GAME DEV GUIDE

Suno AI for Game Developers

Create professional video game soundtracks with AI — 60+ prompts by genre

Suno AI is a game-changer for indie developers and studios needing original music. Generate menu themes, battle music, ambient exploration tracks, and victory fanfares in minutes. This guide covers prompts for every game genre, loop-friendly techniques, and implementation best practices.

Why Suno for Game Development?

Prompts by Game Genre

RPG / Fantasy

Epic orchestral themes for quests, towns, dungeons, and boss battles.

Overworld Exploration
orchestral fantasy adventure, sweeping strings, hopeful brass, pastoral woodwinds, 90 BPM, no vocals, loopable, JRPG inspired
Medieval Town
medieval tavern music, acoustic lute, gentle flute, warm and cozy, 85 BPM, no vocals, folk fantasy, loopable
Dark Dungeon
dark ambient dungeon, low drones, distant echoes, ominous, suspenseful, 70 BPM, no vocals, loopable, fantasy horror
Epic Boss Battle
epic orchestral boss battle, aggressive brass fanfare, pounding timpani, dramatic choir hits, 150 BPM, intense, cinematic, no vocals
Victory Fanfare
triumphant orchestral fanfare, brass flourish, celebratory, 8 seconds, victory jingle, JRPG style, no vocals

Action / Shooter

High-energy tracks for combat, tension, and adrenaline.

Combat Music
intense action combat, heavy drums, distorted guitars, electronic elements, 140 BPM, aggressive, no vocals, loopable
Stealth / Infiltration
tense stealth music, minimal synth pulses, suspenseful, quiet intensity, 90 BPM, no vocals, spy thriller, loopable
High-Speed Chase
fast-paced chase music, driving drums, urgent synths, electronic rock, 160 BPM, adrenaline, no vocals, loopable
Military / Tactical
military tactical music, snare drums, brass, heroic but tense, modern warfare, 110 BPM, no vocals, cinematic

Horror / Survival

Unsettling soundscapes and tension builders.

Ambient Dread
dark horror ambient, dissonant drones, creaking sounds, unsettling, psychological horror, no melody, no vocals, loopable
Jump Scare Buildup
horror tension builder, rising strings, heartbeat pulse, building dread, 15 seconds, climactic, no vocals
Safe Room
melancholic piano, bittersweet, quiet moment of peace, survival horror save room, 70 BPM, no vocals, loopable
Monster Chase
frantic horror chase, distorted strings, chaotic percussion, panic, 170 BPM, terrifying, no vocals

Puzzle / Casual

Light, pleasant music that doesn't distract from gameplay.

Cozy Puzzle
soft marimba, gentle piano, playful, cozy puzzle game, 100 BPM, cheerful, no vocals, loopable
Brain Teaser
minimal electronic, thinking music, soft synth pads, contemplative, 85 BPM, no vocals, loopable, clean
Mobile Casual
upbeat ukulele, happy whistling melody, bouncy, mobile game music, 120 BPM, cheerful, family-friendly, no vocals, loopable
Level Complete
cheerful success jingle, xylophone, 3 seconds, triumphant ding, puzzle solved, no vocals

Platformer / Retro

Chiptune, 8-bit, and nostalgic game sounds.

8-Bit Adventure
chiptune, 8-bit NES style, retro game music, square wave synths, catchy melody, 130 BPM, no vocals, loopable
16-Bit SNES Style
16-bit SNES soundtrack, retro synths, nostalgic, platformer music, 120 BPM, adventurous, no vocals, loopable
Modern Retro Hybrid
synthwave chiptune fusion, retro futuristic, neon vibes, 110 BPM, indie game, no vocals, loopable
Game Over
sad chiptune game over, descending melody, 8-bit, 4 seconds, failure jingle, no vocals

Sci-Fi / Space

Futuristic soundscapes for space exploration and cyberpunk worlds.

Space Exploration
ambient space music, ethereal synth pads, vast and lonely, cosmic wonder, 75 BPM, no vocals, loopable
Cyberpunk City
cyberpunk synthwave, neon noir, dark electronic, blade runner inspired, 100 BPM, no vocals, loopable
Space Combat
sci-fi battle music, electronic orchestra, laser sounds, intense space combat, 145 BPM, no vocals, cinematic
Alien Planet
alien ambient, strange textures, otherworldly, mysterious planet, no tempo, atmospheric, no vocals, loopable

Racing / Sports

High-energy tracks that fuel competition.

