My talk at the Game Developers Session 2015, Prague. Video game music often reacts to events of the game by altering its atmosphere by performing transitions between parts of the soundtrack. This is usually referred to as "adaptive music" or "dynamic music". For example, the music goes from peaceful to agitated when the player is attacked by an enemy, or from neutral to dark when the player enters a cave. The challenge is to be able to respond in a timely fashion (within a second) to the evolving gameplay and yet make the transitions between parts of our soundtrack as seamless as possible. A number of systems and techniques exist, including synchronized cross-fading or reorchestration. These techniques typically cater to electronica and ambient sound design. They often rely on constant tempo of music, non-existent or simple harmonic progressions, and absence of clear melodies. In our project we focus on symphonic music in which maintaining the correct voicing and harmonic progressions is crucial to the listener's experience and the tempo changes depending on the musical content. In the talk I presented several of our original techniques, already implemented in the upcoming game Kingdom Come: Deliverance, scheduled for release in 2016 by the Warhorse Studios, http://kingdomcomerpg.com