NEWS From the Devs: The Creation of the Music
2025-02-09

Infinity Nikki – From the Devs: The Creation of the Music of the Firework Isles

Exclusive! Crafting the Music of the Firework Isles!

Q1: As Firework Isles is the focal point of Firework Season, how did the music production team go about establishing the tone and theme for the music?

Music Production Team:

With elements such as tents, hot air balloons, and carousels showcased on the Firework Isles, it's easy to think of an amusement park! Naturally, carnival music featuring the accordion comes to mind. Since the accordion is the main instrument for the Florawish area, it was the perfect choice as the primary instrument for our music this time. However, pure carnival music would be a bit too overwhelming for the Firework Isles, so we incorporated bossa nova elements to highlight the laid-back, joyous holiday atmosphere during the day, and the romantic, ethereal ambiance of fireworks blooming under the stars at night.

For the ruins surrounding Sparkheart Island, with their puzzles and caves, we wanted the music to avoid being too intense, ensuring players wouldn't feel overwhelmed. As a result, we softened the rhythm and presence of the music, preserving only a general festive and uplifting mood. For another area, set in a high-altitude environment, we built upon the atmosphere established for the Firework Isles by introducing more ethereal and lively elements, making it feel less "firework-heavy" than the area below. Our goal was to create a fairytale-like atmosphere atop the clouds.

Q2: In previous maps, the BGM (background music) for an area would vary depending on the specific location within that area and the time of day. What can we expect for the Firework Isles, which is especially lively at night?

Music Production/Sound Design Team:

Fireworks (extremely loud)! They're a spectacle that happens only at night~ As the highlight of the Firework Festival, their place in the music lineup is dominant. They won't be overshadowed by combat music, carriage rides, or anything else—once the fireworks begin, the music won't stop!!!

As mentioned earlier, most areas of Miraland follow the pattern of being loud during the day, quiet at night. However, compared to other regions, the nighttime on the Firework Isles will have a more beautiful, romantic atmosphere, perfect for enjoying the fireworks. We want the music to soften during this time, allowing stylists to hear the sound of the fireworks (which, in itself, creates a wonderful ambiance, doesn't it? ੭ ˙ᗜ˙ ੭). For activities like the Fireworks Dance Party, where things are livelier at night, we've also made distinctions in the sound design between day and night, making the NPC cheers more excited and intense at night!

There were also moments of frustration during the production process...

Q3: Which song is the music production team most satisfied with? Also, which song was the most difficult and time-consuming to produce?

Music Production Team:

The song we're most satisfied with is the one for the fireworks, and it was also the one that took the most effort! The initial demo was an instrumental piece with a very firework-like feel. It worked, but we felt it wasn't quite perfect. After brainstorming, we asked: Would the song be better with lyrics? Would a different perspective improve it?

To avoid the feeling of a typical photo op hotspot—visually appealing but lacking in substance—we decided to shift away from the "tourist" perspective and instead adopt the protagonist's point of view: Nikki's perspective, as someone traveling through a vast, open world. From this point, the song became more than just background music for the fireworks; it evolved into Nikki's monologue about her journey in another world.

In addition to the production, technical challenges also caused some issues. We wanted the fireworks display to synchronize perfectly with the music, frame by frame, while also ensuring the music didn't create a frustrating experience during photo-taking, where it might end just as the player was adjusting the settings. In the end, we opted for a song loop during the photo-taking session! To achieve the perfect effect, we spent a long time fixing bugs like: "Why isn't the song playing?", "Why did it stop halfway through?", and "Why is it still playing when it shouldn't be?"

Q4: How do you draw inspiration from elements like fireworks and hot air balloons when composing the music?

Music Production Team:

The bouncy sound of the hot air balloon is achieved using spiccato bowing on string instruments. For the explosive sound of fireworks, we combine deep bass tones with frantic, intense sounds. In the arrangement, a sawtooth wave with rich harmonics is used to capture the dramatic bursts of the fireworks.

Exclusive! The Cheers of the Bonfire NPCs Are Actually the Frantic Screams of the Staff??

Q5: Are there any interesting stories or experiences from the production process that you'd like to share with us?

Sound Design Team:

To incorporate the presence of NPCs into the bonfire music, we initially tried editing existing voice clips of cheers and applause from the company's sound library. However, the first version didn't quite capture the lively energy of the music, so we quickly decided to record our own. We invited colleagues from the department to cosplay as the NPCs and brought them into the recording studio to spontaneously perform, fully embodying the spirit of the Fireworks Dance Party and expressing themselves with great enthusiasm!


Music Production Team:

Exactly! The audio in the game isn't just about the music; it also involves a lot of collaboration between the music and sound departments. When working on the audio for the Fireworks Dance Party, the sound design team wanted the NPCs dancing near the bonfire to sound more festive. So, they came to the music production team and asked us to head to the recording studio (since the staff could only host a Fireworks Dance Party there) to freely cheer, clap, and sing along with the music. After a session in the booth, everyone felt the energy was perfect, and the end result was that the NPCs felt more alive! It was a unique experience, and we really had fun. We hope everyone enjoys it too!


Sound Design Team:

Aside from the difference in NPC numbers between day and night, Nikki's presence significantly influences the atmosphere: When Nikki joins the Fireworks Dance Party and dances with everyone, the music becomes even livelier. You'll also hear the NPCs expressing themselves more—playing small instruments, clapping, cheering, and some even begin to sing! ˃ ᵕ ᵒ ✧

Special effect? Custom BGM for an Outfit!

Q: In this update, the music for the new Ability Outfit "Midnight Vigil" features a special effect, which is really cute. Could you elaborate?

Music Production Team:

Early on, we had already discussed incorporating snare drum elements in the music. To keep the tone from feeling too serious, we added a roll to the snare rhythm. When Nikki isn't accompanied by a Floof, a lonesome piano melody plays around Nikki and Momo. But as each Floof joins, a new instrument is introduced into the arrangement.

From the woodwinds introduced by the first Floof to the addition of strings, woodwinds, snare drums, and more, when a maximum of five Floofs are rallied, the music will include cheerful Floof barks. (You might also notice that this track features a melody specially crafted for these little animals, \\Nikki//\\Nikki//). These elements were all designed to perfectly match the outfit's ability. I wonder if any stylists have noticed these details~

Q: The music for the new outfits each has its own unique characteristics, with the melody for the "Enduring Bond" outfit standing out. How did you create a melody that captures the essence of that outfit?

Sound Design Team:

When we first saw the "Enduring Bond" outfit, our immediate reaction was that, in addition to the clean and sharp sound effects with a touch of magic, we wanted to add some music—something jazzy! After confirming its feasibility with the music production team, we drew inspiration from the Big Band music we usually listen to, incorporating elements like piano, bass, brass, and drums. It turned out to be the perfect fit, and the final version truly captures the playful, stylish essence of a thief performing a little magic trick to entertain everyone!