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How We Score Our Own Games

By Galactrex · May 18, 2026 · 6 min read

Galactrex runs a record label and a game studio under one roof. That means the music in our games is made by the same people who make our records. Most studios license tracks or hand a brief to someone they have never met. We get to design the sound and the game together from the start. Here is what we do with that, and why a soundtrack should be built into a game rather than dropped on top of it.

//A game soundtrack has a job a record does not

A song on a record gets your full attention for three minutes. A game track has to live under hours of play without wearing you out. That changes everything about how we write it. We build with longer, calmer sections, fewer hooks fighting for your ear, and room for the music to step back when the game needs your focus. The best game music is often the music you stop noticing, right up until the moment it swells and you feel it.

//Write to the moment, not just the level

We do not score a level as one long track. We score moments. Exploring feels different from a chase, a chase feels different from a boss, a quiet menu feels different from a win screen. So we write layers and stems that the game can bring in and out as the moment changes. The combat layer fades up when a fight starts and fades out when it ends. The player never hits a hard cut. The music breathes with what they are doing.

//Loops that do not annoy you on the hundredth pass

Players hear game music far more than they will ever hear a single. A loop that sounds fine the first time can become torture by the tenth. We test our loops the way a player actually meets them, on repeat for a long stretch, and we cut anything that grates. We also vary the loop slightly over time, swapping a layer or shifting an instrument, so a long session never feels like the same eight bars stapled together.

//Sound effects and music share a frequency budget

Because we mix both, we plan the music and the sound effects so they do not fight. If the gameplay sounds live in the high mids, we leave that space open in the score. If a big impact owns the low end, the music gets out of the way for that hit. A game where the music and the effects are mixed by different people in different rooms usually sounds crowded. Doing both lets us treat the whole thing as one mix.

//The crossover is the point

Tracks we write for a game can find a second life as releases on the label, and ideas from the label feed the games. An artist we work with can score a level. A theme from a game can become a single. Keeping both arms in the same building means the music is never an afterthought and never a stock asset. It is part of the game from the first prototype, made by people who care about the record and the game equally.

That is the whole reason we keep the label and the studio together. The sound of a Galactrex game is not borrowed. It is built here, for that game, by the same hands.

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