MPSE Wavelength

Fall 2026

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48 M PS E . O R G and the audio director to ensure the musical pacing still supported the experience. One of the unique challenges of game development is that content is often created out of sequence. A transition that works perfectly in isolation may not work as well once it is connected to the surrounding gameplay. A large part of the process involves continually revisiting, refining, and re-evaluating those transitions until the entire experience feels cohesive. How did the music editing process evolve once cues moved from a traditional editorial environment into the game engine? That mission combines adaptive music systems, cinematic moments, and scripted musical events that carry the player through multiple phases before culminating in the encounter with the Oni on the bridge. Because the sequence draws from numerous music packages and systems, transitions become especially important. Individual edits may work perfectly on their own, but once connected together in gameplay, additional iteration is often necessary to ensure the entire experience feels cohesive and emotionally continuous. Another major part of the process is evaluating the music within the context of the full game mix. Once implemented, the music must coexist with dialogue, ambience, sound effects, Foley, and countless other audio elements. In a large- scale battle sequence like the Oni Raiders encounter, players may be hearing fire, gunshots, battle cries, sword clashes, and dialogue simultaneously. The challenge is not just making the music sound good; it is ensuring that the music supports the experience without competing with other critical storytelling elements. Achieving that balance requires close collaboration between music editors, music designers, sound designers, dialogue teams, mixers, and audio directors. We spend a great deal of time reviewing builds, listening critically, and making small adjustments that help the music sit naturally within the overall soundscape. Like many aspects of game development, it is an iterative process. Every new build presents an opportunity to refine the relationship between music, gameplay, and storytelling. Were there moments where the music behaved differently in gameplay than expected, leading Kelvin Yuen MPSE ➤ Once the music entered the game engine, the process became highly iterative. Transitions that worked perfectly inside a DAW often required refinement when exposed to actual gameplay. We would continuously adjust timing, layering, transition points, and musical behavior to ensure the score responded naturally to player actions. In many ways, the game engine became the final stage of editorial work. It was where we could evaluate whether the intended emotional journey remained intact across a wide range of player experiences. A good example is the Oni Raiders versus Matsumae Clan sequence. Yutaka Oyama playing the shamisen in Tokyo, Japan.

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