The question is often asked, "How do I get started writing music for video/computer games?" The quick answer is that I know of no two people who got started the same way.
Do you have computer chops?
With a few exceptions, they are required. That's because it's not a
simple matter of write music/record music/give music files to the game
company/collect pay. Most of the time you have to keep technical game
sound code requirements in mind. Sometimes you're part of figuring out
just what those requirements are through experimentation. And that code
is usually particular from company to company or even from game to game
within one company. Usually, your music has to be "game ready."
Write, write, write.
Yes, it's often difficult to write music without some particular
project in mind. But, luck in this business is 99% preparation. You
should write at least a song a week. It doesn't have to be something
you think is good. Think of some of the junk music you've heard that's
made it into the mainstream. Obviously it wasn't junk to some people
:-) Keep everything you write. It will come in handy. And hopefully,
your junk won't end up being the music that made you popular. This
happened to Ian Whitcomb who, at the end of a recording session decided
to record a novelty song he knew would never get released. That song,
"You Turn Me On" became #8 on the Billboard chart in July, 1965 and
earned Ian the title Father of Irish Rock.
Have a web presence. Even a simple website can advertise for you 24/7. YouTube has given many people free "web presence."
Go to the GDC (Game Developer's Conference).
Notice I didn't say "attend." You do not have to pay for the conference
to meet people. The conference can be very expensive to attend.
Besides, people are all over the place and conference proceedings are
not a particularly good time or place for introductions. You can hang
out in the public section of the location for the GDC and watch for
miracles. They happen every second. Another great place to hang out is
the local after/during hours hangouts. Keep your eyes and ears open for
an opportunity. You don't have to force an opportunity -- the best ones
will come to you without effort from you. Buy an early airline ticket
so you get a really cheap fare. Go with several people and share a
room, or scope out a weekly rental in the area. Include an inexpensive
rental car in your plans so you aren't spending all your time waiting
for transportation.
If you really want to
get on the show floor, look for people with Exhibitor passes. Get to
know some of them. If they represent a product that you really love,
let them know it. They have passes to give out so prospective customers
do not have to pay ~$200 just to get on the show floor.
Introduce yourself to anyone where the situation allows it. You never know where it will lead. Back in the mid 90's a guy introduced himself to me. He was graduating from Full Sail
in Orlando. He wondered if I needed help. I told him I didn't but would
take his info just in case. We kept in touch while he moved back home
and started working for a local software outlet. I did have an
opportunity that required extra help and called on him. He had the
computer chops I mentioned above and was able to provide "game ready"
music. A couple of years further down the line, I received a call from
a headhunter wanting to know if I wanted to work for a huge corporation
that was getting into game development. I said I didn't want to move to
the west coast, but I knew someone who would be perfect for the job and
might be willing to relocate. Long story short, he got the job. He
didn't get the job because he knew me or because I recommended him. He
got it because he was a perfect candidate for the job -- he knew about
luck being 99% preparation. The role I played was information sharer.
Had I never met him, I could not have passed this information on to him
and the headhunter.
Until it happens, you never know that someone you've introduced yourself to was your future information sharer.
Be happy for the success of others! I love it when someone else gets a great gig. The success of any one of us is a success for all of us.
Now that I have a gig, what is the expected turnaround time for delivering the music?
Any
time from yesterday up to a year from now. Some game developers wait
until the last minute. The larger game companies have projects planned
well into the future.
What information about the game will be provided to inspire me to write appropriate music?
In
the early days, I had jpeg's of the characters and some description of
how they would work in the game. Nowadays, you may have an alpha or
beta of the game where you can see the animations.
What about pay?
Traditionally and almost always you will be asked to sign a "work for
hire" agreement. It says that you never own the copyright to your work.
You can get paid many ways: salary, hourly, per minute of music, flat
rate, no pay at all so you'll get your name out there, etc. (I highly
recommend not doing something for nothing. Those who have done that
usually never get paid for anything even though they are worth it.)
Or
you can license the music for royalties. That's what I always did, and
it worked out for both the developer and me. Many of the developers I
worked with didn't have money to pay me anything up front. So I did the
work on spec, so to speak, with a royalty percentage if the project
ever made it to retail (shareware in the early days). It never hurts to
ask for this.
Get affiliated with BMI, ASCAP
or SESAC and register your works for 100% of the writer's share (if
you're the sole composer). This way, if the song ever makes it to
television or a movie, you'll receive royalty payments for its public
performance. It's a revenue stream that doesn't cost the game company a
penny. The public performance licensing fees are paid by the ones
licensing the song for public performance.
How did I get into this?
Starting
with the beginning of the MIDI standard, I had a day job, but stayed up
most nights learning how to use MIDI to create an orchestra/band. I did
backtracks, mostly for my brother who had a one man show. I'd
transcribe each recording, performing one instrument at a time. It was
great training for my ears. It taught me that perfection isn't required
for success in music. Many times I had to play "musically incorrect"
notes to accurately transcribe what was on a recording. I learned the
software inside and out. First, Texture and then Cakewalk (1.0 :-) I
didn't have any particular goal in mind with this except to learn and
have fun.
Preparation is 99% of being "lucky.".
One
Spring Saturday I was on Prodigy -- it had a Computer Music/Sound
"board." I'd been on there a while and had helped (and been helped by)
others. There was an open post from a Scott Miller with Apogee
Software. He said his company was marketing/distributing games, but
gave no other particulars except his game developers needed someone to
do music/sfx for computer games. Remember, there was no "Googling" back
then, so there was no way to check any of this out. I responded.
The next day, Scott called me. He said he liked my response out of the fifty or so he received.
Two
weeks before this, I had downloaded "Commander Keen." I thought it was
the best game I'd ever seen on any of then present day platforms. I
think it's still one of the best examples of a great game.
I
wasn't sure if Scott was just a "wanna be." I knew he was a lot more
than that when he mentioned that he was marketing and distributing
Commander Keen.
Scott "hired" me on the
spot. He wasn't to hear any of my music for several months. He said he
would have some developers contact me.
Several
months later, I received a call from John Romero with a new little
company called "id Software." We hit it off from the start.
This isn't the time or place for a book, so I'll just say "The rest is history."
What
equipment do you need? Only what is required to get the job done.
Particular brands? What you like to work with. Particular software?
What you're comfortable with.