| 9:30–11:00 | Session 8 – Thank Goodness You’re Hear[ing]: Listening for Identity
This paper examines how video-game music contributes to the construction, reinforcement, or disruption of disabled identity, arguing that ludomusical practices often reproduce cultural borders that marginalise disabled bodies while also offering opportunities to push representational limits. Despite advances in accessibility mechanics, the narrative and aesthetic representation of physical disability remains limited, frequently shaped by longstanding media tropes such as technoableist “cure-or-kill” logics, cyborg enhancement fantasies, and horror conventions that equate bodily difference with danger. These frameworks are further intensified through musical signifiers—dissonant orchestration, minor-key stingers, and asymmetrical textures—that draw from cinematic and modernist traditions to mark disabled bodies as aberrant or threatening. Through comparative case studies, including The Vale: Shadow of the Crown, BioForge, Cyberpunk 2077, and Dead Space, the paper explores how music operates both ludologically and narratologically to signal identity, agency, vulnerability, and moral status. While The Vale uses binaural design and configurative musical cues to centre blindness as an empowering mode of play, other titles reinforce exclusionary cultural logics by situating disability within fear or pathology. The analysis highlights how journalistic discourse around game music—particularly in cyberpunk contexts—can further entrench the border between “normal” and “abnormal” through dehumanising metaphors. By integrating disability studies, semiotics, game studies, and musicology, this paper argues for new ludomusical traditions moving beyond inherited cinematic codes challenging the aesthetic borders that marginalise disabled identities. In recent years, the “revival of traditional Chinese music” has become a significant cultural issue in China. This trend is reflected not only in academic and the event of intangible cultural heritage but has also permeated screen media industries. Although game companies have not explicitly stated that the musical strategies are directly influenced by this trend, video games have nonetheless become a key platform for disseminating and recontextualising traditional Chinese music. However, policy or market explanations alone are insufficient. In Chinese ancient-style fantasy games, music builds fictional worlds rather than reproducing tradition, leaving space for creative agency. The key question, then, is who creates these sounds, and how composers’ training, careers, and cultural identities shape how traditional music elements are selected, reworked, and ultimately presented in video games. This article examines four categories of composers with distinct cultural and educational backgrounds: Hollywood composer teams representing the global mainstream film scoring system; Tan Dun and the Genshin Impact team, trained in Western music; Umebayashi Shigeru, an East Asian but non-Chinese composer; and Zhai Jinyan of Black Myth: Wukong, trained in traditional Chinese opera music. Drawing on composer interviews, musical analysis, textual analysis of game music documentaries, and promotional materials. The article seeks to explore how composers’ backgrounds shape the construction of “Chineseness” in video game music. What kinds of Chinese elements do they each choose, and what kinds of narratives do these elements construct? When considering identity from a ludomusicological lens, previous work has looked at identities in terms of race and hip hop culture (Austin, 2018), queer identities (Summers, 2023) and class (Ivanescu, 2018). To begin to evolve this emerging area within ludomusicology, this paper will examine how regional British identity can be constructed, specifically by looking at Northern English identity in the 2024 game Thank Goodness You’re Here!. British identity has found itself at the heart of the music and game design. The game’s use of sound is evocative of the sense of community and regional pride of the North through the instrumentation and sonic aesthetics it explores. This paper will explore the use of “brass band” timbres, long embedded into the foundations of mining communities in the North through use and scholarship surrounding other media. To further investigate how this is effective through the medium of the video game, I will examine Iain Hart’s ideas of performative play (Hart, 2014) exploring how the game allows the player to participate in the setting by not only building a comedic and warm atmosphere through music but allowing the player to ludically engage in the cultural specificities of the North the game constructs. The player is invited to interpret the comedic and sonic aspects of the game for themselves, heightening and incorporating the player into the community. Additionally, I will observe reception from streaming and critical reception of the game to help provide insights into how such a hyper-local story is able to reach international audiences. This raises questions of how we can delve further into the layers of interactivity in media to observe how topics of identity, culture and politics can be deeply explored and disseminated globally. Chair: TBA |
| 11:00–11:30 | Break |
| 11:30–13:00 | Session 9 – Synthesis, Served Three Ways
