Case Study: Hollow Knight's Music by Christopher Larkin — Pacing an Entire World Through Sound
When Team Cherry shipped Hollow Knight in 2017, almost every review mentioned the soundtrack. A few mentioned it in passing — "great score" — and moved on to talk about combat, movement, or world design. A handful went deeper, naming Christopher Larkin and identifying specific tracks. None I read at the time, however, articulated the structural achievement of the score, which is something more remarkable than its prettiness: Larkin's music is the pacing system for a thirty-hour metroidvania. Not a layer over the pacing. The pacing itself.
This case study takes apart how Larkin pulled that off — with what is, by AAA standards, a tiny budget, a tiny team, and tiny instrumentation. The lessons here will scale up to your own project regardless of size, because the techniques Larkin used are transparent to anyone willing to look. The genius is in the discipline, not the budget.
The instrumentation
Larkin's primary instruments across Hollow Knight are: piano (solo and orchestral), strings (chamber and full section), occasional choir (mostly wordless), occasional pipe organ for the most monumental moments, and synth pads as background atmosphere. That is essentially the whole orchestral palette. There is no brass section. Almost no percussion outside specific battle moments. No electric instruments. No synth leads. The vocabulary is small and largely classical-acoustic.
This is a deliberate choice. Larkin could have used virtual instruments to fake any orchestra he wanted — sample libraries can produce horns and choirs and timpani at low cost. He didn't, because the score is for Hallownest, a fallen kingdom of insects, and the emotional palette of Hallownest is melancholy, dignity, loss, fragile hope. Brass would feel triumphant; percussion would feel kinetic; synths would feel modern. Piano and strings carry exactly the tone the world needs and nothing more.
The lesson for indies: pick a small palette and commit. Three to five primary instruments, deeply explored, beat fifteen instruments shallowly used. The constraint creates identity. Anyone who has played Hollow Knight recognizes the score within four seconds of hearing it because the palette is so consistent it has become a sonic fingerprint.
The recurring motifs
A motif in music is a short melodic figure — usually four to eight notes — that recurs across pieces, accumulating meaning as it returns. Film scores use motifs heavily (the Star Wars main theme, the Jaws shark motif, the Game of Thrones opening). Game scores use them less often, partly because games are longer and the player's exposure is unpredictable.
Larkin uses motifs systematically. Three of the most prominent are worth dissecting.
The Hornet motif
When you first meet Hornet at the bottom of Greenpath, her boss music is built around a specific descending string figure with a small rising-and-falling resolution — a phrase that feels both proud and grieving, echoing her stoic personality. The motif is not loud; it is woven into a piece of intricate string writing that pulls the listener forward.
You hear this motif again, with variations, in three places later in the game: at her second encounter at the Kingdom's Edge, in the credits, and (most powerfully) in Hornet, Sentinel of the Ruined Kingdom near the game's end. Each return adds context. By the credits, you are not hearing a melody — you are hearing the entire arc of Hornet's character.
The mechanism is subtle. Most players never consciously register that they have heard this motif before. They feel it. They feel that the credits music is her music, that the late-game reprise is connected to the early encounter. This is what motifs do well: they bypass conscious recognition and hit the emotional memory directly.
The Radiance motif
The Radiance — the game's true antagonist — has a motif that is harder to describe but easier to feel. It is a specific interval (a leap upward of a perfect fifth, then a hovering descent) more than a specific melody, and it appears in the game's most cosmically-scaled moments: the dream-sequence boss against the Soul Master, the Hollow Knight battle's transformation phase, and the Radiance fight itself.
This motif is more abstract than Hornet's because the Radiance is more abstract — a force, not a person. You do not learn to associate it with a face; you learn to associate it with a feeling of cosmic dread. When the motif arrives in an unexpected context (the unsettling dream-music in seemingly peaceful areas), the player's body tenses without their conscious mind knowing why. The audio has done narrative work the visuals did not yet do.
The City of Tears piano theme
The City of Tears is the emotional center of Hallownest, a perpetually rain-sodden ruin that you discover roughly a third of the way through the game. Its theme is a slow, melancholy piano piece — White Palace, City of Tears, and others share elements — that has become one of the most recognizable pieces of indie game music ever written.
What is remarkable about this theme is how little it does and how much effect it produces. The melody is simple. The harmony is straightforward. The piano is unaccompanied for long stretches. There are no flourishes, no climactic build, no big payoffs. The piece simply is, the way the city simply is — a place to inhabit rather than a moment to react to. By doing less, the music gives the player room to feel the city's emptiness.
This is anti-bombast composition, and it is harder than it looks. A composer used to film scoring would feel the urge to add something — a string pad, a horn line, a percussion build. Larkin trusts the silence around the piano notes. The silence carries half the emotional weight.
The boss music structure
Hollow Knight's boss fights present a specific compositional challenge: they are intense, demanding the player's full attention; they last unpredictably (a player might finish in 90 seconds or might fail and retry for an hour); and they need to escalate emotionally without exhausting the listener.
Larkin's solution is structural. Most boss tracks have a layered structure — quieter verses with a more bombastic chorus — and they loop in such a way that the player encounters the chorus repeatedly without it feeling repetitive. Some bosses (Mantis Lords, Soul Master) have multiple phases of music tied to combat phases, with the score escalating as the boss takes damage. Others (Nosk, Watcher Knights) have a single insistent loop that wears on the player's nerves the longer the fight goes — a deliberate effect that mirrors the difficulty.
The most famous boss-music example is Sealed Vessel / Hollow Knight, which begins with somber strings (the player feels the tragedy of fighting the Hollow Knight, a hollow shell of a friend), escalates with choir as the fight transforms, and resolves into the radiance-tinged dream battle if the player meets the conditions for it. Three musical movements across what is functionally one boss encounter, mirroring the narrative escalation of the fight itself.