Racing Theme
high energy racing music, driving electronic, pumping bass, 150 BPM, adrenaline, arcade racer, no vocals, loopable
Sports Menu
upbeat sports rock, energetic guitars, stadium anthem feel, 130 BPM, motivational, no vocals, loopable
Victory Lap
triumphant racing victory, celebratory synths, 15 seconds, winner theme, euphoric, no vocals

Prompts by Game State

Beyond genre, games need music for specific states and moments:

Main Menu
atmospheric main menu music, sets the tone, memorable melody, 85 BPM, no vocals, loopable, [your genre]
Loading Screen
ambient loading music, simple loop, 30 seconds, unobtrusive, no vocals, [your genre]
Pause Menu
soft ambient pause, muted version, calm, 70 BPM, no vocals, loopable
Inventory / Shop
calm shop music, pleasant background, thinking music, 80 BPM, no vocals, loopable
Cutscene - Emotional
emotional cinematic, piano and strings, bittersweet, 75 BPM, no vocals, storytelling
Cutscene - Action
cinematic action sequence, dramatic orchestra, building tension, no vocals
Level Complete
short victory jingle, triumphant, 5 seconds, celebratory, no vocals
Game Over
somber game over music, melancholic, 8 seconds, failure theme, no vocals
Credits Roll
end credits music, reflective, [your genre], 3 minutes, emotional journey recap, can have soft vocals

Creating Loop-Friendly Music

Game music often needs to loop seamlessly. Here's how to optimize for loops:

Loop-Friendly Prompt Tips:
  • Always include loopable or seamless loop in your prompt
  • Add no intro, no outro to avoid distinct start/end sections
  • Use ambient or drone for backgrounds that loop invisibly
  • Specify consistent tempo (e.g., exactly 120 BPM)
  • Avoid building or climax — these create non-loopable moments
Perfect Loop Template
[genre] background music, consistent energy, no intro, no outro, seamless loop, [tempo] BPM, no vocals, no dramatic changes, steady rhythm
Post-Processing Required: Even with "loopable" prompts, you'll likely need to trim the audio in a DAW (Audacity, Reaper, etc.) to create a perfect loop point. Export as WAV for quality, then trim to find the cleanest loop.

Adaptive Music Techniques

Modern games use adaptive/dynamic music that responds to gameplay. Here's how to create layers with Suno:

Layer-Based Approach

  1. Generate a base track — Calm exploration version
  2. Generate intensity variations — Same style but with "intense", "combat", "danger"
  3. Use Suno Studio — Export stems (drums, melody, bass separately)
  4. Implement in engine — Crossfade between layers based on game state
Base Layer (Calm)
ambient exploration, soft pads, minimal percussion, peaceful, 90 BPM, no vocals, loopable
Medium Layer (Alert)
tense exploration, same style, added percussion, subtle urgency, 90 BPM, no vocals, loopable
Intense Layer (Combat)
intense combat version, full percussion, aggressive energy, same melodic theme, 90 BPM, no vocals, loopable

Technical Implementation

Recommended Formats

Use Case Format Bitrate Notes
Background Music OGG Vorbis 128-192 kbps Best compression/quality ratio
Short Jingles WAV Uncompressed Fast loading, small files anyway
Mobile Games AAC/M4A 96-128 kbps Smaller file size for mobile
Stem Layers WAV Uncompressed Needed for real-time mixing

Game Engine Integration

Engine Audio System Loop Support
Unity FMOD / Wwise / Native Set loop points in AudioSource
Unreal MetaSounds / Wwise Sound Cues with looping
Godot AudioStreamPlayer Native loop property
GameMaker Native Audio audio_play_sound with loop

Licensing for Games

Free Tier
$0
Personal use only
Cannot use in games
Good for prototyping
Premier Plan
$30/mo
Full commercial rights
Use in any game
2000 credits/month
Licensing Tips:
  • Pro/Premier music can be used in games sold commercially
  • No attribution required (though appreciated)
  • You can use the music in multiple projects
  • Keep records of your generation history for proof of ownership

Workflow: From Suno to Game

  1. Generate in Suno — Create multiple variations per track
  2. Download as WAV — Highest quality for editing
  3. Edit in DAW — Trim, loop points, normalize levels
  4. Export for game — OGG for music, WAV for short sounds
  5. Implement — Import to game engine, set loop flags
  6. Test — Check transitions, volume balance, loop seams

Frequently Asked Questions

Can I use Suno AI music in my video game?

Yes, with a Pro ($10/mo) or Premier ($30/mo) subscription, you own commercial rights to use Suno-generated music in video games, including games sold on Steam, consoles, or mobile stores. Free tier music cannot be used commercially.

How do I make loop-friendly music with Suno?

Use prompts like "seamless loop", "no intro, no outro", "loopable", and "ambient drone". Set a consistent tempo and avoid dramatic endings. You'll likely still need to trim the audio in a DAW (like Audacity) to find the perfect loop point.

What's the best Suno prompt for boss battle music?

Try: "epic orchestral boss battle, aggressive brass, pounding drums, 150 BPM, intense, dramatic choir hits, no vocals, cinematic action". Add "loopable" if you need it to loop during extended fights.

Can Suno create 8-bit or chiptune music?

Yes! Use prompts like "chiptune, 8-bit, NES style, retro game music, square wave synths, simple melody". Suno handles retro game aesthetics surprisingly well.

How do I create adaptive music layers with Suno?

Generate multiple versions of the same track at different intensities (calm, medium, intense) using similar prompts. Use Suno Studio to export stems. Layer them in your game engine with crossfades triggered by gameplay state.

What audio format should I use for game music?

OGG Vorbis at 128-192 kbps is the best balance of quality and file size for background music. Use WAV for short jingles and sound effects. For mobile, consider AAC at 96-128 kbps.

Can I sell a game with Suno music on Steam?

Yes, as long as you have a Pro or Premier subscription. You own commercial rights to your generations. Keep your generation history as proof of ownership.

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