Jump to content

  • Log In with Google      Sign In   
  • Create Account

Banner advertising on our site currently available from just $5!


1. Learn about the promo. 2. Sign up for GDNet+. 3. Set up your advert!


GroovyOne

Member Since 25 Jul 2002
Offline Last Active Today, 02:59 AM

Posts I've Made

In Topic: Education vs Industry Experience

Yesterday, 03:11 PM

So I see that you already have what is commonly called a diploma of Sound Production or Audio Engineering.

 

From your demo, you have grasped the concepts of implementation, sound design, mixing.

 

I'd say go for the job, and try to complete the degree portion of your course as a part time. Don't give up a good opportunity. What you will learn on the job may be far more valuable than sitting in academia for another year and hoping the same opportunity arrises again.

 

I hold a diploma in audio engineering, but I also have a software engineering degree and 8 years of software industry experience, so for me game implementation side of things is easy to learn and pickup from attending GDCs, watching and reading media.

 

My job prospects have been through past job experience combined with self learning. Do try to complete your degree portion if you feel the skills you will learn there are beneficial to you or even just for your own feather in the cap.


In Topic: Job Applications - How often should you follow-up?

28 January 2015 - 12:46 PM

I second nathan's recommendation, usually 1 week just as a follow up to ask if they received your initial email. Development can be quite busy with milestones, meetings, and managing staff and multiple projects needs - then there's actually time to do audio work.


In Topic: Composers - Do you ever need other skills?

20 January 2015 - 11:58 AM

As a contractor I have been hired many times in separate roles and combined roles. However, it's pretty clear up front when drafting the contract what my role will be and what the rates are for each individual component. Make sure you always have a signed contract - agreement between both parties on what is expected and how long it will take and how much you will be compensated.

 

When you have more skillsets than a single one, you will not only understand more of game development but at the same time broaden your employability even if you don't use the knowledge immediately.

 

Sometimes a client will also hire me as a sound designer when they only were looking for a composer, but again, I informed them and it was agreed before hand and not added as an afterfact.

 

However, that being said, in-house work is a little more flexible. I've been hired by multiple companies as sound designer only and even the role states "there is no music composition involved" every single one of them I have written music for after a while to some degree - even if it is for internal use only. Usually in-house work does not have enough work to keep a composer fully utilized so having other skills in this regard will help greatly. Not everyone is equally as passionate about sound design as they are composing.


In Topic: Price for sound design

18 January 2015 - 11:24 PM

I second Nathan's recommendation. It's best to talk with them and open a discussion for what they are expecting to pay and what you would be willing to accept. From personal experience sometimes giving a fixed price without letting them know they negotiate can often lead to your developer finding someone cheaper if it's over what they expected. Specially if you haven't given them the indication that you are flexible and open to negotiation.

 

You can say, I typically chage - $, but I am willing to negotiate if you don't have the budget to meet my usual rates.

 

I have used both a per sfx and per hour rate but it really depends on the client and your experience. I recently worked on a project where we were prototyping and so rather than charge a per sfx rate, we agreed on an hourly rate. However before entering this kind of agreement, clients usually would like some sort of proof of experience so they know you're not going to waste a lot of time and not hit the mark in both stylistic and quality consistency.

 

I have also offered a trial fee for a first (usually smaller) game so that the developer can test the waters with your skills with the understanding that you typically charge more once the relationship is developed and they take this into consideration while working out their next project's budget. This good will can do wonders for generating strong long lasting relationships. 

 

This is definitely one of the areas you will get better at over time with more and more eperience to read clients and create safe open discussions about expectations.


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

18 November 2014 - 01:12 PM

I usually try to start with the right sound.

 

If I can make the mix and instruments sound the right way, I find that the music becomes more fluid and easier to pick out that starting musical thread. 

 

I do a lot of active listening by studying musical and mixing idiosyncracies that make up a particular style of the pieces I use as reference. I also play around a lot with different styles.

 

It's a time investment - the more you do this, the easier it becomes.


PARTNERS