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Posted 10 September 2008 - 11:54 AM
Posted 11 September 2008 - 06:20 AM
Original post by nsmadsenQuote:
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.
Original post by Kaiyoti
Unlike 10 years ago where these music making resources aren't so abundant, anyone today can make music. Nowadays, with the technology, making a full orchestral track in front of your system isn't as difficult. Bedroom-studio composers are popping up everywhere. So musicians shouldn't automatically assume that their service is a rare trade and expect too much out of it. Most of these people can imitate the generic styles without any problem. You're probably not all that special as you may think you are. You need to stand out... be more than enough.
Posted 11 September 2008 - 01:18 PM
This is a good point. Sure anyone can make music in their bedroom, but the truth is that most of it is very bland, ordinary, and sounds like a copy of some well-known music made by someone in a bedroom with no budget and half the skill. Orchestral music is some of the easiest to spot in this case. A trained ear can instantly hear someone's skill and experience when they write orchestral music either on a sequencer or record it live (and it has little to do with the quality of the samples). A non-trained ear may not be as critical, but it can instantly recognize the superior product when two tracks are compared.
Having the tools to make music doesn't make someone a decent composer any more than buying a hammer and saw makes you a carpenter. Anyone can pound a nail, but I wouldn't want just anyone building my house. As Madsen has stressed there is a lot of skill and learning involved in becoming a good musician. Someone who has put in those years of effort is much less likely to want to work for free, but that person probably won't sound like the free composer either!
Posted 13 September 2008 - 09:14 AM
Posted 16 September 2008 - 03:51 PM
Posted 16 September 2008 - 04:00 PM
Posted 13 October 2008 - 12:26 PM
I checked your demoreel. Generally, it is around -6db, and its sound quality and loudness dont decrease at stereo system. Did you use hardware to get the sound for that or other processing methods? Recently, I have this problem... even though my songs mixes are good, mastering is a hassle.
Posted 16 October 2008 - 02:41 AM
I would like to ask during what conditions the game industry guys are listening to the reels? Are they sitting by the computer with small nasty speakers, or in a conference room with a nice speaker system?
Posted 17 October 2008 - 04:40 PM
How do current video games support 5.1 surround sound?
How do you mix in 5.1 surround sound for a video game?
Posted 22 October 2008 - 10:43 AM
Posted 22 October 2008 - 12:47 PM
Original post by nsmadsen
I don't know how badly affected you are, so I cannot guarantee that you'll be fine. However, don't lose faith and as long as you can create good audio- you have a fighting chance!!!
Posted 22 October 2008 - 12:55 PM
Posted 22 October 2008 - 01:17 PM
Posted 28 October 2008 - 03:04 PM
Original post by ndatxcod
Great tips, I was wondering which books about composing/arranging theory you would recommend.
Posted 31 October 2008 - 02:43 AM
Please explain Exclusive vs. Non-exclusive rights.
Posted 31 October 2008 - 12:30 PM