| name | Music Composition Reference |
| description | Use this skill when DESIGNING music content - choosing keys, chord progressions, tempos for specific contexts.
**Triggers:** "chord progression", "what key for", "tempo for", "music theory", "leitmotif", "adaptive music", "loop design", "listener fatigue", "hours of play", "background music", "supportive music", "music mix space".
**Pipeline position: DESIGN (1 of 3)**
- For tracker file creation: use `tracker-music` plugin
- For instrument synthesis: use `zx-procgen:procedural-instruments`
**Load references when:**
- Chord progressions by emotion → `references/chord-progressions.md`
- Adaptive music patterns → `references/adaptive-patterns.md`
- Genre-specific templates → `references/genre-templates.md`
|
| version | 1.4.0 |
Music Composition for Games
Game music must loop seamlessly, respond to gameplay, and support rather than dominate the experience.
Core Principles
- Supportive - Enhances, doesn't distract
- Loopable - Most game music repeats indefinitely
- Adaptive - Responds to game state
- Memorable - Themes should be recognizable
- Efficient - Work within platform constraints
Extended Duration Design
Players hear tracks for hours. Favor texture/rhythm over hooks. Leave 30-40% frequency space for SFX/dialogue. Avoid harsh 2-4kHz, constant highs, unvarying dynamics.
Invisible music principle: Best game music is felt, not noticed—you don't hum it, but you don't tire of it.
Supportive Music Philosophy
Music serves player's emotional state, not composer's vision. If player notices music mid-combat, you may have distracted them.
| Context | Music's Job | NOT the Job |
|---|
| Combat | Amplify adrenaline | Be the star |
| Exploration | Create atmosphere | Demand attention |
| Story/dialogue | Underscore, stay low | Compete for attention |
Quick Reference: Keys by Mood
| Mood | Common Keys | Mode |
|---|
| Triumphant | C, G, D Major | Ionian, Lydian |
| Tense | Am, Dm, Em | Aeolian, Phrygian |
| Mysterious | Dm, Em (modal) | Dorian, Mixolydian |
| Melancholic | Am, Bm, F#m | Aeolian |
| Aggressive | Cm, Gm, Em | Phrygian |
| Peaceful | C, F, G Major | Ionian, Lydian |
| Epic | D, G or Dm, Gm | Depends on context |
Quick Reference: Tempos
| Context | BPM | Character |
|---|
| Menu | 80-110 | Inviting |
| Exploration | 70-100 | Relaxed |
| Puzzle | 80-110 | Thoughtful |
| Combat | 140-170 | Intense |
| Boss | 150-190 | Climactic |
| Stealth | 60-90 | Tense |
| Victory | 100-140 | Triumphant |
Common Chord Progressions
Triumphant: I - IV - V - I or I - V - vi - IV
Tense: i - bVI - bVII - i or i - iv - bVII - bVI
Mysterious: i - bVII - bVI - bVII or modal vamps
Epic Build: i - bVI - bIII - bVII
→ See references/chord-progressions.md for extended database.
Song Structures
Loop-Based (Gameplay)
[Intro] → [A] → [B] → [A'] → [Loop to A]
4 8 8 8 bars
Boss Battle
[Intro] → [Phase1] → [Build] → [Phase2] → [Loop]
4 16 4 16 bars
Layered (Adaptive)
Layer 1: Ambient pad (always)
Layer 2: Rhythm (add at intensity 0.3)
Layer 3: Melody (add at intensity 0.6)
Layer 4: Full power (add at intensity 0.9)
→ See references/adaptive-patterns.md for implementation details.
Seamless Loop Checklist
- Harmonic: Last chord leads to first
- Rhythmic: Beat doesn't skip
- Melodic: No jarring jumps
- Timbral: Same instruments active
- Dynamic: Similar volume levels
Leitmotif Design
Effective leitmotifs are:
- Short: 4-8 notes maximum
- Distinctive: Unique interval pattern
- Flexible: Works in major AND minor
- Memorable: Singable/hummable
Transformation techniques:
- Melodic: Change to minor/major
- Rhythmic: Change note durations
- Instrumental: Different instruments for contexts
Genre Patterns
| Genre | Structure | Key Elements |
|---|
| Orchestral | Theme + Variations | Full dynamics, counterpoint |
| Electronic | Build + Drop | Sidechain, filter sweeps |
| Chiptune | Simple loops | Arpeggios, limited polyphony |
| Ambient | Evolving texture | No clear rhythm, long reverb |
→ See references/genre-templates.md for detailed patterns.
Practical Workflow
- Context: What's happening on screen?
- Parameters: Key, tempo, duration
- Foundation: Chords, bass, rhythm
- Identity: Main melody/theme
- Polish: Loop point, mix, test
Related Components
/design-soundtrack - Interactive composition wizard
music-architect agent - Detailed composition help
sonic-style-language skill - Style/mood parameters