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Member Since 18 Sep 2010
Offline Last Active Dec 16 2014 02:28 PM

Posts I've Made

In Topic: How do you learn to compose different genres?

21 November 2014 - 10:46 AM

Sounds like you take "listen, listen, listen" to the extreme.  That is the best way to learn. :).


That said, there will be some styles of music where just listening and analyzing probably isn't enough.  Anyone would be hard pressed to write a "big band jazz" piece without having studied jazz harmony or write a fugue in the style of Bach (I did that for a game once) without having studied baroque counterpoint.  And even in orchestral to a certain extent, formally studying the ranges of instruments, how the blend with each other, i.e. 'traditional orchestration' can go a long way towards getting a style 'right.' 


At the very least, formal study can be a short-cut to really getting to know a style.

In Topic: Using RealWorld People in Games and law?

20 November 2014 - 05:07 PM

1) Would i be given some lawyer and the state will pay for it? (thats common in some countries)?

2) What happens if i do not show up?

3) Even if i do not show up and i am found guilty, is there a way to enforce the law (since im from eastern europe country)? Whould would enforce it? interpol :-D?



1) Highly doubtful.  Violating the right of publicity is a civil, not criminal offense.  I.e. you are 'sued' not 'arrested' for it.

2) if you don't show up, you will not be able to present your case and make it a lot more likely you will lose

3) there are many ways someone could enforce the judgement against you.  For example, the credit card company processing your payments could stop taking them, your distribution mechanism could be stopped, etc, etc.


That all said, I think that this escalated quite quickly beyond what reasonable action might actually occur in the real world.


IMHO, you should not let worries about violating the right of publicity stop you from making a game about public figures or historical figures.  Keep in mind that the closer you get to 'celebrity' (actor, athlete, etc.) as opposed to 'public figure' (eg a politician, etc.) the more likely you will be sued.


There are plenty of films, books, tv shows, etc that reference recent historical people; you don't need to get permission from the Eisenhower Estate to do write a biography of Eisenhower.


Here's some more fun reading on the topic: http://iplaw.hllaw.com/articles/rights-of-publicity-and-privac/


And even more (Discusses Europe): http://digitalcommons.law.uga.edu/cgi/viewcontent.cgi?article=1045&context=stu_llm

In Topic: Using RealWorld People in Games and law?

18 November 2014 - 02:38 PM

You may also find this engadget article "Why celebrities like Lindsay Lohan are suing video game studios"



In Topic: Music Identification - Contract Question

20 October 2014 - 09:05 AM

I've never seen a clause in a contract that went to this level of detail (and I've composed music for around 140 or so games over the past couple of decades).


It's probably much simpler to create a good chain and record of delivery.  For example, when a piece is delivered, what is the mechanism by which you 'sign off' on it and accept it?  Put something in that process that unambiguously makes record of what they've delivered to you.

One simple thing is that at the final stage of acceptance of a music deliverable, in addition using FTP, dropbox, etc, have them email you the same piece in mp3 format, so you have a clear record in your inbox (from their email address) of what was delivered.  Make payment contingent on that.


One note on the analysis tools .  it's trivially easy to make files with different SHA256 signatures for the same piece of music, since all that does is say that files are exactly the same.  All the composer would have to do would be to create a slightly different 'mix' of the same piece, which would sound exactly the same, but it would have a different SHA256 sig.  I'm not familiar with echoprint, but would guess that it can suffer from a similar issue.  


While I understand your concern, I think the place to address this is in your delivery/acceptance mechanism, not the contract.

In Topic: Survey:Composing Music for Video Games & Game Sound Design

09 September 2014 - 09:20 AM

Yes, tom, a "game soundtrack clause" is something in the contract which specifically allows a composer to either create and release their own soundtrack CD for sale, or specifies that if the game company creates it, that the composer will receive something from it. (a bonus, per-unit royalty, etc.).


Yes, Mussi-- "virtual" means that the music was created using computers & sound libraries, as opposed to using live players.

A lot of game scores are 100% 'virtual', and some are 100% live.

A lot of big budget scores are mainly "live orchestra" but with some virtual.


I arbitrarily defined "mostly virtual" as being created by computer, but with 4 or fewer live players.  


By contrast, "live" or "predominantly live" was defined as either 100% live musicians, or "virtual with 5 or more live instrumentalists."