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LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE

MUSIC COMPOSITION FOR GAMES

Dates: 13 AUG 2026 - 24 SEP 2026
Duration: 6 WEEKS
TUESDAYS & THURSDAYS
5 PM PT / 8 PM ET
PETER N. MCCONNELL
AWARD-WINNING COMPOSER
Peter N. McConnell
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE
LIVE ONLINE COURSE ON MUSIC COMPOSITION FOR GAMES
DATES:

13 AUG 2026 - 24 SEP 2026


DURATION:

6 WEEKS
TUESDAYS & THURSDAYS
5 PM PT / 8 PM ET

Games don’t need background music. They need living systems. Design soundtracks that respond, evolve, and live inside the gameplay.

Peter McConnell — an award-winning composer behind Hearthstone, Psychonauts 2, Plants vs. Zombies — will help you level up your composition for a medium that never stands still.

THIS COURSE IS FOR YOU, IF...

  • YOU ARE A JUNIOR OR FREELANCE COMPOSER

     

    You write solid music, but games play by different rules. This course shows you how to compose for interactivity, not just emotion. Learn advanced techniques, structure music around gameplay, manage budgets, and communicate clearly with developers, so you’re not just composing tracks, but building game-ready scores and a portfolio that opens doors.

  • YOU ARE A MUSICIAN OR PRODUCER TRYING TO BREAK INTO GAMES

     

    You know your DAW. You know your theory. What you don’t have is game credits — yet. Here, you’ll get structured, practical training in composing music for video games: adaptive systems, implementation basics, pitching demos, and networking with industry pros. By the end, you’ll have focused, playable work that proves you understand the medium, not just the music.

  • YOU WORK IN AUDIO OR GAME DEV AND WANT TO LEVEL UP

     

    Maybe you’re a sound designer, indie dev, or music teacher curious about games. You understand audio, but integrating music into gameplay feels like another language. We’ll bridge that gap. Learn how to blend music with systems, support player experience through interactive scoring, and turn scattered skills into a cohesive, game-ready audio portfolio case.

Our students work in 1600+ companies worldwide

  • Google logo
  • Apple logo
  • Ubisoft logo
  • Microsoft logo
  • Blizzard logo
  • Uber logo
  • Epic Games logo
  • Amazon logo
  • Spotify logo
  • Meta logo
  • PlayStation Studios logo
  • Nike logo
 
ABOUT THE COURSE / WHAT YOU'LL DO
01
PRACTICAL SKILLS

From melody writing to adaptive layering, every lesson builds toward real, playable results. Through live DAW demos, looping labs, and action-layer breakdowns, you’ll learn how to write themes, build seamless loops, and design music that shifts with gameplay.

02
BEST INDUSTRY EXAMPLES

Break down iconic scores from Monkey Island, Sly Cooper, Plants vs. Zombies, and Psychonauts 2 to see how great game music works. Learn directly from an expert composer behind acclaimed titles – expect hands-on feedback and practical techniques you can use immediately.

03
FINAL PROJECT

Your endgame: a professional, adaptive game score. Expand your thematic sketch into a fully looped environment track with “sneak” and “action” layers — the same vertical layering approach used in modern games. The result is a polished, reel-ready demo that proves your skills.

INSTRUCTOR

PETER MCCONNELL

IMDb
  • Composed award-winning scores for iconic titles including Hearthstone, Psychonauts 2, Plants vs. Zombies: Garden Warfare, Sly Cooper, Broken Age, and Brütal Legend
  • Shaped legendary franchises at LucasArts, contributing to Star Wars, Indiana Jones, Monkey Island, Full Throttle, and Grim Fandango
  • Scored for film and interactive media, with music featured in Greetings from the Shore and INTERSECT
  • Earned global recognition, with 30+ Game Audio Network Guild nominations and 7 wins — including Best Interactive Score, Best Soundtrack, and a Lifetime Achievement Award
  • Received top industry honors, including a BAFTA nomination (Psychonauts 2), a DICE Award for Best Musical Score, and an ASCAP Composer’s Choice nomination (Broken Age)
  • Performed internationally on electric violin and guitar at SXSW, Video Games Live, BlizzCon, and The Game Music Festival
Instructor Peter N. McConnell
syllabus
00
TUE (8/11), 5 PM PT/8 PM ET
Welcome Class

You’re entering a new level — and like any great game, you need the map before you explore. In this kickoff session, we’ll align on how the course unfolds, what you’ll build, and how each quest (assignment) powers up your final boss battle: a polished, game-ready composition. Meet your instructor, your party, and the creative campaign ahead.

