Introduction
Although traditionally associated with film, the role of the media composer has
increasingly extended into interactive media, and the video game composer now occupies
one of the most creatively demanding positions in screen audio. Video games are arguably a
more immersive medium than film, since the player is not a passive observer but an active
agent whose choices shape the pacing of the narrative. Music has to respond to that agency
in real time, which fundamentally changes how it is written, structured and delivered. In this
essay I will be drawing on a case study of Martin O’Donnell and Michael Salvatori’s work at
Bungie, and an interview conducted by me with Aidan Fitchett, a working composer at Pitstop
Productions, among other sources. This essay argues that successful game composers in 2026
are defined less by traditional compositional craft alone and more by an unusually broad
combination of musical, technical and interpersonal skills.
Enhancing a studio’s vision: a more collaborative authorship
In film, the composer typically serves a single director’s vision. In games, authorship is
more diffuse. Large studios employ creative directors, audio directors, narrative leads and
gameplay designers, and the composer’s job is often to capture a studio-wide aesthetic that
may persist across multiple titles and many years. Bungie’s long-running collaboration with
Martin O’Donnell and Michael Salvatori is an instructive case. O’Donnell was Bungie’s audio
lead from 1999 until 2014, scoring the ‘Halo’ trilogy and the original ‘Destiny’ in partnership
with Salvatori (Video Game Music Preservation Foundation, 2025). The most consistent
musical thread between Halo and Destiny is a hybrid texture combining live orchestra, choir
and electronic elements, an aesthetic that became inseparable from Bungie’s identity as a
studio and one which a new composer joining the company would have to be able to operate
within.
O’Donnell has also explained that he and Salvatori approached scoring for Bungie not as
a series of self-contained projects but as the construction of a long-term thematic library. In
a Game Informer interview, he described his role as “audio director and composer”, with
responsibility for “anything that comes out of the speakers” (Game Informer, 2010). For
Destiny, this translated into an eight-movement symphonic suite, Music of the Spheres,
composed before the game launched and intended to provide motifs that could be revisited
across an entire franchise (Remington, 2018). That suite-first approach has become
increasingly common in the era of “live service” games — titles like ‘Destiny’, ‘Ark: Survival
Evolved’, or ‘Genshin Impact’, that update continuously over many years. A modern game
composer must therefore be able to write music that is not only effective in its first
appearance, but flexible enough to be re-orchestrated, layered and recontextualised across
future content updates. Matching a studio’s established “vibe”, rather than imposing one’s
own auteur signature, is therefore a defining requirement of the role at the larger studio level.
Within that constraint, individual composers do still cultivate a recognisable production
style, and this matters greatly for portfolio work. The Bungie aesthetic is built on a small
number of recurring choices, many coming from O’Donnell: choir, full orchestra and
synthesised pads or textures sitting underneath. For my own work I have been developing a
related but distinct hybrid style that places synth-based textures alongside orchestral
elements, which serves a second purpose: it doubles as a portfolio of sound design
competencies, since the synthesis and processing skills used to design that kind of game music
are closely related to those used in sound design work. That cross-applicability is intentional,
and it leads directly into one of the most important career pipelines in the industry.
The sound designer to composer pipeline
One of the clearest patterns in the careers of established game composers is that many
of them did not begin as composers in the narrow sense. O’Donnell’s first work in games was
as a sound designer on Cyan’s ‘Riven’ (1997), and only after that did he move into composition
for Bungie’s ‘Myth’ series and, eventually, Halo. At Bungie his title was always “audio
director”, encompassing dialogue, sound design and music.
The interview I conducted with Aidan Fitchett, a composer at Pitstop Productions and a
lecturer on the Film Music degree at Leeds Conservatoire, reinforced the same point from the
indie side. Fitchett observed that on smaller indie projects developers “might just be looking
for someone to do all the audio”, and that pitching oneself as a generalist audio collaborator
rather than purely as a composer often opens conversations that an unsolicited “let me write
your music” pitch will not. He noted that independent developers can be “sick of being
bombarded by composers”, but respond more positively to an offer to think holistically about
“all the audio”, including missing sound effects, temporary music and mix balance (Fitchett,
2026). This framing also reflects the economic reality of small-team indie development, where
one freelance audio contractor doing music, sound design and implementation is significantly
cheaper and easier to manage than three separate hires. For an aspiring composer, then,
sound design is not a separate discipline but a strategically valuable second skill that affects
employability.
