The fusion of music and video games, once a niche experiment, has blossomed into a significant industry, fundamentally reshaping how artists connect with audiences and how games define their sonic landscapes. This evolution, deeply rooted in early innovations like the iconic Wipeout soundtrack, now sees dedicated professionals orchestrating complex collaborations that extend far beyond simple licensing. As the gaming industry continues its meteoric rise, it presents unparalleled opportunities for musicians seeking new avenues for discovery, engagement, and artistic expression, particularly in the wake of a global pandemic that has curtailed traditional live performance avenues.
From Neon Tracks to Digital Soundscapes: A Sonic Evolution
The journey of music in video games can be traced back to seminal moments that demonstrated the power of a well-chosen soundtrack. In 1995, the PlayStation title Wipeout, a futuristic racing simulator developed by Psygnosis, made a bold statement by licensing tracks from prominent UK electronica artists like Leftfield, Orbital, and The Chemical Brothers for its PAL release. This strategic decision transformed the game into a cultural touchstone for a generation, perfectly marrying its high-speed, neon-drenched aesthetic with the pulsating beats of mid-90s dance music. Reviews at the time lauded the soundtrack, solidifying it as a defining characteristic of the game’s identity. The success was so profound that separate CD and vinyl releases followed, paving the way for subsequent Wipeout installments to feature artists such as The Prodigy, Paul Van Dyk, and Sasha. While not the first game to incorporate licensed music, Wipeout established a new benchmark, showcasing the immense potential when music and gameplay are harmoniously integrated.
This pioneering spirit has since evolved into a sophisticated ecosystem. Today, dedicated teams of audio directors, music supervisors, and A&R experts are integral to game development studios. Their role is to meticulously select music that enhances the player experience, whether it’s curating in-game radio stations akin to those found in Grand Theft Auto or Watch Dogs, or licensing tracks for high-impact marketing materials like launch trailers. The COVID-19 pandemic has further accelerated this trend, as bands and artists, facing widespread cancellations of live shows, increasingly turn to video games as a vital platform to connect with new fan bases. Managers, agents, and record labels are actively exploring these emerging opportunities, though navigating the intricacies of music synchronization – the process of integrating music with visual media – often occurs behind closed doors.
The Architects of Sound: Who Curates the Game’s Soundtrack?
The decision-making process for music selection within the gaming industry is multifaceted. Larger development studios often house in-house music supervisors and A&R professionals who collaborate with record labels to identify suitable artists and tracks. Alternatively, studios may engage external music consultancy firms, such as Feel for Music, to assist with music discovery and the complex legalities of licensing. Ben Sumner, Director at Feel For Music, highlights the diverse nature of these briefs. "Most people like music, but some are huge music fans from the off, and that often dictates at what point in the project we come in," Sumner explains. "Larger games will have audio directors, brand directors, and game directors, all of whom will have strong ideas on the sound they want to achieve with the game. Sometimes we come in and we’re just fine-tuning what’s already there. Other times, people don’t know what they want at all."

Sumner emphasizes the crucial role of objectivity in their work. "A big part of our role is objectivity, because people’s music tastes are so subjective," he continues. "It’s about trying to bring in that objectivity to show how music appeals to certain audiences, how it fits with the game, and the cultural cachet that brings in with the whole branding."
The burgeoning gaming industry has significantly eased the process of demonstrating the value of music collaborations to record labels, publishers, and artist managers. Alex Hackford, Head of A&R at Sony Interactive Entertainment America, observes, "The ease of access of having front-end conversations with labels and publishers about what the value of video game involvement… that bar has lowered because people have seen the impact of it. The ability for us to have more buy-in from partners in projects is getting a lot easier." He cites examples like Spider-Man: Miles Morales, which featured four original tracks released simultaneously across digital service providers, in-game, and physically, complete with gameplay music videos. Similar strategic integrations were undertaken for Death Stranding in partnership with RMCA, signaling a growing trend towards deeper, multi-faceted music collaborations.
