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New to Game Composing, Where do I start?

Started by cameric Sep 10 at 6:38 PM 2 replies 300+ views
Original Post
cameric
cameric

I've been producing for a little over 2 years now and 90% of the feedback I've got has been "You should make video game music." I've thought this idea over for a few weeks and I decided that's what I want to do. Where do I even start? Are there websites like this one that give people good outreach to game developers to secure a position? Is it a stable salary or would it be commission based? Is it even a good job to get into? Am I ready for something like that based off of my music? Etc, etc.

Accepted Answer

Unfortunately the news isn't good.

Games with a significant budget already know people, many people, who are skilled composers experienced in the industry. When a game studio is contracting it out they have contacts and people they've used on past projects who gave good results in the music styles they're looking for. Your competition isn't a bunch of other unknowns, the competition is people who already have a good working relationship with the studios.

As a studio position it's a rare job. While large games may have hundreds of workers in engineering, art, animation, QA, design, production, and other roles, they don't often have much need for composers. Full-time sound designers who are great composers can work across multiple projects. Often the rate is about 200:1 or even as much as 500:1. Even then a lot of the work is more broad sound design rather than just composition.

Those without a significant budget tend to use whatever they can find online, and more recently turning to AI compositions.

There is certainly work to be found, and there are projects looking for skilled composers, but it's an extremely rare position. You'll want to build a strong portfolio and aggressively network within the groups you know. You'll also want to pick up related work in other entertainment industry music. You'll want to study and learn the middleware, most commonly WWise and FMod, if you're dealing with interactive audio events rather than pure composition recordings that can get streamed.

And all that is on top of the skills work, often a decade or more of music study, to be proficient at the job at a professional level.


Tom Sloper
Tom Sloper

frob wrote:

Your competition isn't a bunch of other unknowns, the competition is people who already have a good working relationship with the studios.

This.

-- Tom Sloper    --      sloperama.com
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