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YoungProdigy

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

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Hey, YoungProdigy here. I want to try to and make money off of my music. I know I don't have the best samples; but I think I'm a pretty decent composer.

 

Here's my soundcloud:

http://www.soundcloud.com/youngprodigymusic/

 

Overall, how much should I charge for music?

 

Should I charge on a per minute basis or charge for each track?

Edited by YoungProdigy

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I know I don't have the best samples; but I think I'm a pretty decent composer.


Your opinion isn't what counts - it's the opinion of your potential customers that counts. And
the way to influence that opinion is with the best samples. So keep improving your samples.

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I know I don't have the best samples; but I think I'm a pretty decent composer.


Your opinion isn't what counts - it's the opinion of your potential customers that counts. And
the way to influence that opinion is with the best samples. So keep improving your samples.

 

Well it's not just my opinion. A lot of people on the forums I post have given me positive feedback on my compositions.

 

If I get any criticism it's mostly to do with my samples or the production of my music.

 

The only way to improve samples is to buy another library.

 

Still, as I've stated; a lot of people have given me good feedback on my compositions. Can I improve? Of course.

 

But I think I'm at the point where I want to start monetizing my music. I think my samples would be fine for indie games.

 

Now, for a big triple A CoD-esque shooter would my samples cut it? No. But for indie games they should be fine.

Edited by YoungProdigy

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The kind of indie games that will take music even though the samples aren't good, are not the kind of indie games that will pay for music.

 

If you can't afford another library, I suggest using synth VSTs and aiming at electronic genres, where sample quality is not an issue.

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The kind of indie games that will take music even though the samples aren't good, are not the kind of indie games that will pay for music.

 

If you can't afford another library, I suggest using synth VSTs and aiming at electronic genres, where sample quality is not an issue.

The thing is I can't really afford another library right now. My current sample library costed $300. Plus FL Studio, that's $400.

 

Even if I did get another library like Hollywood Orchestra; I wouldn't charge for cheap.

 

A one minute full orchestral piece takes 2 hours for me. Add super realistic samples to that and I wouldn't charge for cheap. I would charge about $300/minute at the minimum if I had something like Hollywood Orchestra. Composing a full orchestral piece is work  and requires a lot of experience. Plus mocking great samples up to sound like a real orchestra? That's a lot of work. and thus a lot of money.

 

But I've gotten positive feedback here and elsewhere on my music. So I may just start out charging at cheap rates.

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This article can be useful too: http://www.gamesoundcon.com/#!Becoming-a-Game-Music-Composer-What-Should-I-charge-for-Indie-Games/c19u6/56e34f8c0cf26c26a9f3bd1d

 

I listened to your music, you have talent for sure.

 

Until you have more money to invest in realistic samples, just advertise yourself as a 'retro' composer. It is just the impression I get when listening to your music. It would sound just great on a 'pixel art' platformer or RPG. I am sure a lot of indie studios are looking for that.

 

If you take a look on assets stores... music like yours is sold for 3$ a piece:  https://www.scirra.com/store/royalty-free-music

Or here: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=category:78

 

It can be depressing, but there is a ton of musicians out there dreaming of doing video game music. Maybe it is a good place to start...

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This article can be useful too: http://www.gamesoundcon.com/#!Becoming-a-Game-Music-Composer-What-Should-I-charge-for-Indie-Games/c19u6/56e34f8c0cf26c26a9f3bd1d

 

I listened to your music, you have talent for sure.

 

Until you have more money to invest in realistic samples, just advertise yourself as a 'retro' composer. It is just the impression I get when listening to your music. It would sound just great on a 'pixel art' platformer or RPG. I am sure a lot of indie studios are looking for that.

 

If you take a look on assets stores... music like yours is sold for 3$ a piece:  https://www.scirra.com/store/royalty-free-music

Or here: https://www.assetstore.unity3d.com/en/#!/search/page=1/sortby=popularity/query=category:78

 

It can be depressing, but there is a ton of musicians out there dreaming of doing video game music. Maybe it is a good place to start...

"Realistic samples" are not cheap. Something like Hollywood Orchestra is $400 easily.

 

I wouldn't consider the stuff in that assets store "music like mine".

 

My music has more instruments, more sections and more chord changes. My songs are also more melodic than those songs.

 

I will advertise myself as a retro composer, like you said. But $3 is way too cheap for a full orchestral piece.

 

Maybe if I make a song with the same chord progression the whole song, with 4 instruments and a lack of melody I'll charge for $3.

 

For my stuff I would probably charge about $50-$100 for exclusive rights.

 

I paid $400 for my samples and DAW, why should I give my music away for so cheap?

Edited by YoungProdigy

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