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Life As a Freelance Musician: Part 5: Portfolios, Losing and How Not To Get Ripped Off

Making music for a living is only about 50% actually making music for a living. The rest of the time is marketing, not-so-exciting business stuff and training yourself. Today weā€™ll take a look at what you want to have on your portfolio, how to handle losing jobs and how not to get ripped off.

What To Put On Your Portfolio

Soundcloud is the best thing to use for your portfolio when you start out. Itā€™s free, easy to use, has a nice mobile interface (you donā€™t want your page to show a broken flash icon on someoneā€™s phone), and is pretty much the standard place. Ā Iā€™d buy the basic membership which opens up the spotlight option and allows you to control what appears first on your page.

The best things to put on your portfolio are obviously finished pieces, properly mixed and mastered for different kinds of games and what the music might sound like. Itā€™s best to try to show off the full range of your skillset. If you have three great songs in the same style, put the best one up.

Itā€™s also a good idea to make a default ā€œbest ofā€ set or use the spotlight option to make sure the first thing they hear is what you want them to hear. Itā€™s also worth getting someone to make you a professional looking logo and also have links to other things like your facebook or website.

What Not To Put

You want to make a great first impression with your portfolio. It might be the only chance you get. Your portfolio is not the place to put work-in-progress songs or songs that you need help with. As Iā€™ve said before, Iā€™m a huge fan of third-party unbiased criticism of my tracks. I have a separate soundcloud just for posting ā€œDoes this sound good?ā€ and ā€œWhatā€™s wrong with this mix?ā€ type tracks when I embed them in a forum post or send them to a trusted friend. All musicians need feedback and help, but you donā€™t need to show your clients that.

Live tracks, joke remixes and other things that donā€™t relate to your most professional material that someone would want in their game probably shouldnā€™t be on your main soundcloud profile either.

You Win Some, You Lose Some

One of the hardest things to accept when you start looking for clients is that you arenā€™t going to get them all. The good news is though, thereā€™s tons of reasons someone wonā€™t pick you that have nothing to do with your skills.

-Price ā€“ In some countries, $30 USD is a monthā€™s rent, so folks in these countries might be willing to do $1000 USD of work for $200. You canā€™t beat their prices if youā€™re in the USA and have normal business expenses.

-Timing ā€“ Some of the people youā€™re up against might not have jobs at the moment or have more flexible schedules. They might honestly be able to deliver way faster than you.

-Niche Skills ā€“ If the person is looking for a jazzy spy sound track and you mostly do orchestral RPG songs, chances are, some jazz musician will get the job. You canā€™t be a master of everything, so donā€™t sweat it too much.

Itā€™s always worth while to be gracious and polite when told you didnā€™t get the job. Even when some potential clients donā€™t even say thank you or anything ā€“ I just see the job assigned to someone else ā€“ I write them a nice email saying thanks for the chance and if they need anything in the future, Iā€™d be happy to work with them.

It can be a blow to the ego to lose a job, especially if you can hear the person who got it and think it sounds crappy. But just be cool about it. I have initially lost three different jobs only to have the client come to me three months later and say their chosen artist disappeared off the face of the planet and they are now in a crunch to finish the game.Ā  Help them out now, and you have a client for life.

How Not To Get Ripped Off

So when I first started, I was so eager for work I didnā€™t think twice about making someone a sample for free. Some guy had a posting for some Mario Bros. styled chiptune tracks, I threw together a chipsounds Mario brothers-theme ripoff and mailed it over to him all excited, sure Iā€™d get the job. He never wrote to me again, but, I noticed a link to his company on Skype. I went to it and found my loop was in his game. He never paid me and I really had no way getting any kind of justice, we never signed a contract or anything.

I learned a valuable lesson right there. Some musicians wonā€™t turn over a single bar of music until a contract is signed, but remember, clients are afraid of being ripped off by you too. I think giving samples is totally necessary, but, just make sure your sample isnā€™t usable in their game. Hereā€™s some ways to do it without ruining the sample:

-Add a layer of sound effects over top of it. You can tell them its to help them visualize it in game. Trust me, they love this but they can never use it in game due to the sfx.

-Add a repeating loop of a voice recording saying ā€œdemoā€ or something every 10 seconds. Keep it low. Theyā€™d never put it in their game because it wouldnā€™t seem professional.