Unlocking Discovery: Strategies for Artists
With an estimated 1.5 billion gamers worldwide and the global games market projected to reach over $200 billion by 2023, the sheer scale of potential audience reach within video games is immense. However, there is no singular pathway for an artist’s music to find its way into a game. Duncan Smith, Head of Music at Sony Interactive Entertainment Europe, notes, "Every game has different criteria, so it depends on what the game is trying to say and what kind of music it requires: is it gonna benefit from having a contemporary tracklist with big artists on there, or will it benefit looking at more obscure bands that can enhance the experience?"
To increase the odds of discovery, artists must adopt a proactive and strategic approach. Music supervisors are not passive recipients; they actively seek out new talent. Therefore, ensuring music is accessible across all major streaming platforms – Spotify, Apple Music, Deezer, YouTube Music, and YouTube – significantly broadens the potential for discovery. Stephen Root, Vice President of Development Creative Services at Codemasters, relies heavily on platforms like Spotify for his work. "I do use Spotify a lot because it’s nice and easy to use while also having a great interface," Root states. "When we were working on our soundtrack for Dirt 5 at the time, Spotify was an easy way to build a playlist and share it around with the key people in the company."
This widespread accessibility can lead to serendipitous opportunities. Jim Hodge, vocalist for the metal band Mastiff, recounts being unexpectedly contacted by CD Projekt Red, a collaboration that resulted in their track "Acid Breather" being featured in the highly anticipated Cyberpunk 2077. "We honestly thought it was a wind-up until we started speaking to them properly," Hodge admits. "They wanted an unreleased track and we’d literally just been in the studio the month before to record. At the time, we were out of contract, which made it much easier to release the track. Having a track on one of the biggest games ever released is absolutely nuts, and hearing our music in the game still freaks us out."

While not a prerequisite, being signed to a major record label can provide a significant advantage, as label representatives actively work on placing their artists’ music. Root attends specialized listening sessions with record labels, gaining insight into emerging artists and their future plans. "I spend most of my time working on who’s up and coming," he explains. "Figuring out which artists these labels are investing their time into and why they think are going to be really successful artists."
However, the landscape is increasingly inclusive. Unsigned artists and those on independent labels have numerous avenues for their music to be featured. "I always want to give people a shot," Root asserts. "I’m really into up-and-coming new artists, so I say to people [labels and managers] throw all of the new stuff my way and let me wade through it." Sony’s Smith echoes this sentiment, emphasizing that artistic success metrics are secondary to the music’s suitability for the game. "One of the reasons I love this job is that, most of the time, we’re looking for music that enhances the experience of the game or scene. Most of the time, it doesn’t matter how many hits, streams or views that artist has had. The priority is to find music that enhances that experience, makes it compelling, and connects with the player. So in that sense, you don’t have to be on a major label."
Even artists not directly affiliated with major music conglomerates like Sony Music can find opportunities. Tom Mackay, President of Premium Content A&R at Sony Interactive Entertainment, clarifies, "At the end of the day, good music is good music. Is there a predisposed goal to predominantly put Sony Music artists into our projects? Of course there is. But would I be shortsighted and at the same time potentially shackling the game or project by only considering Sony artists? Of course I would be. It’s a careful balance. If an amazing record came in that was perfect for the game and everybody loved it, we would never stand in the way of that."
Cultivating a Unique Identity: The Composer’s Perspective
In a crowded field, developing a distinctive artistic voice is paramount. Joe Henson of the music composition duo The Flight, advises artists to embrace their individuality. "Don’t just try and do what other people do because they already do that," Henson states. "Don’t just try and do epic, orchestral music because everybody does that. If you have a unique instrument, use that instrument." This sentiment is echoed by Duncan Smith, who believes a singular sound is more likely to leave a lasting impression. "Develop your own sound and have a strong identity. Don’t chase the tail of whatever is popular in games or in music sync," he recommends. "Stick to the fundamentals of developing your own identity, and then make the effort to try and get in touch with the likes of myself and Alex. Find out what we’re working on, try and develop a relationship, and if you make the effort it will cut through." The ability to articulate one’s unique style, whether it’s industrial, drum ‘n’ bass, or folk, coupled with passion and persistence, can be a significant differentiator.
