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    Home»Gaming»Top 7 Examples of Classical Music in Games
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    Top 7 Examples of Classical Music in Games

    PachecoBy PachecoNovember 21, 20177 Mins Read
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    While It’s no secret that I’m a huge fan of Video Game music, it might be lesser known that I’m actually a bigger fan of “Classical” and orchestral music. Classical here being used as an umbrella term for pretty much everything made before the 20th century that requires a conductor to perform. Orchestral music to me reigns supreme as the pinnacle of music with it’s ability to ebb and flow on the fly to match the dynamic cadence similar to natural human speech. All it takes is a few nuanced changes and suddenly a familiar piece of music paints a vastly different picture, the best example of this I can think of off the top of my head is Dead Space’s rendition of Mozart’s 12 Variations in C Major K265 or more commonly known as  “Twinkle, Twinkle Little Star” that they used for the announcement trailer. While I’ve been a fan of classical for as long I can remember, video games were my catalyst into the world of playing music. The little bleeps and bloops we more than enough to spark my imagination and soon I was running around everywhere whilst humming my own theme just like in early RPGs. Nostalgia aside, classical pieces have a certain gravitas that can really emphasize a scene or moment in time and below are some the best examples of classical music in video games.

     

    Claire de Lune – Claude Debussy – The Evil Within

    If it’s one thing horror games get right, it’s making you feel on edge for your entire playthrough. The Evil Within, created by the same team as Resident Evil, places you in a nightmare of mysteries and close shaves that every time you hear Debussy’s most famous piece you can’t help but sigh in relief for the respite. But the longer you stay in the save room the more haunting the theme becomes as you realize the eventuality of leaving its relative safety.  

    William Tell Overture “The Storm” by Gioacchino Rossini and Various other Composer’s – Catherine

    It was honestly kinda hard to pick one above the others to exemplify this fiendish tower puzzle game, that revolves around Vincent and his indecisiveness between marrying Katherine, the straight-edge and driven businesswoman and Catherine, the wild and unpredictable succubus. I felt like “The Storm” perfectly encompasses the overall feel of this game. The game is adult-oriented in its themes as it explores the fears and irrationalities that many males face with a commitment. If you’ve ever heard of the “Mozart Effect” then you would know that the music selected from Rossini and other classical composers for the OST function more like a concentration aid to this puzzle platformer game. While it does add to the overall urgency and fear themes of the bosses like the Social Life Killer Baby and the Bridezilla for example, they are really no more than just well made short loops that make it hard to appreciate the pieces for more than ambiance.

     

    Requiem in D minor K.626 – Wolfgang Amadeus Mozart – Bioshock Infinite

    Bioshock is one of those series of games that make the best case argument for video games to be viewed as art, with its chilling claustrophobia-inducing level design and art style of Rapture contrasted by the bright, open and vivid grandiose setting of Bioshock Infinite complemented by its thrilling backstory told by all the hidden tapes scattered all around Columbia, the sky floating city. The best moment in the game to me is when you enter Lady Comstock’s Memorial and you enter it starts off with the crescendo from the third section of the requiem Sequentia and the phrase “Lacrimosa dies illa”. The halls of the exhibit echo the sorrow felt by our antagonist serving as foreshadowing for the big reveal at the end.

     

    Night on Bald Mountain – Modest Mussorgsky – Kingdom Hearts

    Kingdom Hearts is an RPG that mixes both worlds and characters from Disney and Final Fantasy so naturally, this piece seems like it’s out of place. That is until you realize that it’s from Disney’s Fantasia. While Fantasia might not be on your list of favorite Disney films, simply because it’s really old and some of the younger fans simply haven’t seen the film, the inclusion of the 1940’s arrangement as well as the Demon Chernabog from the final scene might have flown over your head only to think that it’s just a really cool boss with an epic theme.

    https://www.youtube.com/watch?v=mUYUG14MYmU

     

    “Ave Maria” from The Lady of the Lake – Franz Schubert – Hitman Series

    After three games Agent 47, the original video game assassin genetically enhanced to be the most efficient killing machine, it seemed like he was at the top of the proverbial crimelord food chain. The pleasantly serene Schubert piece atop of the backdrop of a dead Agent 47 is reminiscent of the Louis Armstrong “It’s a Beautiful World” playing alongside videos of war and extreme violence. The very dissonance of intentions of each creator is what really makes it stand out and has subsequently become a staple in the franchise since.