For your project, the lesson is structural music for boss fights. Don't write a single loop. Write a piece that has phases that map to the boss's phases. The player will not consciously register the structure — they will feel that the fight is escalating in a way that matches the music, and their adrenaline will follow.
The quiet areas earn the loud payoffs
Larkin understands that loud music only works if quiet music preceded it. Most of Hollow Knight's areas are scored at moderate or low intensity. Dirtmouth is sparse piano. Greenpath is gentle strings with woodwind. The Resting Grounds is contemplative. The Crystal Peak — one of the most beautiful tracks — is a slow, awe-filled piece for piano and strings. None of these are loud.
This restraint is what gives the loud moments their power. White Palace, when you first enter, has a piano theme that is almost loud, almost triumphant, but holds back. Path of Pain, the secret area that requires hours of platforming mastery, is scored to that same theme but reorchestrated for full strings and choir — the same melody, transformed by orchestration. When you finally complete Path of Pain and reach the chamber at the end, the music swells in a way nothing else in the game does, and players who reach that moment frequently report tears, despite the fact that the room contains nothing but a brief cutscene.
Why does this work? Because the player has spent thirty hours in a world that mostly does not let its music get big. When the music finally gets big, the player's emotional system has nowhere to run. The restraint built the chamber; the swell fills it.
For indies, the lesson is the inverse of the indie temptation: do not score every scene to the maximum the budget allows. Score most scenes below the maximum. Score one scene to the maximum. The one scene will land harder than ten loud scenes would.
How Larkin works on a small budget
Christopher Larkin worked on Hollow Knight primarily alone, scoring the entire game with a small orchestra (when he could afford one) and high-quality sample libraries (when he couldn't). His talks and interviews suggest a workflow that is achievable for any serious indie composer:
- Compose the themes first. Before scoring any individual scene, write the recurring themes. The Hornet motif, the Radiance motif, the City of Tears piano. These become the building blocks of every later piece.
- Reorchestrate aggressively. The Path of Pain music is the White Palace music with bigger orchestration. The credits music recalls Hornet's theme with new harmony. Reuse melodic material across pieces — it builds cohesion and saves writing time.
- Use real performers when possible. Larkin recorded with live string players for key tracks. The difference between sampled strings and recorded strings, on the most important moments, is meaningful. You do not need an orchestra; you need a string quartet for a few hours, which is achievable on a small budget.
- Mix as you go. Don't compose into a generic mix and fix it later. Mix each piece with the game's mix in mind — leaving headroom for SFX, sitting in the right frequency range, cross-fading cleanly to and from neighbors.
These are not secrets. They are professional habits that any composer can adopt. What separates Larkin's work from the average indie score is conviction — every choice was made with the world in mind, and no choice was made by default.
Implementation observations
The Hollow Knight score's implementation in the game is also worth noting. Tracks transition cleanly between areas — the music changes when you cross area thresholds, with cross-fades over a few seconds. There is some basic dynamic music (combat encounters fade to combat-versions of area themes, then return to ambient versions when combat ends) but nothing as elaborate as Wwise-style stem layering. Most of the system is a state machine with cross-fades, exactly the architecture we built in DynamicMusicPlayer.gd.
The lesson is that you do not need a sophisticated audio middleware to achieve excellent results. Hollow Knight's audio is mostly state-machine cross-fades plus careful composition. The composition is doing 90 percent of the work; the implementation is doing the other 10 percent and getting out of the way.
For your project, this means: prioritize getting good music written before building elaborate runtime audio systems. A great track on a simple cross-fade beats an okay track on a sophisticated layering system. Compose first, engineer second.
Lessons for your project
To synthesize what Hollow Knight's score teaches:
- Pick a small palette and commit. Three to five instruments. Build identity through restriction. Avoid the temptation to add the kitchen sink because you have access to it.
- Write recurring motifs. Two or three short melodic figures that return across the game. Players will feel the connections without consciously noticing the motifs, and the emotional payoff in the late game is enormous.
- Score most scenes below maximum intensity. Reserve loudness for specific peaks. Restraint builds rooms that loud moments can fill.
- Structure boss music in phases. Map musical escalation to combat phases. Players feel the rising stakes through the score even when they cannot articulate why.
- Reorchestrate rather than re-write. Reuse melodic material across pieces with different orchestration. Builds cohesion and saves composition time.
- Use simple implementation. A state machine with cross-fades is enough. Get the music right first; engineer the playback second.
- Trust silence. Some of the most powerful audio moments in Hollow Knight are the quiet piano stretches, the unaccompanied string passages, the silences before bosses. Silence is loud.
If you can apply even three of these principles to your project, your score will outperform most indie games. If your composer reads this case study before you brief them, you will save weeks of misalignment. Christopher Larkin showed an entire generation of indie composers what is possible at any scale. The work is right there to study.
A coda — Hornet's farewell
There is a moment in the Godmaster DLC, after you have completed all the trials, in which Hornet faces you for a final fight. The music that plays is a transformation of her original Greenpath theme — the same descending string figure, now bigger, more elaborate, more grieving. If you have played the whole game, you have heard fragments and reorchestrations of this theme for forty hours. Now, in the last fight against her, the theme arrives whole, fully orchestrated, and final.
When the fight ends and the music resolves, players who have been with this character since Greenpath frequently put the controller down for a moment. The score has done what it had been preparing to do for the entire playtime. The motif has accumulated forty hours of emotional weight, and now it pays off. There is no analogous moment in film, because no film makes you spend forty hours with a character. Games can do this. Larkin understood that. He scored for it.
This is what music can do at the highest level of game audio craft. It is not unattainable. It is just disciplined. Go and do likewise.