Songwriting Advice
How to Write Video Game Music Lyrics
Game lyrics are a special beast. They must survive looped playback. They must still land emotionally during a ten second boss intro. They must work across languages. They must be singable by a stressed actor in a booth after a twelve hour session. They must sometimes be barely audible under explosions and sometimes the entire emotional pivot. You are writing for a moving target and a moving audience. This guide gives you the tools to write lyrics that actually work in games.
Quick Links to Useful Sections
- Why Game Lyrics Are Different
- Core Principles for Game Lyrics
- Diegetic vs Non Diegetic Lyrics
- Diegetic lyrics
- Non diegetic lyrics
- Understand How Game Music Is Implemented
- Stems and Layers
- Vertical Layering and Horizontal Resequencing
- Middleware
- Writing for Looping Music
- Keep hooks short
- Vocal texture matters more than lyric density
- Character Songs and Themes
- Voice realism
- Leitmotifs
- Prosody and Gameplay Sync
- Stress alignment
- Tempo changes and time signatures
- Localization and Translation
- Collaboration With Composers and Audio Teams
- Ask these questions
- Lyric Types and Where to Use Them
- Examples and Before After Lines
- Practical Workflow: From Brief to Delivered Lyric
- Recording Tips for Game Vocals
- Common Mistakes and How to Fix Them
- Too wordy
- Wrong register for the character
- Unfriendly to implementation
- Over reliance on rhyme
- Exercises to Get Better Fast
- Two bar tag drill
- Diegetic voice exercise
- Localization safe rewrite
- How to Make a Memorable Game Chorus
- Examples of Hook Types
- FAQ
- Action Plan You Can Use Today
Everything here is direct, useful, and slightly savage. Expect workflows you can use immediately. Expect clear definitions for the jargon. Expect real life examples and exercises that will have you writing usable game lyrics in sessions that do not feel like punishment. If you can write a line that makes a player tilt their head and then cry or pump their fist, you are doing it right.
Why Game Lyrics Are Different
Writing lyrics for a song that sits on a streaming playlist is one thing. Writing lyrics for a soundtrack that needs to adapt to player logic is another. The main differences are intent, adaptability, and context.
- Intent The song can be background or foreground. Background means it must not fight the gameplay. Foreground means it will carry narrative weight, like a sung cutscene or a character anthem.
- Adaptability Many game audio systems change the music based on player action. Your lyrics must still make sense when the mix swaps layers or when lines loop.
- Context Lyrics can be diegetic, which means they exist inside the game world and characters can hear them, or non diegetic, which means they sit over the action like traditional score. Each choice affects language, register, and how literal the words can be.
Core Principles for Game Lyrics
Learn these principles and your lyrics will survive implementation. Treat them like rules of the road. Break them only with intention.
- Loopability Keep phrases that repeat clean and meaningful. Players hear the same lines a lot. Clean repetition reduces irritation.
- Modularity Write lines that can be rearranged. If your audio middleware splits a song into stems or layers you want each chunk to make sense alone.
- Clear imagery Use concrete images rather than long metaphors. Concrete images translate better across languages and are easier to localize.
- Prosody Align stresses with rhythm. If the engine stretches or compresses tempo, strong prosody keeps words intelligible.
- Localization friendly Avoid heavy wordplay that does not translate. Save jokes for moments that can be altered during localization.
Diegetic vs Non Diegetic Lyrics
Decide whether lyrics live in the game world. The choice changes everything.
Diegetic lyrics
These are songs a character would actually hear. Examples include a tavern bard, a radio in a car, or a town crier. Diegetic lyrics allow more in world detail like names of locations or slang. They also require internal consistency with world lore.
Real life scenario. Imagine a player walking into a tavern. A bard sings about a vanished hero. If the bard says the hero fights with a “laser sword” in a medieval village you break the world. Keep diegetic language anchored to the setting.
Non diegetic lyrics
These are the songs that narrate the player experience. They can be more poetic because they are commentary. They can use metaphors and second person address like you or we. Non diegetic lyrics are often used in trailers, title sequences, or emotional cutscenes.
Real life scenario. You see a trailer where a chorus sings about falling upward into destiny. Players do not need to internalize world detail. The lyric guides their feeling rather than world facts.
Understand How Game Music Is Implemented
If you do not know how audio gets into the game you will write lines that sound amazing on paper and useless in play. Here are the basics.
Stems and Layers
Stems are audio tracks like vocals, drums, or lead. Layers are musical pieces that the engine can fade in or out. For adaptive music the game might fade a percussion layer in when combat starts. Your vocal stem might need to sound good alone or with other layers muted.
Vertical Layering and Horizontal Resequencing
Vertical layering means stacking parts and changing volume levels to adapt intensity. Horizontal resequencing means playing different musical segments in different orders based on player actions. Your lyrics must survive both. Write lines that can be heard as fragments and make sense when ordered differently.
