Picture of Noah Taublieb
Noah Taublieb
Noah is an experienced Sound Designer and a guest contributor at Game Design Skills. He's led sound design for Tales of Valoris: Swallows Defenders, Hit n' Bit, and commercials for Ferrari Roma and Monster Energy. Noah specializes in audio post-production, mixing, and sound editing for games, films, and other commercial projects. LinkedIn
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Video Game Music Composer: How to Become One?

Video Game Music Composer: How to Become One?
Picture of Noah Taublieb
Noah Taublieb
Noah is an experienced Sound Designer and a guest contributor at Game Design Skills. He's led sound design for Tales of Valoris: Swallows Defenders, Hit n' Bit, and commercials for Ferrari Roma and Monster Energy. Noah specializes in audio post-production, mixing, and sound editing for games, films, and other commercial projects. LinkedIn

A video game composer is the musician who records, arranges, and produces music specifically for video games. Become a video game composer by building a foundational knowledge of music theory, learning to use a digital audio workstation (DAW) with virtual instrument plugins (VSTs), and developing an understanding of game design. Studying music theory, watching YouTube DAW tutorials, and playing games critically, paying particular attention to the effect of music on gameplay, are the best ways to quickly level up these skills without paying for tuition. Specific courses also exist to help learners gain experience and create game music portfolios.

Gameplay and visual styles suggest tones and melodies to composers

Games differ from other visual media in that the player retains a modicum of control over the events onscreen. Film and television are linear experiences, with the story, visuals, and audio elements progressing from point A to point B according to the director’s vision. Becoming a game composer involves understanding these differences and how they alter the workflow and  deliverables. Games loop, repeat, and transition in accordance with player action, requiring a different approach to scoring than more traditional visual media. Read on to learn how to become a game composer and what tools industry professionals use to create game music.

What is a video game music composer?

A video game composer is the person who creates the music for games. Game composers create arrangements to transport players on a game’s intended journey, using sprawling arrangements for exploration, rousing pieces for battles, and resonant melodies for emotional moments. Games differ from media like film and TV where the director retains total control. Player agency makes games unique and places unique requirements on game composers.

Some of the most recognized composers working in the video game industry

Game composers must create music that reacts dynamically to player action, shifting mood according to location, action, or scenario. Game soundtracks include memorable theme songs and bombastic battle music, but also deliberately unobtrusive pieces for menu screens and down time. Effective game composers collaborate often and early with other members of development teams. This collaboration with designers, artists, and animators inspires composers and ensures their output maintains an appropriate, consistent tone.

My own journey towards game composition started early. When I was a kid, I was given piano lessons and a Game Boy Advance with Pokemon Fire Red to keep me busy during my brother’s soccer games. My passion for music in games grew out of that union of interests as a child. An enthusiasm for both music, and how it enhances interactive experiences, is a cornerstone of effective video game composition.

How much does a video game music composer make?

How much a video game music composer makes depends on location, the composer’s level of experience, and the size of the company. The most up-to-date figures come from the 2025 survey at Game Sound Con, the largest industry event for game sound professionals. Note, Game Sound Con’s data includes professionals working as both composers and sound designers, roles which frequently overlap at smaller to mid-sized companies.

Average and median salaries in USD for game composers in the USA and Europe

Video game composers in the USA earn the highest average salary globally, with a pre-tax salary of $155K for those with an average of 10 or more years’ experience and a median pre-tax salary of $127K for those with an average of 8 years’ experience. The average game composer salary for the EU and UK is lower. EU and UK composers earn a pre-tax average of $71K for those with ten years’ of experience and a median salary of $62K for those with an average of eight years’ experience.

Freelancers often charge per minute of finished music rather than hourly rates. In the AAA space, this rate averages at $1,871 per minute, but rises as high as $5K per minute based on composer reputation and project scope. Freelancers in the AA space charge an average of $998 per minute of finished music, rising to $2100 at the top end of the scale (puns intended!). Indie composers tend to work on a freelance basis for an average of $618 per minute of finished music, with a few more prominent composers charging as much as $2100.

Stardew Valley's score has spawned albums and orchestral tours

How to become a video game music composer?

Become a video game music composer by building a strong musical foundation, learning to use a DAW and VSTs, and developing an understanding of game design principles. Playing games critically, making a bank of what works and what doesn’t helps learners develop composition skills. Technical skills with middleware for integrating audio elements with game engines are a valuable secondary skillset for budding game composers.

Gaining a musical foundation for video games means understanding how scales, harmonies, chords, progressions, melody, and rhythm affect human emotion. Music for visual media must match onscreen action in terms of tone, tempo, and flow. Game scores borrow heavily from the language of film. Like with film, game composers use their understanding of music theory to create music that evokes emotions that feel appropriate to the visuals.

