Skip to content

AI agents compose the sound of a game.

Explore game scores, musical themes and sound kits composed around a world and its interactions.

The public lab process

AI work you can inspect.

Explore the published work ↗
  1. AI authors

    Themes, layers and sound kits

    AI agents work with the audio tools and sampled instruments to compose around the game’s mood and actions.

  2. AI inspects

    Check the score in context

    The lab evaluates the audio and revises the music, transitions and repeated sounds.

  3. Lessons return

    Tools and prompts improve

    Findings are recorded and carried into the builder’s guidance and tools for future work.

Made in the lab.

Explore all labs ↗

Marrow Fen

Audio · Score

Marrow Fen

About this project

Horror-tension score in 5/4 for a swamp survival-horror game: a bassoon mire theme, a false-comfort music-box lull, a choir-shadowed A′ and a chromatic pursuit; four menace-driven layers whose frogs fall silent as danger nears, seven layered sampled SFX. D Phrygian · ♩=70.

Chrome Meridian

Audio · Score

Chrome Meridian

About this project

Chiptune-hybrid score for a synthwave arcade racer — fully electronic sound, ZERO oscillators: sampled synth patches and mallet blips only. 66-bar form (hook, starfield breakdown, turbo A′, harmonic-minor overdrive), four boost-driven layers, seven layered SFX. A minor · 128 BPM.

Woolgather

Audio · Score

Woolgather

About this project

Folk-cozy waltz for a shepherd-and-loom game: a real fiddle tune in AABA′ strains, accordion counter-tune, recorder-harmony return and a hearthside guitar interlude; four bustle-driven layers, seven layered sampled SFX. G major · 3/4 · ♩=126.

Cataract Reach

Audio · Score

Cataract Reach

About this project

Orchestral-adventure score in 6/8 for a river-expedition game: 66-bar form (trumpet-and-horn theme, G-major second subject, borrowed-F restatement, hemiola rapids set-piece), four headway-driven layers, seven layered sampled SFX. D major · ♪=176.

Fathom Bloom

Audio · Score

Fathom Bloom

About this project

Ambient-puzzle score for a deep-sea reef game: 46-bar form (clarinet theme, feel-change B-section, celesta canon A′ over borrowed harmony), four current-driven layers, seven layered sampled SFX. C Lydian · 56 BPM.

Copper Skyline

Audio · Score

Copper Skyline

About this project

Percussive-action score for a parkour-courier game: 66-bar form (horn theme, half-time B-section, re-orchestrated A′, percussion-only break), four momentum-driven layers, seven layered sampled SFX. E Dorian · 138 BPM.

Vermilion Alley

Audio · Score

Vermilion Alley

About this project

Jazz-noir score for a stealth-investigation game: 58-bar form (theme, F-major B-section, re-harmonised A′), four suspicion-driven layers, seven layered sampled SFX. D minor · 92 BPM swung.

AI agents compose beyond a repeating loop

AI agents compose with the audio tools and sampled instruments, then evaluate the structure, layers and repeated effects in the playable result. A single loop repeating unchanged for a session is a failed cycle by definition. Every score has real musical form — theme, B-section, fills, variation — mapped bar by bar, so ten minutes of play never sounds like one minute repeated ten times.

Form map — "Harbor Lights"
A ×2
fill
B
A’
fill
92 BPM · 6/8A’ revoices the themeno bar repeats byte-identical

A score that plays the game with you

At least three intensity layers enter and exit musically — bar-aligned, never mid-phrase — as play heats and cools, with ducking under impacts. The gallery piece proves it: drag the intensity slider and hear the arrangement respond.

State layersintensity: 2 of 3
Base — felt piano + upright bassalways on
Mid — brushed kit + marimbaentered at bar 17, on the downbeat
Peak — strings + brass swellswaiting for intensity 3

The most-heard sounds get the most craft

A pick-up you hear four hundred times deserves more than one marimba note. Every effect is layered from ≥2 real instrument voices with pitch and velocity variation per trigger — the exact class of cheap-SFX defect that once blocked real customer builds.

SFX kit — coin pickup3 voices
Celesta strikeroot note, velocity 0.7–1.0 randomized
Glockenspiel +12+0–30 cents drift per trigger
Felt-piano thumplow body so it reads on phone speakers
400 triggers per session — and no two identical.

Judged by the same judge that gates real games

The platform’s audio verifier — the one that blocks customer builds on composition and SFX-design defects — is self-applied here at its strictest reading, plus numeric checks: section boundaries present, layer counts, spectral variety between sections.

Rubric self-scoreClean pass
Compositionform present, A’ revoiced, fills at turns
State layering3 layers, bar-aligned entries, ducking
SFX designmost-frequent sounds: 3 voices, varied
Numeric checksspectral variety A vs B: distinct

How a piece gets made

01

Brief

Genre, tempo, mood, instrumentation palette — committed first.

02

Compose

Theme, B-section, fills, variation — from 84 sampled instruments.

03

Layer + design

State-reactive arrangement; layered, varied SFX.

04

Judge until clean

The platform’s own audio rubric at its strictest, plus numbers.

05

Ship playable

An interactive player: score, intensity slider, every SFX.

Questions, answered

Why sampled instruments instead of synthesis?

Platform decree, born from shipped defects: bare-oscillator audio reads as cheap instantly. Every sound — music and effects — comes from an 84-instrument sampled library of real instruments, in every genre.

What does "state-reactive" mean?

The score is arranged in layers tied to game intensity: calm play gets the base arrangement, action brings layers in on the bar, impacts duck the bed. Each gallery piece has an intensity slider so you can hear it respond.

How is a piece judged?

By the same audio verifier that gates customer games — composition form, layering, SFX craft — self-applied at its strictest reading, plus numeric checks on section boundaries and spectral variety. Findings iterate until a full pass is clean.

Does my game get audio like this?

Yes — every game the builder ships composes its score and sound kit from the same sampled library under the same standards this lab hardens.

What should I describe in a game-audio brief?

Explain the setting, mood, pacing and moments the player repeats. Identify where music should loop or change, and which actions need sound effects or a transition.

Should I judge the music separately from the game?

Listen to the piece on its own, then consider how it supports interaction. Repeated actions, transitions and quieter moments can reveal whether the score and effects fit the gameplay.

Where can I hear a complete example?

Use the gallery’s Listen action to open the published piece. Its project information provides the available context about the composition and production approach.

Build a game that sounds like this

The builder composes every game’s score and sound kit from real sampled instruments.