Middleware
Common audio middleware tools are FMOD and Wwise. FMOD stands for FMOD Studio which is an audio engine used to implement sounds and music. Wwise stands for Wave Works Interactive Sound Engine which is another middleware platform. These tools let designers control how music layers switch and how music reacts to gameplay variables. Talk to the audio designer early. If they plan to loop a two bar vocal clip during stealth you should write two bar friendly lyrics.
Writing for Looping Music
Loops are the backbone of most game music. Players can be in a state for minutes. A boss can spawn and the same riff can play while you and the boss emotionally negotiate through bullets. Your lyrics must not become nails on a chalkboard.
Keep hooks short
Short lines repeat better. Consider a two bar vocal tag that can repeat for a full minute without causing rage. The tag can be a single word or a small phrase. Example tags: Rise. Run. Remember me. Each of these has emotional weight yet will not grate when repeated.
Vocal texture matters more than lyric density
Sometimes a human voice as a texture works better than intelligible words. Use vocables like ah and ooh for ambient layers. Vocables are non lexical utterances. They provide feeling without semantic load. This makes them perfect when you do not want the player to focus on literal meaning.
Character Songs and Themes
Writing lyrics for a character gives you permission and constraints. Permission to use personal pronouns and private detail. Constraint because the lyric must sound like that character would say it.
Voice realism
Write in the character voice. If the character is a weathered mercenary they will not use ornate language. They might drop sentences and use short clauses. If the character is a pompous villain they may use formal phrasing and elongated vowels. Record yourself doing the voice and speak the lines before you set them to melody.
Leitmotifs
A leitmotif is a recurring musical idea tied to a character or idea. In games you can attach a lyrical motif to a leitmotif. The same word or phrase returns in different contexts. Keep the motif short and resilient. Build variations that change only one word so players get the callback and feel the story move.
Prosody and Gameplay Sync
Prosody is the relationship between the natural stress of words and musical rhythm. Bad prosody makes a line feel like someone dressed it in the wrong clothes. Good prosody feels unavoidable.
Stress alignment
Say the line out loud at conversation speed. Mark the stressed syllables. Those syllables must fall on strong beats or longer notes. If a crucial word falls on an offbeat that gets chopped by a transition the word loses meaning.
Tempo changes and time signatures
Games sometimes change tempo during transitions. If a cutscene slows to half speed your lyric should still make sense. Avoid complex words with heavy consonant clusters when the engine might stretch audio. Prefer open vowels that survive stretching. Use single word hooks with wide vowels like ah oh ay for moments that might need pitch or tempo manipulation.
Localization and Translation
Games go global. Your witty English phrasing will not land everywhere. Plan for localization from the start.
- Avoid culture bound jokes Save them for small lines that can be localized with local writers.
- Keep sentence structure simple A sentence that is short in English might balloon in another language. Work with the localization team to create workable English scaffolding.
- Provide context When you hand off lyrics deliver notes like where the line appears how long it plays and whether it must rhyme in translation.
Real life example. A chorus that rhymes in English might be impossible to rhyme in a target language without changing the meaning. Some studios prefer not to localize songs with fixed lip sync. Others will rewrite entirely. Know which world you are writing for.
Collaboration With Composers and Audio Teams
Do not write lyrics in a vacuum. Game audio is technical and collaborative. Your best work arrives when you and the composer move as one.
Ask these questions
- Will the vocal be stemmed for layering
- Will the vocal be time stretched or pitch shifted
- How long are the music segments where vocals will appear
- Is the vocal diegetic or non diegetic
- Are there language or content restrictions
Get audio mockups early. Even a rough loop helps you write phrases that land on the right beat. If the composer gives you a two bar motif sing your words over it before committing. The composer may change harmony later but the rhythmic relationship matters now.
Lyric Types and Where to Use Them
- Title themes These are full songs that might appear in trailers or end credits. They can be complex and narrative heavy.
- Character motifs Short repeated phrases that identify a character. Use these in combat or dialogue transitions.
- Ambient choral pads Wordless vocals or short phrases used as texture in overworlds and hubs.
- Battle chants Rhythm heavy phrases designed to pump the player. Keep energy words and short commands.
- Tavern songs Diegetic songs that reveal lore. Use specific details and place names to reward exploration.
Examples and Before After Lines
Practical rewriting examples. Each before line shows a problem. The after line shows a game friendly fix.
Before: I walk through memories of our yesterday and feel the ache inside.
Problem: Too long and abstract for looping. Hard to localize.
After: Remember. Fires smoke. You were there.
Before: It is time to stand and fight for all that we believe in.
Problem: Generic and wordy. Rhymes might break in localization.
After: Stand. Hold. This is ours.
Before: The machine hums with ancient sorrow and the city remembers.
Problem: Poetic but heavy with multisyllabic words that do not survive stretch.
After: The engine cries. The streets know.