Navigating the Pitch: Making the Right Approach
The challenge of getting an email opened by the right decision-maker is substantial. A key strategy is to meticulously research and target specific game titles or franchises that align with an artist’s musical style and brand. The NBA 2K series, for instance, naturally leans towards rap and hip-hop, while Life is Strange has curated a soundtrack predominantly featuring indie and folk artists. Tom Mackay stresses the importance of a cohesive creative synergy: "You want there to be a seamless creative bond of connectivity between the artist and what they represent — what they sound like, what they look like and what they feel like, and how that fits with the game itself." This requires an in-depth understanding of the game developer’s vision, often achieved through extensive conversations.

Sumner notes that many artists fail to undertake this crucial research. "Most people don’t want to do that work," he says. Identifying relevant contacts can be achieved by examining game credits for audio and music team members, or by conducting targeted searches on platforms like Google and LinkedIn for music supervisors and audio directors. Information regarding music licensing for trailers can often be found in YouTube video descriptions.
For artists who lack the resources or expertise to navigate this process independently, engaging professional representation is advisable. Root encourages artists to communicate their interest in gaming to their management or agents. "I would say to anybody that’s an artist, either on the cusp of being either signed or that has just been signed, to explain to their management about their level of interest in gaming," he advises. "Ask them to find and approach companies to see where they can fit your music. I would definitely do that because I think it’s a really great thing to do."
Duncan Smith further recommends enlisting a sync representative, an individual specializing in identifying commercial opportunities and connecting artists with the appropriate industry contacts. "It’s important to make the effort to find out what we’re working on, and I think that’s where third-party sync reps can help," Smith suggests. "Especially because it’s difficult to keep up to speed with what music supervisors are working on and develop that relationship. If you don’t have a label or a publisher with those types of relationships with music supervisors, find the right sync rep who can do that for you."
When preparing a formal pitch, tailoring it to the specific recipient is crucial. Alex Hackford advises, "If you have a formal pitch, make sure you know who you’re pitching to and you’re referencing games that they’re working on, rather than referencing cross-platform products that aren’t gonna be as relevant to their work." This demonstrates a genuine understanding of the individual’s professional focus and the game’s context. Duncan Smith concurs: "Trying to develop a relationship and make the effort will always cut through — especially compared to some of the emails that we get where people have 50 different supervisors on one email and just hit send, without making the effort to find out what we’re working on."
Ben Sumner’s consultancy, Feel For Music, receives an overwhelming volume of daily inquiries, underscoring the need for persistence and focus from artists. "It might be hard for us to check out your music, but if you’re persistent, focused, and understand the places where your music might fit, that’s a great starting point," Sumner explains. "Most people that get in touch with us, we’ll give them a chance. If someone drops me an email and it gets missed but sends me a follow-up, I’ll make sure it gets checked." This diligent follow-up was instrumental in securing Sufjan Stevens’ music for the Life is Strange spin-off, The Amazing Adventures of Captain Spirit.

Technical Requirements and Strategic Planning
Beyond the artistic and relational aspects, technical preparedness is vital. Artists must ensure their music is available in various file formats. For trailer usage, access to individual instrument tracks, known as "stems," is often required, alongside complete stereo files. Ben Sumner emphasizes, "Having your music in the right formats is really important. Do you have the instrumental version and do you have the vocals? We’re always going to need stems. If I put something into a trailer I have to rework it." Furthermore, artists are encouraged to consider preparing alternative arrangements of their tracks, such as intro-only or loop-based versions, that are more conducive to trailer editing or in-game integration, deviating from standard song structures.