This paper examines how the percussive aesthetics of Shovel Knight (2014) engage and expand the noise-channel practices established in Mega Man (1987). Rather than relying on stylistic description, the study employs histogram-based signal analysis to model the amplitude distributions of noise-channel output and infer underlying percussion orchestration. By examining distributional shape and spread (standard deviation), the method enables identification of hexadecimal register settings governing dynamic behaviour and frequency modes in both soundtracks. Composed using Famitracker to emulate the Nintendo Entertainment System (NES), Shovel Knight deliberately adopts the compositional environment of the original console, from register-level implementation to final audio output (Kaufman and Nutt, 2015). Kaufman has openly cited Manami Matsumae as a key influence, whose work on Mega Man expanded percussion orchestration through the noise channel beyond the conventional drum-kit idioms to include open rolls and Latin-inflected percussion instruments. These expansions set Matsumae apart from contemporaries such as Hirokazu Tanaka and Koji Kondo (Chang, 2025). Kaufman’s score extends this vocabulary through electronic inflections–reversed cymbal effects, layered frequency modes, and expanded timbral envelopes while preserving core gestural markers associated with Matsumae’s style. Through comparative analysis of coded noise parameters, the paper argues that Shovel Knight does not merely imitate surface timbres but reconfigures register-level behaviour inherited from Mega Man. Histogram modeling reveals continuities in amplitude structuring alongside innovations in frequency-mode usage. Extending recent signal-level approaches (Chang 2025), this methodology provides a systematic framework for tracing stylistic transmission within neochiptunist practices, demonstrating how historically constrained hardware behaviours are reinterpreted as compositional resources in contemporary video game music. It almost goes without saying that the advent of sample-based architectures in gaming consoles had a transformative impact on the aesthetics of game soundtracks. As Altice (2015) and others (e.g. Newman 2025) have noted, the foresight of Masayuki Uemura in allowing the augmentation of the Famicom’s soundchip brought snippets of sampled percussion to Super Mario Bros. 3 while later platforms such as the Super Famicom eschewed synthesis altogether as they opted for entirely sample-based audio systems. Moving forwards, with successive generations of PlayStations and Xboxes offering onboard sample playback chips and direct streaming of music from audio CD, digital sampling was firmly established as the bedrock of audio playback in games. But sample-based systems are very different from synthesis based chips. The latter impart distinctive characteristics and tonalities in the provision of different waveforms, filters or other effects but samplers need samples. So, where do the samples – the actual digital recordings in videogame soundtracks come from? What were the sources of the sonic material loaded into these sample playback engines? This paper begins by exploring one specific source of material – The Zero-G Datafile sample CDs. Originally released between 1991 and 1992 and developed by UK producer Ed Sutton, this collection of three audio CDs were primarily marketed at electronic music producers, DJs and programmers and boasted hundreds of ‘breakbeats’, ‘vocal hooks’, ‘FX’, ‘scratches’, drop-ins and more. These were carefully curated (but not so carefully copyright cleared) collections of source material that could be loaded into an Akai S-1000, Ensoniq EPS or Emulator in the studio… or N64. The analysis continues by exploring the uses of other Sample CD libraries such as Best Service’s ‘Voice Spectral’ (1993) and ‘Gigapack’ (1993) and Spectrasonics’ ‘Distorted Reality’ (1995) in games including The Legend of Zelda: Ocarina of Time, Street Fighter III: Third Strike. In recent years, there have been some media archaeologies, such as the Who Sampled? website, that have begun to document these uses of Datafile samples in commercial music releases as well as extraordinary community projects attempting to uncover the uses of specific instruments and samples in favourite videogame music. Drawing on work on video game music technology (Cook et al 2025), this paper reports on and seeks to develop these discussions by charting the appearance of these samples in game soundtracks as diverse as Super Mario 64 and the Silent Hill series. In particular, the paper considers these sample CDs as a shared musical resource that creates a technological, compositional and aesthetic connection between game soundtracks and other forms of commercial (electronic) music. The YM2612/YM3438 FM synthesis chip shaped a generation of Sega Genesis/Mega Drive game music, yet large collections of presets extracted from VGM recordings (e.g. DrWashington, Project2612) remain underexplored as structured data in ludomusicology. We present DAFMExplorer, an open-source pipeline that treats these presets as a corpus for reproducible, data-driven analysis. Our objectives are threefold: to build and document a full pipeline from raw OPM/VGM sources to an analysis-ready dataset with metadata on games, composers, nationalities, and tools (e.g. GEMS); to characterise timbral and structural organisation at scale using unsupervised methods; and to release code, notebooks, and methodology for reuse by researchers and practitioners. Two Jupyter notebooks implement the workflow. The first handles