office hours for musicians
Members - Reputation: 705
Posted 03 December 2012 - 06:43 PM
In either of those cases, is it typical for the musicians working ful time on a project to come into the main office Monday - Friday (+ crunch time) along with everyone else? Or is the industry standard that musicians get to telecommute the vast majority of their hours per week, and just come into the office say 1 day a week for team meetings and coordination with a storyboarder etc?
Moderators - Reputation: 48162
Posted 03 December 2012 - 06:58 PM
Moderators - Reputation: 48162
Posted 03 December 2012 - 09:15 PM
If they were being paid for an outcome, they'd likely be contractors, not employees (at least that's how it works in Australia).
At another company where I worked, they didn't have enough work to justify hiring a full-time audio employee, so they contracted all their audio work to an individual, who received a negotiated payment for a specific outcome.
Moderators - Reputation: 5295
Posted 04 December 2012 - 08:44 AM
A trade off to working in-house is that everything you produce on company time and hardware is theirs. Even if they don't use it in the game - they own it. Some companies can be really laid back if you ask for unused cue X (usually the medium to smaller sized ones) but the larger ones can be more of an issue. When you work as a contractor, especially when you're completely off-site, this is less of an issue since you own the hardware/software and most freelancing contracts do not claim to own anything and everything you produce. If they do - either don't sign or charge 50X more than your usual rate!
As far as which is more common - I'd say the later these days. I know more freelancing, off-site composers than I do in-house.
Edited by nsmadsen, 04 December 2012 - 08:47 AM.
Nate (AT) MadsenStudios (DOT) Com
Austin, TX USA
Crossbones+ - Reputation: 2119
Posted 04 December 2012 - 11:03 AM
For companies who do mainly smaller games, you might be more likely have an FTE for composition and sound design, and only go to contractors if you get overflow; some of my contracting work is exactly that-- they're big companies and they have FTE composers, but the workload is sometimes more than they can handle.
And then there are companies of big games who like to do everything with FTE's if at all possible. Bungie comes to mind here; pretty much all their composition is done by in-house FTE's, largely working on-site(with the exception of Paul McCartney, who I presume is working as a contractor ;-))
If you're an FTE, you're generally expected to show up normal-ish work hours, particularly if the developer has a well equipped studio. It'd be pretty rare to be an FTE and spend 4 of 5 days working at home, unless you've built up a pretty stellar reputation in that company.
Edited by bschmidt1962, 04 December 2012 - 11:04 AM.
Executive Director, GameSoundCon:
GameSoundCon 2016:September 27-28, Los Angeles, CA
Founder, Brian Schmidt Studios, LLC
Music Composition & Sound Design
Audio Technology Consultant