short phrases and loops that could expand or contract depending on how long the player spent with the moment. It allowed the player to influence how the theme unfolded without ever becoming aware of the underlying system. When everything works correctly, the technology disappears, the editing disappears, and the player simply feels that the music is naturally responding to their experience. What did the process look like for taking a composer's linear piece of music and transforming it into an interactive gameplay experience? ➤ Every cue delivered by Toma Otowa arrived as a fully realized piece of music, but our job was to transform that linear composition into something that could respond dynamically to the player's actions. Because the score was recorded and prepared as individual stems by our internal mixing team, we had a great deal of editorial flexibility. We would analyze the dramatic intent of each cue, identify sections that could support different gameplay situations, and restructure the material into loops, transitions, and adaptive layers. In the sequence where Atsu writes the names of the Yōtei Six on cloth, for example, we transformed a linear thematic piece into an interactive musical moment that could respond naturally to the player's pacing while preserving the original emotional Kelvin Yuen MPSE Music Designer Sonia Coronado Lead Music Designer "When everything works correctly, the technology disappears, the editing disappears, and the player simply feels that the music is naturally responding to their experience." —SONIA CORONADO

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