     

    Etude Opus 10 No.12 in C minor – Frederic Francois Chopin – Eternal Sonata

    Eternal Sonata is one of those games that stand out for many reasons including its wonderful cast of characters inspired by musical instruments, terms, and styles. The game’s premise is set in the dream-like world that Chopin (A famous Romantic-era piano composer) created towards the final hours of his life in which he is the main protagonist. Interestingly enough while this piece is more commonly known as the “Revolutionary” Etude (named for the polish revolution at the time) and aside from the “Funeral March” Chopin himself has never named any of his pieces beyond genre, number and key, leaving interpretation to the listener. This piece was amazingly arranged for orchestration and choir making the final battle against Frederic both sorrowful and cathartic.  

    https://www.youtube.com/watch?v=gJ8jysczObk

     

    Symphony No. 9 in E Minor – Allegro con Fuoco “From The New World” – Antonin Dvorak – Asura’s Wrath

    Starting off with the relaxing and well-paced rendition of the second movement before giving way to the symphonic genius of Dvorak during the opening of chapter 11; perfectly building up the tension during the battle with Asura’s mentor Augus on the moon. The triumphant crescendos match up exquisitely as the standoff starts as a simple fist fight between former teacher and pupil and slowly but intensely building with every crushing blow into an epic battle that eventually ends up having its decisive end on Earth. There is a certain panache that the new world brings into this fight that’s very reminiscent of western duels making this one of the best uses of Symphony no. 9.

    The effects and inspiration of these pieces are still felt today, hundreds of years after they’ve been written. With this, I hope that you, our reader, can appreciate the music which many ignorantly argue are too old to be relevant today.  Now, go out and see an orchestra perform whether it’s the Distant Worlds, Symphony of the Goddesses, Lord of the Rings, Harry Potter or a classical recital.   

    What other examples of classical music in video games did we miss, let us know in the comments below! What classical music era would you like to see more often in games? Which game soundtracks would you like to see orchestrated?

     

    Let us know in the comments below and be sure to join the discussion with the Gamecast every Tuesday @ 8pm PST!

    For more awesome Top Tens and other video game and nerdy related articles don’t forget to check out NerdBot every day!

     

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    David Amadeus Pacheco is a photographer, writer, and assistant videographer for Nerdbot. He's a lvl76 memelord who studied Music Composition and Broadcasting and also runs Rock Me Amadeus, Photography. His favorite video game series include The Legend of Zelda, Hyperdemension Neptunia, Civilization, StarCraft, Final Fantasy, and Kingdom Hearts

