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nsmadsen

Member Since 22 Feb 2006
Offline Last Active Yesterday, 08:08 PM

Posts I've Made

In Topic: Trying to get into commercial composing. How much should I charge for my music?

26 August 2016 - 12:57 PM

How much should you charge? As much as you possibly can. Seriously! For several reasons: 

 

- you want the client to value you and your craft

- you want the client to value audio as well

- you want to stand out from the rest. Make great content and don't be afraid to charge for it

- you want to keep the audio profession alive and thriving. 

- you want to make this your business. So aim as high as you can!

 

Try to avoid: 

 

- working for peanuts (or even worse, for free!)

- being vastly undercut by counter offers. In other words, don't be afraid to say no

 

Some advice: 

 

Set a number that makes you feel good about yourself and your work. A number that will make you feel good about the transaction. Nobody likes working for super cheap. Don't fall into some of the common traps some devs will try and throw at you (i.e. "I'll pay you on the NEXT game!" "This will be a HUGE break for you!" "We'll do profit sharing and we'll all get rich") Be picky about who you work with and what you are work. 

 

Figure out how much it costs for you to pay rent/mortgage, pay your bills, have a little bit of fun, eat food and live your life. Then figure out how much time it takes for you to finish a track. And I don't mean when you, the composer, feels done but rather when your client feels supremely happy with your work. 

Here's a big one: you mention often how much money you've spent on your DAW/samples. That's only part of it. You've also spent your time learning, practicing and studying music/production/etc. Consider that as well. 


One follow up: 

 

If you set a rate and then after 6-8 months you've had zero sales, something's off. Either in your rate, your actual music or the way that you're marketing/promoting/branding yourself. I never freak out when a dry spell of a month to three months comes along. They always do and then it passes. Remember the saying "feast or famine" applies heavily to freelancing. But after 6-8 months, you SHOULD have at least one sale/commission/gig for your work. If not, then it's time to reassess and try new tactics, write/produce different music or adjust your rates. 

 

Best of luck! 


In Topic: Good sound libraries for electronic-sounding game music?

19 August 2016 - 06:23 AM

Grab Omnisphere. It's somewhat expensive (if you're wanting cheap/free libraries) but well worth it! 


In Topic: "the Art Of Battle" A New Battle Theme By Me.

13 August 2016 - 11:46 AM

 

I'd say work on your mixing, the flutes are a bit louder than everything in my opinion.

 

There are some areas of the song where you have a major V playing and you aren't in harmonic minor, which is probably something that should be fixed, unless you did it on purpose. If you are unsure of what I'm referring to I can specify.

 

Good stuff though, I like the melodies. It really gives a tense feel.

I don't know if I agree. If the flutes were any softer, I think they would barely audible.

 

Perhaps you are correct about the major V thing. If you hadn't told me that I wouldn't even notice.

 

 

The flutes are too bright compared to the rest of the orchestration which gives them the impression of being right in front of the listener while the rest of the ensemble is farther back. Not necessarily a volume setting issue (as in moving a fader) as it is more an EQ thing. Take out some of the brightness of the flutes and it will allow them to sit into the mix a bit better.


Same rule applies to the string melody at 13 seconds in as well. I get that this your melody line and you want it to be predominant but this feels out of balance to my ears. There's a lot more highs than lows in your mix, overall, which creates a lopsided, top-heavy mix. As a result this reduces the amount of weight and impact your piece has. Also consider some nice timpani and bass drum hits to help emphasize the trumpet staccato responses at around 47. This piece is called The Art of Battle so having a bit more contrast and drama could really help the music live up to the title.

 

Some good ideas - they just need a bit more production and love!

 

Thanks,

 

Nate


In Topic: Feedback: bgm for classic RPG village setting

03 August 2016 - 08:59 PM

I agree - I feel the tempo is a bit too slow. Either changing the arrangement some to have some longer notes to fill in some of that space or speeding up the tempo some would really help.


In Topic: Looking For Input Regarding Voiceover

31 July 2016 - 09:40 AM

One other element that this poll doesn't include is localization, which is a major reason why some games choose not to have VO. Or they have VO only in one language and then translate the text only.


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