-Add fade-in/fade-outs at the start and end and even some random ones in the middle.

Hereā€™s a sample where I put some simple ninja sound effects over the track, so make sure the client didnā€™t just run off with my sample (he didn’t).

As you can seem the client gets an idea of what heā€™d be getting, but this track could never be dropped into his game, effectively ā€˜stolenā€™ from me. There’s another way people will try to rip you off. You should never take a job posting like this:

Need twelve tracks in the style of the Inception soundtrack. Must have actual recorded guitar and use Vienna strings or EWQLSO Diamond edition tools. All tracks must be delivered within the next week. Will pay $50 upon completion and full delivery.

Here you have someone asking for thousands of dollars of work for $50. Accept this job and you set a precedent for getting ripped off by this guy. You also devalue the entire market for people making music and make it harder for other musicians to get paid what they deserve. Some work is just not worth accepting. Here’s another one:

Making a new game called Angry Temple Birds of Candy Friends Crush. Need three cool tracks and some sound effects tracks. Please contact me on Skype at thisname and we discuss the prices.

The first time I was contact by someone like this, I thought, sounds weird, but I’ll talk to him. I have seen like ten of these since then, not one has ever panned out to actual work or payment. I seriously have no idea where this stuff comes from, my guess is some scammer out there is selling a e-book called ‘how to make money off SEO on the app store’, which seriously can’t work that great but here are some best resources that can be used to setĀ  and build up the SEO of the company . My experience is these people usually have poor communication skills, try toĀ  sidestep whatever site they are working through by contacting you on Skype and usually try to pressure you into delivering without paying and usually just disappear after wasting your time with long, confusing conversations. Just steer clear of this.

Thereā€™s a lot more that goes into the business end of things, and weā€™ll talk about that more next week.

Life As a Freelance Musician: Part 4: The First Game

 

Getting started in any career is not easy. You need to get hired to get experience but most people are looking to hire those who already have it. Fortunately, itā€™s a little bit easier getting started as a freelance musician. A little upfront work for free will get you up and running with an impressive portfolio. Some of the quotes in the next few articles are based on actual posts I’ve seen or actual conversations I’ve had. The average post for a serious, commercial music job usually looks like this.

 

Need 5 songs created for an iOS game and also SFX. Please post at least 3 examples of published commercial work that you have worked on along with attached demo reel of similar sounds and music to this style of game.

 

Clearly, you wonā€™t get the job if you havenā€™t done any commercial projects. Someone else will. But by doing a game for free, you can probably land a job you wouldnā€™t otherwise and then you can start applying to jobs like this.

 

 

Your First Game

 

I didn't make much off my first game, but I am quite proud of it and it has lead to tons of other work.
I didn’t make much off my first game, but I am quite proud of it and it has lead to tons of other work.

Your first game project is going to be stressful and full of surprises. One thing I was not used to is dealing with a group of outsiderā€™s opinions on my music and my vision of how their game should sound. I was used to being the driver, now I was sort of a copilot with specific skills. You can lessen your stress and make things easier when you start looking for paying clients by making a game for free when starting out. Obviously, youā€™ll want to do this before youā€™re relying on freelancing for income.

 

Your first game doesnā€™t need to be a huge hit or even be on some major platform, it could be a little flash game or a game for a friend. My first game was Robo Hero, a game that Iā€™m still immensely proud of. The founder of Bravado Waffle was a friend of mine and asked if I could help him out. Although I didnā€™t make much off the game, it was the foundation of my resume and gave me a great starting point for a decent portfolio. My skills have come a long way since then, but I am still proud of that little game.

 

If you donā€™t have a friend to hook you up, hereā€™s a few great places to find your first pseudo-client:

 

GameJolt.com ā€“ Lots of indie gamers collaborate here. Find a game you like that needs music and email the team. Most are on tight budgets or no budget, so theyā€™ll welcome the free assistance.

 

NewGrounds.com ā€“ Keep an eye on these forums for anything from short indie film scores to new video games.

 

Machinima channels on YouTube ā€“ Machinima folks are usually not making any money of what they do but very passionate about it, theyā€™re always looking for some composers to spice things up.

 

RPG Maker Forums ā€“ This is another group that creates some epic stuff and usually have little budget for anything paid for. Theyā€™re doing it for fun and looking for musicians who will too.

