MPSE Wavelength

Fall 2026

Issue link: https://digital.copcomm.com/i/1546054

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M OT I O N P I CTU R E S O U N D E D I TO R S 53 the story context for each moment in the game, and Oki and Rekpo responded through improvisation, creating performances that felt deeply personal and authentic. A few members of our team were fortunate enough to attend the recording sessions in Sapporo during a snowy winter. Spending time with Oki and Rekpo, learning about their culture, and hearing the music take shape in that environment was such a warm and unforgettable experience. Contributing to the authentic representation of Ainu culture in Ghost of Yōtei was both an honor and one of the defining memories of the project for our team. Can you talk about the collaboration between the composers, music editors, music designers, engineers, producers, and the audio team? What did that creative feedback loop look like? ➤ Our collaboration was very fluid across the entire audio team. There was a constant exchange of ideas between composer Toma Otowa, the music editors, music designers, producers, engineers, and the audio team at Sucker Punch. Everyone understood that the score wasn't something that would be composed and delivered. It needed to evolve alongside the game itself. In practice, the feedback loop was highly iterative. We were constantly sharing ideas, reviewing material, testing it in-game, and refining our approach. With the interactive music systems, for example, we worked closely with Toma to determine how cues should function within gameplay, how long certain sections needed to be, and how the music could adapt while still preserving its emotional intent. Those conversations often continued throughout the recording, editing, implementation, and mixing stages. The recording sessions themselves were also highly collaborative. Because many of the performers were exceptional soloists and improvisers, the music team was able to explore ideas in real time, guiding performances toward material that might later support an interactive system or a specific gameplay moment. Some of our most successful musical ideas emerged from those sessions through experimentation rather than strict planning. We also spent a great deal of time Sonia Coronado Lead Music Designer "These songs are not simply musical accompaniment; they become part of the storytelling itself." —ANGELINA PARK

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