A beginner’s game composition checklist

A DAW is the software used to record, edit, and mix sound and music. Learning to use a DAW gives you a digital recreation of a recording studio, mixing desk, instrument selection, effects rack, tape recording reels, and other previously analog equipment. A DAW like Reaper, Logic, FLStudio, or Ableton allows you to record input, arrange MIDI for virtual instruments, layer sounds, add effects, and mix and master the results. VST plugins are the virtual instruments, effects, processors, and mastering tools that help composers shape unique sounds. They’re called “plugins” because they natively plug into a DAW, showing up as options in its menus.

Critically engage with games to learn composition technique, making a note of when the music in a game adds to the experience and when it detracts. Listen to the way Sekiro’s music guides players during combat. Understanding the fundamentals of game design, and specifically how those fundamentals intersect with game music is a crucial step for game composers. Games, unlike film and TV, aren’t linear experiences. Like the branching, looping, repeating, and dynamic structures of video games, game scores employ branching, looping, repeating, and dynamic patterns.

ELVTR offers a mix of pre-recorded and in-person courses

The music and audio elements of video games are integrated with their game engines via a type of software called middleware. Middleware acts as the bridge between the engine and the library of audio assets, telling the game when to trigger specific sounds and musical pieces. Learning middleware isn’t strictly necessary for those taking their first steps in game composition – prioritize music theory and practical DAW and VST knowledge. That said, understanding programs like FMOD and Wwise and how they’re used in games helps composers stand out as dedicated gaming professionals.

Is there a video game music composer course available?

Yes, there are many video game music composer courses available. The right one depends on your level of experience, the time you want to commit, and how much you’re willing to spend. Introductory courses from Udemy, Coursera, Skillshare and Thinkific offer affordable, practice-led courses on the fundamentals of composing game music. Course providers like ELVTR and Berklee Online offer longer programs with deeper coursework and assignments, often geared towards portfolio preparation.

Dedicated, brick and mortar colleges like Bradley University and Berklee College of Music host respected programs. Berklee offers a Bachelor of Music in Game and Interactive Media Scoring at their Boston campus. The 4-year program is dedicated to teaching the theory, practice, and relevant technology to work scoring games. Bradley University in Illinois hosts a Bachelors in Music for Video Games that teaches students techniques and skills for scoring games within the broader scope of a standard music degree.

UCLA’s Extension program helps musicians transition into game scoring

UCLA Extension offers a Composing Music for Video Games, covering the differences between in-game and cinematic scoring, delivery formats, and negotiating contracts and business elements of composing. The UCLA course is suitable for those with musical ability and knowledge who want to specialize in games. The 2-year course helps musicians transition their existing experience into a career in game composition.

Where can I find a Discord server for video game music composers?

You can find Discord servers for video game music composers by searching for the Video Game Music Lounge (VMG Lounge), The Composers Network, and the 8-Bit Music Theory Discord. The VMG Lounge is an excellent space to interact with working composers with many levels of experience and run regular competitions that give composers something to work towards. The Composers’ Network is a general composers group that discusses scores of all kinds, especially game music. The 8-Bit Music Theory Discord has a strong community of retro music enthusiasts who regularly run competitions and challenges. While not a Discord community, the Game Audio Network Guild or G.A.N.G is a non-profit community that fosters excellence in video game music and sound design.

The G.A.N.G fosters excellence in video game music and sound design

What is the best video game music composer software?

The best video game music composer software is the one that works for your project, you’re able to afford it, and you enjoy its workflow. That said, DAWs like Reaper, Logic (Mac users), FLStudio, Cubase, and Ableton are the most commonly used composition software in digital composition for games and other media.  Learning one of these DAWs is a necessary step on your journey of becoming a game composer.

Reaper is an inexpensive, but full-featured DAW that’s lightweight and fast. Reaper works on Windows, Mac, and Linux and features the kind of layering and editing tools that make it perfect for composing for interactive media. Custom macros and automations make integration with middleware like FMOD and Wwise simple. Reaper isn’t as polished or pretty as Logic, Cubase, or Ableton, but its community of tutorials, videos, and forum discussion help composers learn the software.

Reaper is an excellent DAW with a free trial version

Logic is the DAW specifically designed for Mac OS. It’s commonly used in cinema scoring and for music composition for games. Logic’s packaged orchestral sounds and Alchemy synth are effective for creating both classically-inspired and futuristic scores for games. Precise MIDI editing and control means composers create reactive, alive-sounding pieces with Logic. The software’s primary drawback is its lack of native integration with middleware. For composers starting their journey, this isn’t a major issue.

FLStudio is a loop-based DAW that’s renowned for its quick, efficient workflow and fun experimentation potential. Independent electronic producers love FLStudio for its fast idea generation and loop-based sequencing. Its playlist and pattern feature allows users to experiment with a variety of sounds playing the same patterns. FLStudio’s packaged VSTs are enough to achieve professional results with a single purchase. The company behind FLStudio, Image Line, have supported continuous updates with a single purchase for over 20 years.