The games industry presents unique challenges for composers and artists alike, often characterized by Non-Disclosure Agreements (NDAs) that can limit early access to project information. Joe Henson of The Flight notes, "With film and TV, you can find out what’s going into production — you can meet people and they’ll tell you what’s happening. In games, you sometimes won’t know what people are working on until you have that initial big meeting." However, for annual franchises like FIFA and Call of Duty, artists can analyze release schedules and strategize their own music releases to coincide with game development cycles. Alex Hackford explains, "Eight to ten months pre-release is when we’re working on music; when we’re in that pitching process and actively working on music for a game." Artists who have unreleased material can leverage this by informing potential collaborators, as studios often welcome the opportunity to debut new music.
Navigating Licensing and Maximizing Collaboration
Licensing music involves complex rights management. Artists, especially those signed to labels, must have a clear understanding of who owns the various rights to their music. Unresolved ownership issues can derail promising collaborations. Hackford shares a cautionary tale: "I’m dealing with a scenario now where there’s a track I really like but there’s a lot of questions around ownership, so I’m probably gonna have to drop it. That’s the last thing you want when you’ve already got as far as getting the song into someone’s hands."
Beyond securing a placement, artists are encouraged to explore opportunities for added value. This could involve collaborations with social media campaigns, in-game integrations like custom car skins in Driveclub featuring DJ Shadow’s album artwork, or even creating music videos using gameplay footage, as demonstrated by Broken Witt Rebels for Dirt 5. Duncan Smith advocates for this proactive approach: "I love it if a manager says, the fee is whatever, but what else can you do for my artist." This collaborative spirit can lead to unexpected and mutually beneficial outcomes.
Budget considerations are also paramount. Stephen Root outlines a tiered fee structure for Dirt 5, accommodating up-and-coming artists, those in the middle ground of success, and established stars. "I look at the overall budgeting from the start and then I think about that and look at how many tracks it could potentially give us, as well as how that would break down across the game," Root explains. "I set three tiers of fees in terms of what I would look at. The way that broke out was splitting it between up-and-coming or newer artists, artists that were in the sort of middle ground of success, and then finally the big hitters."

The Financial Realities and Long-Term Benefits
While securing a spot in a video game can significantly boost an artist’s profile, direct financial remuneration can vary. Historically, games like Grand Theft Auto offered royalties on tracks, which proved highly lucrative for early contributors. However, Ben Sumner notes a shift towards fixed-rate licensing arrangements in many contemporary titles. "I think royalty payments are generally a thing of the past, but there are a few exceptions out there — particularly writers registered with certain European PROs [performance rights organisations], as they have specific rules about licensing music into games. I’ve also heard about mobile games with zero or modest upfront budgets offering royalties."
Duncan Smith advises realistic expectations regarding deal values. "Try to have realistic expectations about a deal. Don’t get crazy imagining you’re gonna have a life-changing sum of money in your pockets. It’s more about being realistic, in addition to being good to work with, being helpful, and providing us with all the stuff we need." Building positive working relationships can lead to repeat business and long-term collaborations, which are often more financially sustainable than one-off placements.
The impact of music placement in video games can be transformative. John Feldmann, lead singer of Goldfinger, famously attributed the band’s biggest hit, "Superman," to its inclusion in Tony Hawk’s Pro Skater. More recently, independent artist Lecrae experienced a significant surge in streaming numbers following the release of two original tracks for Marvel’s Spider-Man: Miles Morales on the PS5. Alex Hackford states, "He [Lecrae] is an independent artist at this stage, so that jump in audience and reach from having access to a game like Spider-Man: Miles Morales is substantial."
The symbiotic relationship between the music and gaming industries is evident in projects like Hideo Kojima’s Death Stranding, which featured new music from prominent artists. The COVID-19 pandemic has accelerated this integration, with titles like GTA V Online incorporating massive music updates and artists like Katy Perry and Post Malone collaborating with The Pokémon Company. Tom Mackay posits, "The gaming industry will play a larger and larger role in the overall way in which the music industry thinks, operates and strategizes every day going forward." He further asserts that gaming platforms are evolving into the "new water cooler," essential meeting points for younger generations, signifying the profound and expanding influence of video games on cultural discourse and artistic outreach. The potential for mutually beneficial growth remains vast, with current achievements representing merely the initial stages of this dynamic convergence.