data extraction: parsing OPM presets from the DrWashington collection, deduplication (e.g. volume/TL-based), game-name extraction and normalisation, and enrichment via web scraping (Sega Retro, VGMrips, Wikipedia) for composer, nationality, and GEMS usage. The second performs data analysis: a feature set of 58 FM parameters plus derived indices (e.g. Brightness, Complexity), standardisation, PCA for variance analysis, t-SNE/UMAP for 2D embeddings, KMeans with elbow-based choice of k, and nearest-neighbour similarity for recommendation. The cleaned dataset contains over 93,000 presets. KMeans yields seven stable clusters, interpreted as “sonic realms” (Raw Signals, Neon Action, Polished Arcade, High-Speed Chiptune, Deep Space FM, Fantasy Atmospheres, Experimental Playgrounds). Embeddings reveal structure by composer, region, and tool use; similarity search surfaces timbral neighbours across games. We discuss these clusters as emergent categories of timbral and structural practice on the platform. Treating game audio presets as a structured corpus supports new questions about composer style, regional and tool-based differences, and the shared “sound” of a platform, whilst keeping sounds playable and inspectable. The pipeline is fully open source and documented for reproducibility. This work has led to an interactive web application (DAFMExplorer) that lets users explore the 2D embedding, listen to presets in real time via a software YM2612, filter by cluster/composer/game, and export banks in DMP format. We plan to extend the same methodology to other FM/OPL families (e.g. YM2151, YMF262) for comparative, platform-crossing ludomusicology. Chair: TBA |
| 13:00–15:00 | Lunch break |
| 15:00–16:30 | Session 10 – Style and Genre
There is both an art and a science to orchestrating 8-bit chiptune soundtracks for HD remakes, crossing perceptual borders between acoustic and electronic music. “Retro Remix Theory: Orchestrating 8-bit Chiptune Soundtracks in HD Remakes” analyses the orchestrational choices of 8-bit-to-HD remixes, distinguishing conventionally-motivated choices from unique, strategic ones. Illustrated by tracks from Fire Emblem Gaiden (original, remix) and Pokémon (original, remix), 8-bit to HD orchestrations are motivated by these musical parameters of the 8-bit original: register, timbral envelope (ADSR), textural role, idiomatic writing, and musical topics. Analysing three case studies reveals a spectrum of orchestration strategies, ranging from conventional to strategic (Hatten 1994): 1. Dragon Quest III | HD-2D Remake, ‘Into the Legend’ – The timbre, fanfare topic and idiomatic writing in the original conventionally motivate the remake’s opening brass fanfare. Strikingly, the rapid sextuplet arpeggiation and rising chromatic gesture in the original is not reflected in the remake’s more pensive B section, giving the original greater textural dynamism. 2. Final Fantasy III, ‘Elia, the Maiden of Water’ – The original melody’s register and timbre conventionally motivate the remake’s English horn solo, and the remake’s harp accompaniment is similarly conventionally-motivated by textural and idiomatic factors. Strikingly, the Pixel Remaster strategically expands the original with greater dynamic range and added vocal solo. 3. Link’s Awakening, ‘Ballad of the Wind Fish’ – The original’s fantastical timbre blurs voice and string qualities. The remake translates this into French horn and violin and the original’s noise channel percussion is similarly conventionalised, attenuating the strategic markedness of the original’s uniquely 8-bit character. Much ludomusicological insight may be gained by exploring the orchestrational choices of 8-bit-to-HD remixes, intersecting with scholarship in remixes, chiptune and timbre studies. HD remake soundtracks blur musical and aesthetic boundaries of past and present, acoustic and electronic. In 2013 Uematsu Nobuo was crowned the ‘Beethoven’ of game music by Classic FM. Uematsu, however, revealed his discomfort of being associated with classical music in several interviews. Identifying as a rock musician, and having fronted the bands Black Mages and Earthbound Papas, Uematsu explained that the ‘classical’ sounding influences from Final Fantasy’s music actually came from a different source: the diverse and hybrid styles of 1970s progressive rock. In 2018, William Gibbons had similarly proposed that the supposedly ‘historical’ and ‘classical’ sounds of music found on Nintendo and Sega systems were, in fact, mediations of 1970s progressive rock. In this paper, by applying Gibbons’ insights to the music of Final Fantasy VII, supplemented by clues from interview materials with the composer, I trace some of Uematsu’s music to his rock idols. Ludomusicologists have produced excellent work highlighting Uematsu’s compositional techniques such as leitmotifs, character markers, musical narratives, and layers of thematic memory found also in the music of John Williams or Richard Wagner. Stylistically, instructive work (including those by Dana Plank, Jessica Kizzire, and James Tate) has elucidated baroque, Stravinskian, and psychedelic tonal languages present in Uematsu’s work too. Based on my previous comprehensive study of 1970s progressive rock, I add to these analyses through specific comparisons of Final Fantasy VII’s music with similar (sometimes identical) musical motifs, textures, and harmonic or rhythmic patterns found in progressive rock. I suggest that progressive rock offered Uematsu a musical ‘topic’ prominent on ‘boss’ battles, including his famous ‘One-Winged Angel.’ Ultimately, I propose that Uematsu’s pioneering mediations of the progressive rock ethos (progress, stylistic hybridity, and experimentation) provide further avenues to contextualise his music and compositional approach. Gambling is a core tenet of the Dragon Quest (DQ) JRPG series. From the randomness rate of enemy encounters in battles, to the scarcity of regular save points, DQ titles are deeply connected to probability and risk (Kalata, 2008). This design principle has been openly reaffirmed by DQ’s acclaimed designer Yuji Horii (Miyake and Sakata, 2024). It is no coincidence, then, that casinos are also a core recurring institution within the myriad worlds of the DQ series. Building on explorations of musical imagery associated with gambling (Kamp, 2024), this paper examines the music and soundscapes of differing iterations of the casino within the DQ series across multiple gaming platforms, with particular attention given to examples within Dragon Quest IV, Dragon Quest VIII and Dragon Quest XI. I will argue that the audial rhetoric of the DQ casino often projects satirical images of opulence and iniquity. Compositions of prominent and triumphant brass sections played within these casino locations convey a consistent rhetorical message of prosperity and success. The DQ series conveys the historical influence of the black-tie environments of Monte Carlo to the loud neon pachinko parlours popular across Japan, sonically portraying casino cultures through the overwhelming spectacle of money, the musical rhetorics of wealth, and an overloading of the senses (Bergman, 1999, 11). Chair: TBA
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| 16:30–17:00 | Break |
| 17:00–18:00 | Session 11 – Corrupted Files: Distortion and Disruption
The hymn ‘Will the Circle Be Unbroken’ (Habershon and Gabriel, 1907) and its derivative ‘Can the Circle Be Unbroken’ (Carter Family, 1927/1935) are the most frequently recurring song in BioShock Infinite (Irrational Games, 2013). Yet existing scholarship has consistently crossed the border between these two musically distinct compositions without recognising it, treating them as a single song. This paper argues that the game deploys them deliberately, and that the pattern of their deployment is the primary sonic vehicle for its narrative of memory, repression, and identity. Through close listening informed by memory studies, psychoanalytic theory (Freud on repression and das Unheimliche), and ludomusicological approaches to diegesis, the paper traces the song across every appearance in the game. The Carter version disappears at the precise moment Booker accepts baptism and becomes Comstock, while the player piano, an automatic instrument, returns for Comstock’s ‘birth’. Booker accompanies Elizabeth instrumentally but never sings. Once the player learns Elizabeth is his daughter Anna, the Carter version (originally about a child mourning a mother’s death) retrospectively transforms into a father–daughter funeral song that has been playing, unrecognised, throughout. The song ultimately crosses the border between game world and player’s world: Booker gains a singing voice only in the end credits, outside the diegesis, as a voice actor rather than a character. Yet this is not the only crossing. The player’s failure to distinguish between the two versions is not inattention but a designed effect, extending Booker’s distorted memory across the diegetic boundary. The player’s ear has been on that boundary from the start. Ludomusicology has long examined how music and sound function as mechanisms that deepen engagement and immersion in gameplay (Ermi & Mäyrä 2005; van Elferen 2016, among others). However, what happens when the sonic elements intended to involve players do not draw them further into the game, but instead distance them from the medium itself? Such moments may be understood as instances of sonic disruption, emerging whenever the relationship between sonic design, system implementation, and player interpretation becomes misaligned. Building on recent scholarship that has examined disruptive sound practices across diverse contexts (Smith 2020; Cook 2024), this paper conceptualises sonic disruptions as a structural possibility inherent to game audio. The study combines digital ethnographic research with theoretical perspectives from auditory perception and research on musical emotions (Juslin 2013; Kamp 2024; Grimshaw-Aagaard 2024), grounding the analysis both in player discourse and in established models of affective and cognitive response to sound. As a preliminary outcome, I propose a taxonomy structured around three reception-oriented modes of disruption: “attentional disruption”, when sound interferes with player focus towards game objectives; “affective disruption”, shaped by auditory elements that generate emotional responses that conflict with the ludic context; and “metamedial disruption”, when sound foregrounds the technologically mediated nature of the game experience. These empirical categories are complemented by two production-level triggers—implementation conditions and structural design strategies—which account for how disruption may be generated. Together, these categories will provide a structured framework for examining the disruptive capacities of sound across different genres, systems, and design contexts within digital gameplay. Chair: TBA |