Cubase features deep MIDI tools and excellent score-to-picture mapping

Cubase is a long-established DAW used in film, TV, and AAA game scoring. Cubase features a top class MIDI toolset and excellent scoring to picture mapping, making it simpler to create seamless transitions from gameplay to cutscene and vice versa. Cubase’s excellent orchestral workflow is on display in AAA experiences like The Witcher 3, Assassin’s Creed, and Halo Infinite. Cubase’s built-in instruments and effects are enough to satisfy even veteran game composers with their depth and breadth.

Ableton features an intuitive workflow that allows users to experiment with loops and sounds on the fly, making it a popular choice for indie electronic producers. The software’s session view feature works for testing adaptive music, allowing producers to try different variations and instrumentations of the same patterns and melodies. An extensive package of warping, stretching, and other effects make Ableton a good choice for both SFX and music.

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        EXPERIENCE & BACKGROUND:

        [STUDIO] Blizzard Entertainment: Content, mechanics, and systems designer

        (Creator of Apex Legends & former Creative Director at Respawn)

        [GAME] World of Warcraft: MMORPG with 8.5 million average monthly players, won Gamer’s Choice Award – Fan Favorite MMORPG, VGX Award for Best PC Game, Best RPG, and Most Addictive Video Game.

        • Classic:
          • Designed Cosmos UI
          • Designed part of Raid Team for Naxxramas
        • Burning Crusade:
          • Designed the raid bosses Karazhan, Black Temple, Zul’Aman
          • Designed the Outlands content
          • Designed The Underbog including bosses:
            • Hungarfen, Ghaz’an, Swamplord Musel’ik, and The Black Stalker
          • Designed the Hellfire Ramparts final bosses Nazan & Vazruden
          • Designed the Return to Karazhan bosses: Attumen the Huntsman, Big Bad Wolf, Shades of Aran, Netherspite, Nightbane
        • Wrath of the Lich King:
          • Designed quest content, events and PvP areas of Wintergrasp
          • Designed Vehicle system
          • Designed the Death Knight talent trees
          • Designed the Lord Marrowgar raid
        • Cataclysm:
          • Designed quest content
          • Designed Deathwing Overworld encounters
          • Designed Morchok and Rhyolith raid fights
        • Mists of Pandaria: 
          • Overhauled the entire Warlock class – Best player rated version through all expansion packs
          • Designed pet battle combat engine and scripted client scene

        [GAME] StarCraft 2: Playtested and provided design feedback during prototyping and development

        [GAME] Diablo 3: Playtested and provided design feedback during prototyping and development

        [GAME] Overwatch: Playtested and provided design feedback during prototyping and development

        [GAME] Hearthstone: Playtested and provided design feedback during prototyping and development

        [STUDIO] Riot Games: Systems designer, in-studio game design instructor

        (Former Global Communications Lead for League of Legends)
        (Former Technical Game Designer at Riot Games)

        [GAME] League of Legends: Team-based strategy MOBA with 152 million average active monthly players, won The Game Award for Best Esports Game and BAFTA Best Persistent Game Award.

        • Redesigned Xerath Champion by interfacing with community
        • Reworked the support income system for season 4
        • Redesigned the Ward system
        • Assisted in development of new trinket system
        • Heavily expanded internal tools and features for design team
        • Improved UI indicators to improve clarity of allied behaviour

        [OTHER GAMES] Under NDA: Developed multiple unreleased projects in R&D

        Game Design Instructor: Coached and mentored associate designers on gameplay and mechanics

        [STUDIO] Moon Studios: Senior game designer

        (Former Lead Game Designer at Moon Studios)

        [GAME] Ori & The Will of The Wisps: 2m total players (423k people finished it) with average 92.8/100 ratings by 23 top game rating sites (including Steam and Nintendo Switch).

        • Designed the weapon and Shard systems
        • Worked on combat balance
        • Designed most of the User Interface

        [GAME] Unreleased RPG project

        • Designed core combat
        • High-level design content planning
        • Game systems design
        • Game design documentation
        • Gameplay systems engineering
        • Tools design
        • Photon Quantum implementation of gameplay

        [VC FUNDED STARTUP] SnackPass: Social food ordering platform with 500k active users $400m+ valuation

        [PROJECT] Tochi: Creative director (hybrid of game design, production and leading the product team)

        • Lead artists, engineers, and animators on the release the gamification system to incentivize long-term customers with social bonds and a shared experience through the app

        [CONSULTING] Atomech: Founder / Game Design Consultant

        [STUDIOS] Studio Pixanoh + 13 other indie game studios (under NDA):

        • Helped build, train and establish the design teams
        • Established unique combat niche and overall design philosophy
        • Tracked quality, consistency and feedback methods
        • Established company meeting structure and culture

        Game Design Keynotes:

        (Former Global Head of HR for Wargaming and Riot Games)
        • Tencent Studio
        • Wargaming
        • USC (University of Southern California)
        • RIT (Rochester Institute of Technology)
        • US AFCEA (Armed Forces Communications and Electronics Association)
        • UFIEA (University of Florida Interactive Entertainment Academy)
        • West Gaming Foundation
        • Kyoto Computer Gakuin – Kyoto, Japan