Kaiyoti- VERY good point! I should stress that before I even made my first sound for a game I went through this music training:
*Choir- was a singing in choir (both church and school) from 1st grade through Senior year in college.
*Band- played in a band from 6th grade through my first year of graduate school.
*Jazz Band- played in a jazz band from 7th grade through my last year of graduate school.
*Marching Band- played in one my entire HS career.
*Taught trombone, percussion, clarinet, flute, saxophone and piano. (Teaching is one of the best ways to strengthen your
own understanding.)
*Taught K through 12th grade music (choir and band). Directing an ensemble yourself really stretches you as you attempt to educate and rehearse others on a piece of music.
Also was a music major for both undergraduate and graduate degrees. So, inherently, I had a ton of musical experience and training before even trying to score for video games. Each person is different, but Kaiyoti is right. It takes most years to develop the musical knowledge and skills to create superior music, then even after that you need to have the ears and instincts to produce your work at a high level. So finally:
I messed around with Sonar (and other software) for five full years before even starting music or sound for video games. Before that, it was just for my (and friends and family) own enjoyment.
Some people are so severely talented that they can start up something like this and be very professional soon after. Others take longer. You may need as much prior experience as me, or might need less. Each person is different. A great exercise is to:
Select some audio from one of your favorite games, TV shows, commercials or films. Compare and contrast your music and sound production to those assets. Are you on par? Below? Above the audio that is already out there? If so, you're ready. If not, you need more work.
Final note on this topic:
Don't let this discourage you. I'm constantly learning new aspects and techniques in audio. Becoming an audio doesn't mean you know
everything about audio. But it does mean you need to produce at a certain level.
Quote:| I think composers at first should be willing to work for free on projects to get experience and to put their name out there so you can point and say "there I made the music of that game". |
The problem with this is it becomes perpetual. Let's face it, most folks with take something free over paying for it any day of the week and twice on Sunday. It's just human nature. I understand most young projects have little to no money, but working for free makes it hard for both the composer and the developer to break away. The developer will likely either want to keep using the composer on the next projects at a free rate, or move on to the next free composer. Meanwhile, composers that work for free face resistance from developers once they start charging. It brings down the entire music-composition realm. People argue that what a "noob" does shouldn't influence or affect me or other pros at all. It does. Sometimes indirectly, other times directly. I've been told that my music is spot on and perfect but they didn't want to pay for it. So I don't get used and the developer scopes out another composer starving for credits but not requiring payment.
My point is make your services worth something. Set up an exchange of services. Charge a realistic but cheap amount when first starting up. Note: this goes for mainly indie teams seeking a commercial release of their game. Pure hobbyists should remain out of the commercial realm and working for free with them is okay. The problem is, and I've already stated this somewhere in previous posts, most proclaimed "hobbyists" on GD.net express some kind of commercial aspirations for their product. The short and simple version: If anyone stands to get paid, then all should get paid. Sometimes they leave the composer out of this and say "well you got the industry credit." However, we all know not all credits are worth the same thing. What are credits anyway?
References of your work. Many in the industry put more stock or weight on credits for established systems, game series or production houses. Why? Because it is a reference that is known.
"Oh wow, that game had great audio! You DID this?" If it is a game that very few folks (globally speaking) have heard of or played, then they tend to skip over it. Sure it shows some experience, but since the reference is not known by most, it doesn't get as much respect. It doesn't impress or disappoint them. It just doesn't register that much. (I've been told this first hand by several HR folks at large video game companies) Harsh but true. For this reason, I don't feel that young composers should be willing to work for free on retail-aspiring projects.
[Edited by - nsmadsen on September 10, 2008 8:27:51 AM]