Practical Workflow: From Brief to Delivered Lyric
- Get the brief Ask where the lyric will appear and how long it will play. Ask for tempo and bar length. Ask whether the line must be localizable.
- Set the voice Choose diegetic or non diegetic. Choose character voice if any. Write two sample lines in voice and test them in speech.
- Write modular phrases Create short lines that can stand alone. Aim for hooks of one to four words and supporting lines of up to eight words.
- Test with loop Sing the lines over a loop. Record rough stems and listen on headphones and through a gaming speaker if possible.
- Refine prosody Align stressed syllables with beats. Rework any line that feels like it needs to be forced into rhythm.
- Localize for translation Flag hard to translate bits. Provide literal notes for each line. Offer alternate lines if a rhyme is required.
- Deliver stems and guide Provide vocal stems with and without reverb and a short document that lists tempo bars and where each line starts and ends.
Recording Tips for Game Vocals
How the vocal is recorded affects mixing and adaptive playback.
- Dry takes Record a clean dry take without reverb for the stem. This allows the engine to apply consistent ambience.
- Multiple intensity passes Record a soft pass and a full intensity pass. This gives the composer material to use for layers and transitions.
- Short tags Record many short tags for battle states. These are one to four word lines recorded multiple ways so the audio team can pick what fits the mix.
- Non lexical layers Record vocables and hummed lines. These provide texture without semantic baggage.
Common Mistakes and How to Fix Them
Too wordy
Problem. Lines that work in a written song collapse in a loop. Fix by stripping to the image and the verb. Replace long phrases with single command words or images.
Wrong register for the character
Problem. A peasant character uses aristocratic imagery. Fix by reading the line as the character. Change vocabulary to match education and life experience.
Unfriendly to implementation
Problem. The lyric cannot be split into stems or will be used in a system that slices audio. Fix by writing modular phrases and recording short tags to give the audio engineers options.
Over reliance on rhyme
Problem. Strong rhymes in English will not rhyme in other languages and can force awkward syntax. Fix by using internal rhyme and consonance rather than end rhyme when you know the piece will be localized.
Exercises to Get Better Fast
Two bar tag drill
Set a two bar loop with the intended tempo. Write 12 two bar vocal tags. Each tag must be singable in the loop and make sense on its own. Record them. Listen on repeat. Keep the best three.
Diegetic voice exercise
Pick a random NPC in a game catalog the character. Write three short lines that reveal a secret about that NPC in under eight words. These lines must fit a tavern song or a town jingle.
Localization safe rewrite
Take a song chorus. Rewrite the chorus three ways with simpler syntax and more concrete images. Assume translations will grow the word count by 20 percent and write with that margin.
How to Make a Memorable Game Chorus
Make it short. Make it specific. Make it repeatable. Here is a recipe.
- Pick the emotional core in one sentence. Turn that into a two word or three word hook.
- Make the first and last word of the chorus the hook. This creates a ring phrase. A ring phrase is a repeated short phrase that opens and closes the chorus creating memory glue.
- Keep supporting lines to eight words or less. Use concrete verbs and simple nouns.
- Test the chorus as a loop for one minute. If it becomes annoying after fifteen seconds the chorus is too busy.
Examples of Hook Types
- Command hook Examples: Fight. Run. Hold. Rush. Commands work in gameplay and localize easily.
- Image hook Examples: Red banners. Iron sky. Lost lighthouse. These evoke place and can become leitmotif anchors.
- Proper noun hook Name of a character or place. Examples: Eira. The Black Gate. Proper nouns are great for diegetic songs and world building.
FAQ
How long should game lyrics be
There is no single answer. For looping ambient music keep lines short and modular. For title themes and end credit songs you can write full length lyrics. For in game motifs and battle chants target one to eight words per tag and write multiple tags for variety.
Should I rhyme in game songs
Use rhyme sparingly. When localization is expected avoid rigid end rhyme in core hooks. Internal rhyme and consonance travel better and keep lines from ballooning in translation.
How do I write for procedural music
Procedural music means the engine assembles music from parts on the fly. Write modular phrases with consistent tempo and compatible keys. Provide short tags that can crossfade into each other and avoid long narratively heavy lines that require a fixed order.
What is the best way to work with an audio programmer
Communicate early and often. Deliver short stems provide clear notes and ask how your lines will be triggered. Share mockups and be flexible. Audio programmers often need many short takes not one perfect full take.
Can vocals be used as sound design
Yes. Use voicings for hits, stingers, risers and impacts. Wordless vocals and processed vocal chops create personality and do not conflict with narrative because they do not carry semantic weight.
Action Plan You Can Use Today
- Get the implementation brief. Ask where the lyric will live and how long it will play.
- Decide diegetic or non diegetic and set the character voice if any.
- Write twelve two bar tags and record rough dry takes for each.
- Pick the best three tags and make variations for intensity.
- Deliver stems and a short note for localization and audio implementation.