# Joe Caithness: Mastering for Video Game Soundtracks Page: https://stenobird.com/podcast/master-your-mix-podcast-176238/joe-caithness-mastering-for-video-game-soundtracks Text version: https://stenobird.com/podcast/master-your-mix-podcast-176238/joe-caithness-mastering-for-video-game-soundtracks.md Podcast: [Master Your Mix Podcast](https://stenobird.com/podcast/master-your-mix-podcast-176238) Published: 2026-07-29T04:00:00+00:00 Episode link: https://masteryourmixpodcast.captivate.fm/episode/joe-caithness-mastering-for-video-game-soundtracks Audio file: https://episodes.captivate.fm/episode/d4cde1fe-d65b-450b-92ba-71f522f8ce3d.mp3 Processing state: not_requested JSON: https://stenobird.com/v1/public/podcasts/master-your-mix-podcast-176238/episodes/joe-caithness-mastering-for-video-game-soundtracks Duration seconds: 5061 ## Resource Joe Caithness is a mastering, transfer, and restoration engineer based in Nottingham, UK, with over 18 years of experience and more than 1,500 completed projects to his name. He's become the go-to engineer for video game soundtrack vinyl and digital releases, having mastered over 260 titles for Laced Records alone, including Resident Evil, Bloodborne, Borderlands, and Dead Cells. In 2025, he mastered the vinyl edition of The Legend of Zelda: Breath of the Wild for Nintendo and Laced Records the first official Nintendo physical music release in the West in generations and worked on the physical rollout of the Clair Obscur: Expedition 33 soundtrack, which went on to hit #1 on the physical albums charts in both the UK and France. IN THIS EPISODE YOU’LL LEARN: Why passion for music matters when becoming an audio engineer Why mastering attracts introverts What mastering for video game soundtracks involves The specific technical challenges of turning a game score into a listenable album release The tools Joe uses to rescue overprocessed, hard-limited mixes/masters Why Joe starts with his limiter before touching any EQ or compression The gain-normalization step he does before any processing and why it makes everything easier Why mastering is really about context and consistency, not stereo processing How he creates cohesion across 9+ hours of wildly varied audio His approach to vinyl QC Why he tells clients not to listen to their masters in their studio To learn more about Joe Caithness, visit: https://www.joecaithnessmastering.com/ Looking for 1-on-1 feedback and training to help you create pro-quality mixes? Check out my coaching program Amplitude and apply to join: https://masteryourmix.com/amplitude/ Want additional help with your music productions? For tips on how to imp… ## Actions - request_transcript: `POST https://stenobird.com/v1/public/podcasts/master-your-mix-podcast-176238/episodes/joe-caithness-mastering-for-video-game-soundtracks/transcription-requests` — Idempotently request low-priority transcript generation for this episode. - read_markdown: `GET https://stenobird.com/podcast/master-your-mix-podcast-176238/joe-caithness-mastering-for-video-game-soundtracks.md` — Read the agent-friendly Markdown representation of this episode resource. A page view does not enqueue transcription. Agents should invoke `request_transcript` explicitly when they need this episode processed. ## Transcript Full transcripts are not published on public pages unless there is a clear rights basis.