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    Most studios searching for a match-3 level design company are looking for five different things. Some need levels built from scratch, others require a live game rebalanced before churn compounds, and some demand a content pipeline that won't fall behind. These are different problems, and they map to multiple types of companies. The mistake most studios make is treating "match-3 level design" as a single service category and evaluating every company against the same criteria. A specialist who excels at diagnosing retention problems in live games is the wrong hire for a studio that needs 300 levels built in 2 months. A full-cycle agency that builds from concept to launch isn't the right call for a publisher who already has engineering and art in place and just needs the level design layer covered. This guide maps 7 companies for match-3 level design services to the specific problem each one is built to solve. Find your problem first. The right company follows from there. What Match-3 Level Design Services Cover The term "level design" gets used loosely in this market, and this causes bad hires. A studio that excels at building levels from scratch operates dissimilarly from one that diagnoses why a live game's difficulty curve is losing players (even if both describe their service the same way on a website). Match-3 level design breaks into four distinct services, each requiring different expertise, different tooling, and a different type of partner. Level production — designing and building playable levels configured to a game's mechanics, obstacle set, and difficulty targets. This is what most studios mean when they say they need a level design partner, and it's the service with the widest range of quality in the market. Difficulty balancing and rebalancing — using win rates, attempt counts, and churn data to calibrate difficulty across hundreds of levels. Plus, this includes adjusting live content when the data shows a problem. Studios that only do level production typically don't offer this. Studios that do it well treat it as a standalone service. Live-ops level design covers the ongoing content pipeline a live match-3 game requires after launch (seasonal events, new level batches, limited-time challenges) sustained at volume and consistent in quality. This is a throughput and process problem as much as a design problem. Full-cycle development bundles level design inside a complete production engagement: mechanics, art, engineering, monetization, QA, and launch. Level design is one function among many. Depth varies by studio. Knowing which service you need before you evaluate a single company cuts the list in half and prevents the most common mistake in this market: hiring a full-cycle agency to solve a level design problem, or hiring a specialist to build a product from scratch. The List of Companies for Match-3 Level Design Services The companies below were selected based on verified credentials, named shipped titles where available, and the specific service each one is built to deliver. They are ranked by how well their capabilities match the service types outlined above. A specialist who does one thing exceptionally well sits above a generalist who does many things adequately. SolarSpark | Pure-play match-3 level design specialist SolarSpark is a remote-first studio built exclusively around casual puzzle game production. With 7+ years in the genre and 2,000+ levels shipped across live titles including Monopoly Match, Matchland, and KitchenMasters, it is the only company on this list that does nothing but match-3 level design. Level design services: Level production, difficulty curve planning, fail-rate balancing, obstacle and booster logic design, live-ops pipeline, competitor benchmarking, product audit and retention diagnostic. Verdict: The strongest pure specialist on this list. When level design is the specific constraint, SolarSpark is the right choice. What they do well: Every level is built around difficulty curves, fail/win balance, obstacle sequencing, and booster logic, measured against targets before delivery. Competitor benchmarking is available as a standalone service, mapping your game's difficulty curve and monetization structure against current top performers with specific, actionable output. Where they fit: Studios with a live or in-development game that need a dedicated level design pipeline, a retention diagnostic, or a one-off audit before soft launch. Honest caveat: SolarSpark does not handle art, engineering, or full-cycle development. Logic Simplified | Unity-first development with analytics and monetization built in Logic Simplified specializes in Unity-powered casual and puzzle games, with match-3 explicitly in their service portfolio. Operating for over a decade with clients across multiple countries, the studio positions itself around data-informed development: analytics, A/B testing, and monetization are integrated into the production process. Level design services: Level production, difficulty progression design, obstacle and blocker placement, booster and power-up integration, A/B tested level balancing, customer journey mapping applied to level flow. Verdict: A credible full-cycle option for studios that want analytics and monetization treated as design inputs from day one, not as post-launch additions. What they do well: Logic Simplified builds analytics and player behavior tracking into the design process. Their Unity expertise is deep, and their stated MVP timeline of approximately three months is competitive at their price point. India-based rates make full-cycle development accessible without requiring a Western agency budget. Where they fit: Studios building a first match-3 title that needs the full production chain handled by a single vendor, with analytics built in from the start. Honest caveat: No publicly named match-3 titles with verifiable App Store links appear in their portfolio. Ask for specific live game references and retention data during the first conversation before committing. Cubix | US-based full-cycle match-3 development with fixed-cost engagement Cubix is a California-based game development company with a dedicated match-3 service line covering level design, tile behavior, booster systems, obstacles, UI/UX, and full production on Unity and Unreal Engine. 