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Bodweiser

Member Since 08 May 2005
Offline Last Active Jan 18 2012 09:26 PM

Posts I've Made

In Topic: I'm Looking For Weapon Effects

15 September 2008 - 08:59 PM

Supersound was one and something similar to 'Squall'? I'm not entirely sure. Either one of those two. Try searching for them on the forum. There must be a post or two somewhere.

In Topic: Need Awesome Non-loop Music

17 February 2008 - 11:38 PM

No, but it is basically just a platform game where you play as toast.  I'm no genius when it comes to music composing but I do not think (correct me if I am wrong) the theme of the game greatly influences the music.  I just need whatever you feel is interesting and/or exciting.  I think those are good words to use to describe music, lol.

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You're wrong, the theme of the game influences the music to the EXTREME.

You won't have a children's tune in a cold-blood action splatter game and you won't have raw metal in a game for 5-year old children.

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yeah. i was going to respond to that earlier. haha. its funny how a developer could think that music doesnt affect the game.

man, i think you need to study the history of gaming. think of your favorite video games. you remember the music dont you? except now days because most video game music SUCKS.

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I'm not sure I'd say that. There's some pretty hot game music now a days, and I also think there was some pretty crap music back in the day - it's just that the better music is still around today. Still some good game music around today though! Also some utter balls I'll grant you. <_<

I would suggest being a little more descriptive about your game and perhaps upload a screenshot. Once people see what your game is like they'll be much more willing to compose.

In Topic: How Many Of You Would Be Willing To Pay For Music?

24 January 2008 - 08:23 PM

In the end, the profits go to the record company anyway, with a small percentage to the actual composer(s)/artist(s).


So your saying composers get even LESS than $2 of their songs? (contradictory to your point)

Well then surely you'll work for that amount too?

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Don't forget that published artists also sometimes gig, get sponsership, are placed in products, are used for advertising, get royalties everytime a CD is sold and so on and so on. Also, it may equate to less than $2 per song, but that's per CD. Imagine how many CDs are sold. A game composer will only sell the song once more often than not, unless he or she is compiling a royalty free (or royalty) library of music.

Again if you have a job you expect the minimum wage and you're paid monthly (or weekly). If you're a composer you have to survive off whatever you can make. $50 per minute may come to nothing more than $1000 per annum depending on how much work you do.

Also, when you start working on larger games you need a competitive price. Developers won't go for you if you're too cheap.

In Topic: How Many Of You Would Be Willing To Pay For Music?

20 January 2008 - 05:12 PM

This forum probably isn't the best place to search for paying commissions. If you believe in yourself enough and think you're able to pull off whatever style someone requires then $50 per minute of finished music is pretty cheap as far as independent games go. Don't forget the more you do the more you can up your price. I'd take a look around at other independent developer websites after you've set a price. You don't want to under-price yourself otherwise people won't take you seriously. Don't forget, it has to pay the bills!

In Topic: Game Music Composing Service

19 January 2008 - 03:54 PM

Woah, and I thought I was cheap... $6 per minute is certainly very low. ;) Mind, tempting. You can happily up that once you've got a few games under your belt. A nice way to get started is to take a look for games nearing completion on this forum, play the demo, see what it's like and them just PM the developer and ask if he needs music. Still, good music - as I said before. :)