  • Meet your instructor
  • Course structure
  • Assignments/final project overview
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01
THU (8/13), 5 PM PT/8 PM ET
Introduction to Game Music

Let’s take the 30,000-foot view. What is game music — and where did it come from? We’ll trace its evolution from opera to film to interactive worlds, because ignorance of your culture is not cool. You’ll begin to see music not as background, but as dramatic architecture inside gameplay.

  • The dramatic role of music in games
  • Roots in opera and film
  • Game music vs traditional music
  • Milestones in game music history

Assignment #1: Music Analysis (Optional)
Write a short analysis of a game excerpt, focusing on either its dramatic role or its adaptive function.

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02
TUE (8/18), 5 PM PT/8 PM ET
Tap into Your Creativity

Yes, it sounds like total bullshit. But creativity is sine qua non — essential. We’ll strip away the mystique and treat it as craft. I’ll share my own process (with the caveat that you must find yours). Like Karate Kid, creativity is a muscle. And every composition begins with an essence — for me, that’s melody.

  • Creativity as craft (not magic)
  • Building sustainable creative rituals
  • Melody as musical language
  • Types of melodic construction
  • The elusive main theme
  • Melody feedback workshop

Assignment #2: 3 Melodies
Compose three distinct melodies inspired by visual artworks (raw or produced).

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03
THU (8/20), 5 PM PT/8 PM ET
Basics of DAWs + Demo

Know your tools. DAWs operate on different metaphors — tape machine vs. sequencer — and that shapes how you think about music. We’ll cover plug-ins, MIDI, compression, EQ — not as tech trivia, but as the mechanics that translate your ideas into sound.

  • DAW paradigms: tape vs. sequencer
  • Industry standards & workflow
  • Core plug-ins (EQ, compression, reverb, delay)
  • MIDI fundamentals
  • Groove vs. linear composition
  • Live DAW demo

Assignment #3: Scratch Track (Optional)
Bounce audio with one of above melodies & submit scratch track.

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04
TUE (8/25), 5 PM PT/8 PM ET
Music and Narrative

From Wagner to modern games, the leitmotif has been one of storytelling’s most powerful tools. If a theme is a slogan, a leitmotif is a meme — adaptable and alive. We’ll explore how music serves narrative in interactive worlds, where environment often is the story.

  • Music in long-form storytelling
  • The evolution of the leitmotif
  • Theme vs. motif in interactive media
  • Environmental scoring
  • Narrative integration workshop
  • Student work feedback

Assignment #4: The Environment & The Motif
Create a 30-second environmental piece weaving a reduced leitmotif into a chosen world and narrative.

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05
THU (8/27), 5 PM PT/8 PM ET
How to Write a Loop + Demo

The loop is the atomic unit of game music. The goal? The listener shouldn’t hear the loop point. We’ll break down structural and harmonic tricks that make repetition seamless — so your music sustains immersion without revealing the seam.

  • Anatomy of a perfect loop
  • Intro vs. loop body design
  • Harmonic & metric techniques
  • Disguising the loop point
  • Demo: Looping
  • Share examples from Assignment #4
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06
TUE (9/1), 5 PM PT/8 PM ET
Advanced DAW Techniques: Adaptive Music and Layering + Demo

This is where games diverge from film. Horizontal and vertical adaptivity allow music to respond in real time. We’ll explore layering as your primary tension-building tool and unpack how composers think inside interactive systems.

  • Horizontal vs. vertical adaptivity
  • The art of musical layering
  • Tension building in gameplay
  • Middleware overview (FMOD/Wwise concepts)
  • Demo: Advanced DAW techniques
  • Interactive layer workshop

Assignment #5: “Sneak” Layer
Create a sneak layer for one of the melodies created previously.

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07
THU (9/3), 5 PM PT/8 PM ET
Incidental Music: Menus and Interfaces

Not every cue is a battle. Menu and interface music must connect instantly and loop gracefully without fatigue. This is subtle world-building — defining tone with restraint and precision.

