Algorithmic Generation of Computer Game Music

Topic Description

Computer games have become very sophisticated, in that they provide users with a very flexible experience. In particular they embody non-linear narratives, and support variable rates of progress through a range of scenarios. This flexibility is not always well-matched by the use of pre-recorded music, so an algorithmic approach is attractive.

In this project you will develop approaches to algorithmic music composition which allow for a flexible matching of music and game sequences in order to enhance the user experience.

Skills Required:

Software development skills

HCI skills

Knowledge of computer games

Knowledge of music theory

Experience with experimental design

Background Reading:

Available from

Prechtl, Anthony; Laney, Robin; Willis, Alistair and Samuels, Robert (2014). Algorithmic music as intelligent game music. In: AISB50: The 50th Annual Convention of the AISB, 1-4 April 2014, London, UK.

Prechtl, Anthony; Laney, Robin; Willis, Alistair and Samuels, Robert (2014). Methodological approaches to the evaluation of game music systems. In: AM '14 Proceedings of the 9th Audio Mostly: A Conference on Interaction With Sound, ACM, article no. 26.

'A musical feature based approach to automatic music generation in computer games' - Anthony Prechtl's presentation at Procedural Audio Now! - Skype, London, March 26th 2015: Available at

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Robin Laney


Alistair Willis