Prepare
- Backup project or start a new session importing from the mixing process.
Analyze with meters
- Check loudness. Note the LUFS and peaks to understanding where you are starting from and how much headroom there is.
- Review spectrum analyzer to identify any problematic harmonics or resonance.
- Review phase correlation meter to ensure there is no phase cancellation.
Enhance
- Apply a linear phase EQ as needed for subtle tonal shaping.
- Apply “glue” compression on master bus if needed. A VCA or optical compressor is common. Apply lightly with 1 to 3 dB reduction.
- Apply a transparent limiter at the end of the chain. Set the true peak ceiling then push the gain up to achieve desired loudness. Depending on the project specifications and game engine recommendations, you might aim for -16 to -12 LUFS and -2 dB peaks.
Final checks
- Verify loudness and peaks meet the project requirements.
- Listen in mono.
- Listen to the before and after tracks to validate mastering improved the track.
- Listen on different systems like headphones, laptop, computer speakers, phone, and in a car.
Bounce the final track and/or stems
- Confirm file name, type, sample rate, and bit depth are all correct for delivery.
- Add metadata and loop point if needed.
- Visually inspect the final bounced waveform to verify dynamics look correct and there is no long unexpected tail at the end.
- If possible, listen to track imported into the game engine or along with gameplay. Ensure no tonal or frequency clashes with SFX or dialog. E.g. mismatched key signatures or notes sequences that sound too much like a SFX.
Download the Video Game Music Toolkit
If you found this checklist helpful, you can download it in PDF format along with a ton of other checklists, ebooks, resource lists, templates, and other things I compiled into my Video Game Music Toolkit. Download here.