  • Main menu
  • Character design
  • Examples from PVZ: Garden Warfare, Psychonauts 2

Assignment #6: Front-end Splash (Optional)
Write a front-end splash that goes into a main menu loop (15 seconds).

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08
TUE (9/8), 5 PM PT/8 PM ET
Action Music

Action scoring isn’t just about speed. Often, tempo is fixed — intensity comes from orchestration, density, and layering. We’ll explore how to build propulsion without clutter, especially when multiple energy states must coexist.

  • Not all of them are tempo!
  • Layer-based action design
  • Demo: Action layer
  • Examples from Assignment #6

Assignment #8: Course Project
Extend your environment piece to 45+ seconds, loop it, add a sneak layer, and incorporate at least 20 seconds of action layering.

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09
THU (9/10), 5 PM PT/8 PM ET
OSTs and the “Game Suite”: Prelude to a Demo + Demo

Looping works in-game. Outside the game, it needs shape. We’ll “unloop” your material and turn it into a cohesive listening experience — focusing on structure, equilibrium, and polishing your tracks for soundtrack release.

  • “Unlooping”
  • Level equilibrium and mastering
  • Demo: Turning the looping music into a demo
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10
TUE (9/15), 5 PM PT/8 PM ET
Teamwork and Collaboration

Composing for games means supporting someone else’s vision — while still bringing your own. We’ll talk about communication, creative flexibility, and how to become the composer developers want on their team.

  • Supporting vision without losing voice
  • Communication with developers
  • Feedback loops (the good kind)
  • Creative flexibility in games
  • Professional workflow & etiquette
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11
THU (9/17), 5 PM PT/8 PM ET
Making a Killer Demo + Guest Speaker

Your demo is your argument. You have five seconds — front-load it. We’ll break down real pitch examples, discuss positioning yourself as a composer, and cover the often-overlooked power of a well-crafted email.

  • The 5-second rule
  • Pitching
  • Demo: Examples from Peter’s previous pitches
  • Writing well-crafted email
  • How to give and receive feedback

Assignment #07: Peer Review
Submit works in progress to the group folder for peer review. Provide feedback for others on their pieces.

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12
THU (9/24), 5 PM PT/8 PM ET
AI and the Gig Market

AI is here — and contracts may require you not to use it. We’ll discuss legal realities, ethics, and where AI can genuinely assist rather than replace your craft. The goal isn’t fear — it’s strategic clarity.

  • AI in music: risks & realities
  • Legal & contractual implications
  • Ethical considerations
  • Practical AI use cases
  • Navigating the gig market
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What our students say

Austin Eamnarangkool
Music Composer at Freelance "Had a fantastic experience with this course. Keep in mind that since this is led by an industry professional in a field of your choosing, the quality of this course hinges strongly on ensuring that your instructor's work/career aligns with what you hope to get out of the course. The program manager (ours was Sabina) is extremely professional, friendly, and helpful throughout the duration of the course."
Craig Gilroy
Music Composer - Freelance "I loved every moment of this course. The industry level experience and wealth of knowledge. The ability to cater to all levels and maintain engagement with the students, was just first class. The content and feedback from my assignments, gave me more confidence in my skills and helped me focus on areas for improvement. It was worth every penny, without doubt!"
Ryan Venable
Music Teacher "I would recommend this course. I feel prepared to seek out jobs now that it's done."
KiKie Drah
Multifaceted creator at KiKie_creates "Take it, the instructors are super nice people, you will learn a lot."
Kristopher M Thornton
Security officer "I took the Game Composition course with Peter McConnell. It was setup similar to a college course, in that there are graded assignments and a final grade that will determine which of two certificates you receive. There are stakes and merit for doing the work, which led to a real-world-esque project. It was not necessary to purchase anything, though if you do none of it is through ELVTR (at least it wasn't through this course). Great course, great company - will take classes with them again."
Jean-Carlo Tabares
Podcast Editor "I have completed my course on Music Composition for Games, instructed by Sly Cooper composer Peter McConnell! It was so amazing to learn more about the history and lessons on game music taught by him. He is such a kind-hearted instructor and I am grateful for the things he told us in his classes. It really helped me reignite new ideas for the melodies that I can compose in the future! So I thank you, Peter, for all you have shown us and the inspiration to forge a new path of game music compositions!"
Rafe Rodriguez
"Take this course if you wish to get serious about pursuing a career in the field, and ensure you have a reputable instructor teaching!"
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