 

Who Not To Work For

Not everyone who is willing to give you work is worthy of it, even if it is free. You will see a lot of posts like this in the places I’ve recommended above:

 

Hi! Iā€™ve got this great idea for a game, itā€™s like Zelda where you have this sword and go out to look for these diamonds. My friend Kyle from school got Photoshop on his laptop and weā€™re trying to come up with some art. We need 12 songs created right away for each of the gameā€™s cities. We donā€™t have a whole list yet but you can start making one to get an idea. Weā€™re still looking for a developer who will work for free to build this MMORPG.

 

This type of post is a red flag. A serious developer would not even be looking for a sound guy that this point. If the game doesnā€™t even exist and those involved has little experience, no clear vision of what the game is and most likely have zero budget to make it happen, you donā€™t want to attach yourself to the project. Most likely, itā€™ll never get finished. Your goal on your first project is to get your name on something that gets out there, be it in the app store, Youtube or even just a flash game. It needs to be something people can go and look at and see your work, even if itā€™s not super popular.

 

You might be surprised at how your first free game leads you to more work. Robo Hero has put me in contact with tons of other developers and artists who worked for Bravado Waffle. These artists get contracted into other projects and refer me to do the music and sound. These other developers move around to different companies and bring my name with them. Next time, we’ll look at how to build a great portfolio and how to avoid getting scammed.

 

 

Life As a Freelance Musician: Part 3: One Year’s Timeline

photo-17

This article takes a look at the first year of life as a freelance composer.

This all started almost two years ago. I wanted to do more volunteer work with my church and also was growing more dissatisfied with my life in corporate America. I live in Chicago and had done programming/DBA work for the last 10 years. I spent 2 hours a day commuting, sitting in an office with a pointless dress code, doing a job I could easily be doing from home. The final straw was when they changed our traditional insurance to a Medical FSA, which means you might as well save your own money for your basic medial expenses. That and replacing our already-small cubicles with coffin-like rectangles you could only pull your chair in and out of were all wonderful reasons to try something new.

Ā 

 

 

-3 Months To Freelance Life

 

I was formerly a roommate of the founder of Bravado Waffle, and he asked me to make some tunes for Robo Hero. It was a fun experience and the first time I tried to make music that I really wanted to sound good. I also helped with art and level design. I did everything in my power to make the game look and sound like Megaman! When one reviewer called Robo “the new blue bomber” I could not have been happier. The game was not a financial success but had a good little following, and reviewers always said great things about the music. One of my dreams was to make a living doing music, but, more importantly not to be chained down to a corporate job. I called my plan, ā€œliving off the internetā€. I got inspiration from blogs like Wage Slave Rebel and reading other stories of people who just said No to a full time office job.

 

Month 1 of Freelance Life

 

I am not an irresponsible person. I didnā€™t decide to quit my job and just hope music would work out. Iā€™d love to believe in ā€˜do what you love and the money will followā€™ but I have bills to pay too. Music was actually Plan C for how Iā€™d make a living off the Internet, my 3rd option out of about 7 (#8 is grilling burgers on the street!)

 

I set a plan to reach a certain $ of income each day. Plan A is my fill in the gaps between other plans, and at the start, thatā€™s all I did. I write articles for Textbroker and a few other clients that Iā€™ve built up over the years. Itā€™s grueling work to reach my daily $ goal. I start at 4am and finish around 3pm and then spend 2 or 3 hours working on music for my portfolio, marketing myself as a composer and trying to make connections with clients.Ā I spend one day during the week and the weekend doing volunteer work and occasionally I try that thing called sleep.

 

As far as music, I do some basic marketing,Ā which doesnā€™t appear to pay off much at first and get a few small gigs for Podcast intros and things like that. Around the end of the first month, I land my first real client and do music for their iOS game. I take a gamble and buy some equipment on my credit card before being paid to make the music as good as possible. Itā€™s worth it! The client loves me and becomes one of my most regular sources of income.

 

Month 3 of Freelance Life

 

The first three months were pretty hard, I realize I canā€™t write quality articles 8-10 hours a day and keep my sanity. Plan A is getting harder but, fortunately, my Plan B, doing programming and QA as a freelancer starts to take off. This gives me more breathing room for reaching my daily $ goal in just a few hours a day and now Iā€™m spending serious time marketing my music stuff, trolling forums for work and trolling kickstarter for new projects. Plan C (The Music) is starting to pay some of the bills!

