Okay but there's a difference between mixing a soundtrack for a game or other music and a whole-ass movie
also for the record mixing a game is probably the trickiest out of all of them, tbh. films are great because theyβre fuckinβ fixed in time. you weave on the timeline, you can duck and roll in a fixed state and roll out your clean masterpiece at the end. sure, you have lots of components and can do some wacky things with spaceβ¦ but youβre often given clean channels. you get a whole free lane of center for primary voice β which is why yeah, you really do have to carefully bring things back to stereo for home release.
Iβd say film audio is highest-fidelity finished product, for sure. but Iβd argue recording good film sound is harder than actually mixing it.
game audio has to be dynamic, especially depending on your layers. itβs usually vastly simplified, or focused on a specific trait, but thereβs only so much you can do to convince the mix to operate in real time. that said β it opens itself to a lot of interesting opportunities.
for exampleβ¦ I wrote a script here that activates a low-pass sweep and speed shift on the music when you dash into something. I canβt control when a player does that, so I have to make sure it works well with everything, even with the relative simplicity of my game.
if the filter was set with a bit too much Q, there are certain sections of songs it would hit a nasty resonance on the way down. I canβt control when they do it, so I better make sure Iβve built the filter well and mixed my music relatively evenly.
hell, it happens in Hollow Knight β move between scenes at the wrong part of the song in the tram, where it has that old radio treatment on it, and it pops a bit
in fixed media like film, you can duck or βautomateβ (nothing automatic about it, thatβs what itβs called when you adjust parameters on the timeline) whatever needs adjusting
anyways long ramble