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Three-Part Harmony: How Mass Effect 3 Built on the Series’ Sound

Mass Effect 3’s composers describe a score that reconnects with the trilogy’s sound while adding more electronic color and emotional piano.
Length3 min Posted Quest giverVGSources Team
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Mass Effect 3 aimed to sound unmistakably like part of the trilogy while reaching further into electronic textures and emotional weight. In a February 2012 interview, composers Sam Hulick, Cris Velasco, and Sascha Dikiciyan described a hybrid approach that balanced the earlier games, brought back some of the first game’s feel, and made more room for piano. Their accounts illuminate specific choices and tracks, but the interview is not a complete list of everyone who worked on the score.

Who composed the music for Mass Effect 3?

GameSpot’s February 24, 2012 interview discusses work by Sam Hulick, Cris Velasco, and Sascha Dikiciyan. It does not establish that they were the game’s only music contributors or provide a complete credit breakdown.

Velasco and Dikiciyan said they had previously scored the Mass Effect 2 downloadable content Kasumi’s Stolen Memory and Arrival, and were invited to contribute music to Mass Effect 3 in late 2011. Hulick said he was asked to contribute to a couple of levels and key moments. These are the composers’ descriptions of their work, not a full account of the score’s staffing. GameSpot’s interview provides the direct context.

How is Mass Effect 3’s soundtrack different from Mass Effect 1 and 2?

The composers described continuity and expansion, not a clean break from electronics to orchestra. Dikiciyan framed the series’ identity as hybrid: “To me, Mass Effect was never only about orchestral music; it’s really what we call a hybrid score, which was already quite well done in ME1.” He wanted to push further into electronic territory while preserving the familiar soundscape.

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Hulick described Mass Effect 3 as balancing the prior two games, with some return to the first game’s sound. He said a conversation with audio lead Rob Blake helped him understand how to evoke that earlier feel without making the result too disconnected from Mass Effect 2: “When audio lead Rob Blake and I talked about bringing back some of ME’s feel, I knew what that entailed and how to bring that back without introducing too much of a disconnection from ME2.”

The comparison is about creative direction rather than a claim that every cue shares one style. The interview supports a score that retains recognizable series colors while varying the balance of electronic and orchestral elements across contributions and scenes.

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What instruments and styles are used in the Mass Effect 3 score?

The composers’ descriptions point to a blend of orchestra, piano, and synthesized sound. Hulick said he added piano work to heighten the score’s emotional level. He described the romance theme as a deliberate combination: “The romance theme because I’m a big old sap. And because I was eager to see what it would sound like merging piano, orchestra, and synth together, and I think it worked well.”

Dikiciyan also highlighted the electronic side, including his work on the more electronic Geth levels. Hulick pointed to layered writing and melodic synth strings in a Mars combat cue. These examples show how electronic color and orchestral writing could coexist rather than compete as mutually exclusive approaches.

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  • Battle as Commander Shepard on many worlds across the galaxy as you unite the ultimate force to take back the Earth before it's too late
  • Enormous enemies and take on a smarter type of foe that will consistently challenge your best combat tactics and put you on the edge of your seat
  • Customize your Commander Shepard, your squad and weapons to engage the enemy on your terms
  • Allows the option to import decisions from both of the previous games into the new game, but can also be played as a standalone game
  • Experience a new emphasis on melee combat, movement and an improved cover system
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Which Mass Effect 3 soundtrack tracks should I listen for?

  • “The Scientists”: Dikiciyan and Velasco recommended it and noted a homage to the main theme from the Arrival downloadable content.
  • “Reaper Chase”: Another track Dikiciyan and Velasco singled out for listeners.
  • Mars combat cue: Hulick described enjoying its many layers and melodic synth strings.
  • Romance theme: Hulick’s example of piano, orchestra, and synth brought together in one piece.
  • “An End, Once and for All”: Hulick highlighted the final track on the Collector’s Edition album and praised the power of the in-game visuals it accompanied.

The interview identifies these as listening points, but it does not document technical details such as how cues were recorded, mixed, or implemented in the game. Hulick’s later BioWare blog retrospective offers a first-person perspective on creative direction, including his view that outside direction can help a composer grow; it is not a production postmortem.

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