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  1. Whatever the place you chose for your education, start making music for indie games in your spare time.
  2. Thanks for your experience! Also, my question was also to know if there are people actually buying these music & SFX assets. I can work 8-12 hours a day creating content, but if there's not a lot of customers, I prefer to spend that time working professionally as I have done till now.
  3. Hello, I've uploaded a music pack (and planning to upload more things in the next months) to asset stores: Unity, UE4, Scirra, GameDevMarket. Since I only uploaded a music pack, I'm not 100% if this can be a succesful business, meaning that I can make at least... 500€ every month from sales on asset stores. So, the main question is, are developers really trusting this websites to buy music and sound for their games? or they get the audio files from other places? I suppose that the main target of this stores, regarding music & SFX, is developers that are starting, indie developers, indie companies... and a lot of times, this listed here collaborate with a composer for bespoke music directly. What are your thoughts? Have you sold music assets or SFX assets to this stores? what is your experience? Thanks^^
  4. Hey! Could you critique if the instruments on this track (all midi) sound realistic or not? Which things can get better? Thanks!
  5. I've never used a middleware. I've made interactive music sending the developer various audio files that needed to be muted or unmuted depending on the gameplay. so, what I need more is the middleware workflow, implementing, etc...
  6. Well... it depends! In all the projects I've been part I've had a good timing for creating all the tracks, I entered in the early/mid stage of the development. I think the main differences between film music and videogame music is that film composers usually can't start creating the music until the late stage of the process because the film isn't still finished for them to start syncing the music. In videogames it's more common for the composer to be able to write the music while the team is still creating it because, for example, if a level is finished and closed, the composer can play the build and write the music that wil suit that zone. So, I think that in terms of timing, we videogame composers have a more easy life hahaha Regarding to your problem in the post, I would recommend you to talk a lot with the developers if you find you don't have an appropiate time to do your task, diplomacy it's the key!
  7. Congratulations! You have very good compositions on your website! I would point out that when I was listening to other songs, I sometimes I noticed too much that the instruments were virtual... But anyway, that's not 100% your fault, it also depends of the virtual instrument capacities. Keep up the amazing work!
  8. Hello, I'm trying to get familiar with making interactive music via middlewares, but I'm not in projects that use this tools currently. So, I was wondering if someone can recommend me a way to practice things like layering, combining loops, transitions in a middleware without the need to be in a project that use middlewares. I would like to train this before I get to a project that actually use this technology, as an anticipation. Because maybe then I will be overworked if I have to learn everything having a deadline. Thanks ^^, Albert.
  9. Try royaltee free website like AudioJungle. Or copyright-free songs. Or collaborating with a music for games student as someone suggested. Or the unity asset store (music category):!/search/page=1/sortby=popularity/query=category:78
  10. AFV

    Getting Real Instruments?

    Nowadays with virtual instruments you can do something pretty realistic. Hire someone that does music with those virtual instruments and he/she will make it custom-made. If you have more budget and you really see the difference between virtual recreation and live recording, go for it!
  11. There's Audacity as Tom said. Also there's Garageband (it's like a trial version of Logic Pro, which is more fancy software)
  12. I will talk to you about my experience regarding this. I can't advise you regarding if it's necessary a degree for working seriously as a programmer, since I don't know (I'm a freelance composer) I started at 16 years old, still doing highschool, I didn't have any music/sound certification. I posted what I did in indie forums and I offered myself for any project. I begin to gain experience not only making music, but also in being professional, offer polished work on time, learning to handle tense situations with not a lot of time, learning to defend myself with all the contracts thing, cultivating relationships with clients and past clients, and thinking of me as a company (well, as a freelance). All this experience can't be teached on a degree, and it's very important. In the meantime, when I was 18, I studied a 3-year degree in music production. I entered for the knowledge I could gather there, and for the connections I could make there. I still haven't used the degree, and I don't think I will need it (unless I want to be a teacher), because when I apply to a job, or I contact with someone, they're are interested in my experience and they're interested in looking/hearing what I do and how I did it. I think it's imporant to have a solid formation, but in the meantime you can do small projects, start to build your network, being present in the industry, attend exhibitions, etc... and when you are finished with your formation (well, never stop learning, I'm talking about formal formation like university) you will be more ready because you won't be at a starting point and you will know how the industry works already. I took that decision and it has lead me to making the music for this game ( when I had not yet entered to that music production degree. I know it's different cases, composer and programmer are like oposites hahaha. But I hope that my experience give you some ideas Best of luck!
  13. Thanks all for the information!
  14. Hello, I'm a freelance composer with some experience in the game industry, but still in a starting point. I'm in a process of professionalize myself, so I want to gather lots of information. I have various questions to developers that could hire a composer, here I go: 1- Do you receive a lot of e-mails of composers? usually you feel they send copy/paste mails? 2- How you would like a composer to present himself on a mail? 3- Do you usually work with a composer that you've collaborated before and you have confidence with? or you don't mind hiring a new composer because his style fits in? 4- If you meet a composer in an exhibition and he gives you a pendrive with his work so you can check it out, is this a plus point (if you like his work) to hire him? in another scenario, he just give you his business card. 5- When you are working with a composer and he is doing his task on his studio (outsider), how do you keep the communication fresh and the confidence in the relationship growing.
  15. Thanks you very much for the tips! I will try all of these I saw the devcom thing too late. I booked the fly and accomodation for Gamescom on January, and now it would be too expensive to change it. Well, no problem... I'll do gamescom + devcom next year. I'm pretty excited but nervous about gamescom. I've been to Gamelab and Barcelona Games World (both events in Barcelona) but this was near my town, not in Germany, and they aren't big events like Gamescom. Let's see what happens
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