Q & A: Breaking into the Video Game Music Business

Queustion:

Reader D’Argo Smith, music producer/musician/sound engineer writes:

Hello, my name is D’Argo Smith, music producer/musician/sound engineer

and i was reading a question pertaining to what you need to do to get in
the music business via gaming.

i was hoping that i could get some of that information on what different
music guilds to join in order to get my foot in there somewhere!!

keep in touch!!

D’Argo

http://myspace.com/liquidiq2

Answer:

Hi there D’Argo,

Thanks for writing. Just like all music business creative jobs, there is no one “good” way to get your foot in the door. This is especially true in the kind of music I do. In video games, rarely are folks hired as “in house” composers. They are usually contracted on a game-by-game basis. This is because our work, proportionally, takes FAR less time than that of the artists and programmers who can spend anywhere from 6 to 24 months making a respectable title!

I belong to no guilds or anything like that at this time. One I am considering joining is G.A.N.G., which from what I can tell is the ONLY specific guild of sorts for video game composers:

http://www.audiogang.org

However, I don’t expect that this would lead you to any gigs or anything directly, though it appears they have helpful forums and also have their own awards and contests.

There are two major ways to “get in”:

1) Approach independent game developers and offer to work for free (or next to nothing)

Not only does this get you some credits and, as you know, credits are equivalent to “credibility”, but it also helps you make some contacts with the next “big thing” who will likely remember you as their company grows. Be discerning with you you work with and their reputation will add to yours.

2) Start pounding on doors of the big companies with demo in hand

This is far more difficult and frustrating, especially without some solid credits to back your killer demo CD. However, you might get lucky and have someone snatch on to you and then you might be set! Just remember, this is the conventional approach and more than likely, producers/audio directors for these games have seen TONS of demos for the big games.

3) Apprentice for a “bit time” game composer

Some very successful composers have far too much work for them to get done themselves and often “outsource” some of the work for their project when facing tight deadlines. Working with such a composer can give you valuable experience, some decent cash and help you network. Perhaps next time that big time composer is approach with a not-so-big project that he/she doesn’t have time for, they’ll pass it on to you!

Hope this helps!

Cheers,
John


John Seguin
Composer/Sound Designer