 

My Kickstarter trolling works out and gets me a job on the Rubicon soundtrack when it skyrockets past its goal. I get some good comments on the chiptune-inspired soundtrack in many reviews of the game and am starting to build a solid portfolio with different kinds of music.

Ā 

Month 6 of Freelance Life

 

Iā€™ve now completely quit all my Plan A writing in favor ofā€¦drumrollā€¦MUSIC!..and some programming still. I have landed a few clients who give me regular work, including a massive orchestral soundtrack for a game that never ends up coming out (but later I do Cognitile for them). Iā€™m able to purchase some more equipment, upgrade my system for a first time, and actually take my wife out to dinner sometimes. Ā Some clients who could barely pay me for one song when they started their businesses are now ordering entire sets of sounds for games they have coming out each month.

 

Iā€™m still doing my Plan B programming and continuing to market myself for music stuff. I take serious time out of doing actual work to learn about proper mastering, mixing and things that Iā€™ve sort of been hacking my way through until now. Ā I wish I could have done this sooner. I strip most of my soundcloud in embarrassment at my previous efforts, even some I got paid for.

 

Month 10 of Freelance Life

 

Iā€™m insanely overwhelmed. I have 8 different LARGE game projects with tight deadlines on my work board. I realize for the first time that itā€™s almost impossible (for me anyways) to do music work the way I do programming work and other right-brained activities. You canā€™t force inspiration. I get headaches if I work more than 5 hours straight on music and especially sound effects. I also realize I need to raise my prices to make it worth my while. I take a small break in looking for new clients and do a little more programming just to clear my head. I decide I have to set limits on how much work I take on in the future.

 

Year 1

 

Iā€™ve found a good balance between my volunteer activities and doing music and some programming. The only writing I do is for this blog just for fun. Iā€™m now collaborating with other musicians and even farming out some jobs or parts of jobs (guitar, vocals, violin solos) to keep from getting overwhelmed. Iā€™ve been able to upgrade my systems some more and even take a vacation. I still feel like I have tons to learn so for the time being, Iā€™ve eased off on marketing and looking for new clients and have been focusing on improving my overall skills and listening to what other artists are doing out there.

 

In the next part of the series, weā€™ll go into details on some of the things discussed here, like how to make those essential first connections, what to do when the client is not happy, how to enjoy life and focus on the advantages of this lifestyle, how to avoid getting scammed (did I mention I got scammed!?) and more stuff.

 

Life as A Freelance Video Game Musician: Part 1: What It Takes

beatscribe007ySQURWe’re starting a little series on here that takes a look at what it’s like to be an indie video game composer, offering tips for the business side of things as well as insight into the process of designing music and sound for video games.

Years ago, the prospects for an indie game composer – especially one influenced by chiptune and classic gaming tunes – were slim. If you weren’t an uber-talented genius with the right connections, it was not a viable way to make a living. While it’s still not the easiest lifestyle, I can say it is possible. Read on to find out exactly what it takes and feel free to add any questions you have to the comments.

I have spent the last year and a half supporting my family on freelance endeavors in the gaming world. Right off the bat, I want to say that I don’t consider myself the top-of-the-line expert in the world or production and sound design. I have a background of playing in ska bands as a kid and just being nuts about game music since the NES came out. I’ve never worked on an AAA game, I don’t have an agent or a $50,000 home studio. That being said, however, thanks to the explosion in video game design and advances like the iOS market, I can make a decent living doing what I love.

This series will answer questions like, “what’s the bare minimum you need to get started?”, “how do you find clients?” and other things like that. Feel free to post in the comments any topics you have questions on. I plan to consult with other indie musicians for feedback as well.

Part I: What It Takes

Flexibility

If you’re thinking of having a go at making music for a living, there are some things you need to make sure you are aware of. First off, you probably will have to make types of music you don’t know or particularly like from time to time. For example, if all you do is dubstep or chiptune, you’re narrowing down the type of clients and the type of games you’re music applies to. Be prepared to emulate everything from classic orchestral tunes to hard-driving electronic and industrial music. You can’t be picky, this is how you make your living, you might be making nothing but little kids game music for months. You have to be able to make it your own and find some fun in the process if its not the music of your choice.

Continue reading Life as A Freelance Video Game Musician: Part 1: What It Takes