30+ in-house animators can cover the full scope of puzzle game production. Level design services: Level production, combo and difficulty balancing, blocker and locked tile placement, move-limit challenge design, booster and power-up integration, scoring system design. Verdict: A viable full-cycle option for studios that need a Western-based partner with transparent fixed-cost pricing and documented match-3 capability. What they do well: Cubix covers the full production chain in one engagement, with strong visual production backed by an in-house animation team. Their fixed-cost model is a practical differentiator for studios that have been burned by scope creep on previous outsourcing contracts. Staff augmentation is also available for studios that need talent to plug into an existing pipeline. Where they fit: Studios that want a US-based full-cycle partner with predictable budgets, cross-platform delivery across iOS, Android, browsers, and PC, and a single vendor to own the concept through launch. Honest caveat: Named shipped match-3 titles are not prominently listed in their public portfolio. This is a verification gap worth closing during vetting, not a disqualifier on its own. Galaxy4Games | Data-driven match-3 development with published retention case studies Galaxy4Games is a game development studio with 15+ years of operating history, building mobile and cross-platform games across casual, RPG, and arcade genres. Match-3 is a named service line. What distinguishes them from most studios on this list is a level of public transparency about retention data. Their case studies document real D1 and D7 numbers from shipped titles. Level design services: Level production, difficulty curve development, booster and obstacle design, progression system design, LiveOps level content, A/B testing integration, analytics-based balancing. Verdict: The most transparent full-cycle option in terms of real retention data. For studios that want to see numbers before they hire, Galaxy4Games offers evidence most studios keep private. What they do well: Their Puzzle Fight case study documents D1 retention growing to 30% through iteration. Their modular system reduces development time and costs through reusable components, and their LiveOps infrastructure covers analytics, event management, and content updates as a planned post-launch function. Where they fit: Studios that need a data-informed full-cycle match-3 partner and want to evaluate a studio's methodology through published results. Honest caveat: Galaxy4Games covers a broad genre range (casual, RPG, arcade, educational, and Web3), which means match-3 is one of several service lines rather than a primary focus. Zatun | Award-winning level design and production studio with 18 years of operating history Zatun is an indie game studio and work-for-hire partner operating since 2007, with game level design listed as a dedicated named service alongside full-cycle development, art production, and co-development. With 250+ game titles and 300+ clients across AAA studios and indie teams, this agency has one of the longest track records. Level design services: Level production, difficulty progression design, level pacing and goal mapping, game design documentation, Unity level design, Unreal level design, level concept art. Verdict: A reliable, experienced production partner with a long track record and genuine level design depth. What they do well: Zatun's level design service covers difficulty progression, pacing maps, goal documentation, and execution in Unity and Unreal. Their 18 years of operation across 250+ titles gives them a reference library of what works across genres. Their work-for-hire model means they can step in at specific production stages without requiring ownership of the full project. Where they fit: Studios that need a specific level design or art production function covered without a full project handoff. This can be useful for teams mid-production that need additional capacity on a defined scope. Honest caveat: No publicly named match-3 titles appear in Zatun's portfolio, their verified work spans AAA and strategy genres; match-3 specific experience should be confirmed directly before engaging. Gamecrio | Full-cycle mobile match-3 development with AI-driven difficulty adaptation Gamecrio is a mobile game development studio with offices in India and the UK, covering match-3 development as an explicit service line alongside VR, arcade, casino, and web-based game development. Their stated differentiator within match-3 is AI-driven difficulty adaptation. Thus, levels adjust based on player skill. Level design services: Level production, AI-driven difficulty adaptation, booster and power-up design, progression system design, obstacle balancing, social and competitive feature integration, monetization-integrated level design. Verdict: An accessible full-cycle option with a technically interesting differentiator in AI-driven balancing. What they do well: Gamecrio builds monetization architecture into the level design process: IAP placement, rewarded ad integration, battle passes, and subscription models are considered alongside difficulty curves and obstacle sequencing. The AI-driven difficulty adaptation is a genuine technical capability that more established studios in this market have been slower to implement. Where they fit: Early-stage studios that need a full-cycle match-3 build with monetization designed in from the first level. Honest caveat: No publicly named shipped match-3 titles are listed on their site — request live App Store links and verifiable retention data before committing to any engagement. Juego Studios | Full-cycle and co-development partner with puzzle genre credentials and flexible engagement entry points Founded in 2013, Juego Studios is a global full-cycle game development and co-development partner with offices in India, USA, UK, and KSA. With 250+ delivered projects and clients including Disney, Sony, and Tencent, the studio covers game development, game art, and LiveOps across genres. Battle Gems is their verifiable genre credential. Level design services: Level production, difficulty balancing, progression system design, booster and mechanic integration, LiveOps level content, milestone-based level delivery, co-development level design support. Verdict: A well-resourced, credible full-cycle partner with a flexible engagement model that reduces the risk of committing to the wrong studio. What they do well: Juego's engagement model is flexible: studios can start with a risk-free 2-week test sprint, then scale to 20+ team members across modules without recruitment overhead. Three engagement models (outstaffing, dedicated teams, and managed outsourcing) let publishers choose how much control they retain versus how much they hand off. LiveOps is a named service line covering analytics-driven content updates and retention optimization after launch. Where they fit: Studios that need a full-cycle or co-development partner for a match-3 build and want to test the relationship before committing to full project scope. Honest caveat: Puzzle and match-3 are part of a broad genre portfolio that also spans VR, Web3, and enterprise simulations. How to Use This List The seven companies above cover the full range of what the match-3 level design market offers in 2026. The quality range is real, and the right choice depends on which service type matches the problem you're trying to solve. If your game is live and retention is the problem, you need a specialist who can diagnose and fix a difficulty curve. If you're building from zero and need art, engineering, and level design bundled, a full-cycle partner is the right call and the specialist is the wrong one. The honest caveat pattern across several entries in this list reflects a real market condition: verified, named match-3 credentials are rarer than studios' self-descriptions suggest. The companies that couldn't point to a live title with an App Store link were flagged honestly. Asking for live game references, retention data, and a first conversation before any commitment are things you can do before signing with any studio on this list.

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