Middleware and implementation: a foundational technical skill
If sound design is the lateral skill, middleware proficiency is the technical one. Game audio
is rarely played back as a static file; instead, music is segmented, layered and triggered
dynamically through dedicated audio engines, principally Audiokinetic’s Wwise and Firelight
Technologies’ FMOD Studio. ELVTR’s industry guide identifies these two tools as “vital” for
any composer working with adaptive scores, alongside basic familiarity with the Unity and
Unreal game engines into which they integrate (ELVTR, 2026). Wojciech Usarzewicz, writing
for Film Scoring Tips, argues that even a few hours spent learning FMOD will improve a
composer’s craft, because the experience of physically chopping a piece into loops and stems
forces compositional decisions — transitions, layers, tempo handling — that linear cue writing
never demands (Film Scoring Tips, 2021).
O’Donnell himself has been emphatic about how decisive implementation is to the
perceived quality of game music. He told Game Informer that “the implementation of how
audio works in the game is at least 50% to 60% of what I think makes Halo audio good.
Because you can have really great content, but if it’s implemented in a way that’s annoying
then you’ve failed” (Game Informer, 2010). At larger studios the composer may not personally
implement the music — there will usually be a dedicated technical sound designer or audio
programmer — but at the indie level there is rarely anyone else to do it. Fitchett was clear
that on independent projects “it might be you that’s in charge of putting all the music in the
game as well”, which means the indie composer has to think about “what’s going to give good
coverage and prevent listener fatigue” before a single note is written. He acknowledged that
he had not had middleware experience when he was first hired at Pitstop, but stressed that
this was unusual: in his case the studio had an established in-house implementation system
and an experienced team to teach him, whereas an independent project would expect a
candidate “to then think about … how the music system is going to work” from the outset
(Fitchett, 2026). Learning at least one of Wwise or FMOD before approaching the freelance
market is therefore a clear, evidence-based priority.
Creating employment opportunities
How does someone with these skills actually get work? Fitchett’s strongest piece of advice
in the interview was to “not rest on your morals — [don’t] wait for things to come to you”,
and to chase opportunities actively whether through library music, game jams or direct
outreach. He also pointed out that in nearly every composer’s origin story “there’s another
composer that will have helped them at some point”, whether by recommending them for a
project or hiring them as an assistant. His own route into Pitstop began with a casual “happy
birthday” message to a former lecturer who had moved into the industry and ended, several
months later, with an informal interview, a paid composition test and an assistant position.
The pattern is one that is easy to overlook because it does not look like networking in the
formal LinkedIn sense; it looks like staying in touch.
Game jams are a more structured way to build the same kinds of relationships. These are
short collaborative events — sometimes 48 hours, sometimes a weekend or a month — in
which small teams build a game from scratch around a shared theme. The most famous
example is Ludum Dare, which has launched the careers of multiple commercially successful
titles, including the indie Metroidvania ‘Hollow Knight’, whose original concept was
developed by Team Cherry in a 2013 Ludum Dare jam under the working title Hungry Knight
(Game Informer, 2018). For a composer, the value of game jams is twofold: they generate
finished portfolio pieces in a very short time, and they build working relationships with
developers at the same career stage — some of whom will, ten years later, be running studios
that need music. Fitchett described this kind of long-running peer collaboration as among the
“most interesting relationships that develop” in game audio, because they remain “free and
creative and informal” even as the people involved climb into bigger projects with bigger
budgets.
Conventions and industry events offer a more formal route. The Game Audio Symposium
in Leeds, which I plan to attend in May 2026, is one example, and there are also larger
gatherings such as GameSoundCon and Develop:Brighton. Fitchett offered a useful caveat
about events of this kind: at one expo he attended, he was “business card happy” handing
out his services, but realised most attendees were independent developers “hoping for
publishers to be coming around” and were therefore in the wrong frame of mind to consider
hiring an external composer. The lesson is to read the room, choose audio-specific or sound
friendly events where possible, and — again — lead with a generalist audio offer rather than
a narrow composition pitch.
Online marketing and social presence
Because the games industry is younger and more digitally native than film, an online
presence is not optional. According to the Entertainment Software Association’s 2025
Essential Facts report, the average American gamer is now thirty-six years old and has been
playing for eighteen years (Entertainment Software Association, 2025). Game developers
themselves skew younger still: industry tracker Game File found a median age of around
thirty-five at major studios such as Ubisoft, several years below the United States workforce
median of forty-three reported by the Bureau of Labor Statistics (Game File, 2024; U.S. Bureau
of Labor Statistics, 2025). The audience and the workforce both live online, and the platforms
they live on are not the same as those used by the film industry.
Discord is the clearest example. Originally built as a voice-and-text platform for gamers, it
has become the default community space for indie game development, modding scenes and
game jams. A 2022 CivicScience survey reported by Statista found that 36% of Americans who
played video games daily or weekly used Discord regularly, a figure likely to have risen since
(Statista, 2022). Recent industry analysis suggests gaming-category servers now account for
around 74% of all Discord servers worldwide (Co-op Board Games, 2025). I recently got an
opportunity to compose for a game project through this exact channel: my friend Raff invited
me to help him score a custom server for the game Minecraft after meeting collaborators on
Discord. Maintaining a profile and being part of relevant servers is therefore a low-effort,
high-yield part of any games composer’s opportunity pipeline.
Instagram, YouTube and short-form platforms such as TikTok and X play a complementary
role. Fitchett conceded that putting oneself forward on these platforms is “often easier said
than done” and “not always the nicest thing”, but argued that “without having some presence
in those spaces… it’s kind of being limiting how people are going to find you”. I have begun
building this presence by posting scored scenes to a dedicated Instagram music account; the
clips are currently from films, but the techniques used — hybrid orchestral and electronic
textures, hit points, dramatic pacing — transfer directly to game cinematics, and the account
will start carrying game-specific work as I start getting game projects.

Fitchett also made the practical point that searchability matters: when a future client
Googles a project name, the composer wants to be “the first thing to come up”, which means
consistent crediting across platforms.
Vision for future projects and career development
My near-term plan reflects the priorities outlined above. For my final-year research
project I intend to take the collaborative pathway and partner with a game developer, which
will give me direct experience of implementation in either Wwise or FMOD and a finished
interactive demo for my portfolio. Alongside this I will continue to seek out game jams and to
attend the Game Audio Symposium in Leeds, with the explicit aim Fitchett recommended of
marketing myself as a generalist “audio person” rather than narrowly as a composer. Over
the medium term, I would aim to build a body of indie credits that demonstrates both stylistic
range and adaptive-music competence, before approaching larger studios.
Realistically, the salaried in-house composer role of the kind O’Donnell occupied at Bungie
is rare and is usually a function of historical accident: it tends to exist where a studio founder
happens to have come from a music background, as was the case at Pitstop Productions,
where Fitchett works. For most composers, the longer-term career path is freelance, and
Fitchett described the freelance reality candidly: “you get to work on interesting stuff … but
a lot of competition stuff is freelance … you get a bit more stability” in salaried positions “but
they don’t exist in the same way” outside very specific studios (Fitchett, 2026). The career
strategy that follows from this is one of accumulated optionality: build the technical,
compositional and interpersonal skills that allow you to function across indie freelance, AAA
assistant, sound design and library music work simultaneously, and let the centre of gravity
shift towards whichever of those is paying best at any given moment.
The video game composer in 2026 is a fundamentally hybrid figure. Compositional craft
remains the foundation, but the contemporary role demands the ability to fit into a studio’s
long-term aesthetic identity rather than impose a personal one; competence in adjacent
disciplines, particularly sound design; technical fluency in adaptive-music middleware such as
Wwise and FMOD; and active participation in the digital and in-person communities where
the industry actually operates, especially Discord, game jams and audio-specific conventions.
The case of O’Donnell at Bungie illustrates how these elements interact at the highest level.
For someone entering the field today, the realistic ambition is not to replicate that career
exactly but to assemble a similarly broad kit of skills, leaning especially on the generalist audio
framing, the personal connections and the online presence that the interview with Aidan
Fitchett identified as decisive. With deliberate effort across each of these areas, the role of
video game composer is one of the most genuinely creative and durable careers available to
a film music graduate.
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