April 2002

Music for Games

"Good music in a game can augment every sense the game developer wants the game player to feel. Good music can make the game player feel threatened and afraid, powerful and invincible, like a total loser and like a world champion. Good music will also ‘play’ in the mind of game players even when they’re not playing the game."

Or so says Four Bars Intertainment’s Bob Rice, an agent and manager for composers. "Good music can’t make a bad game good," Rice continues, "but it can make good games better."

Certainly, music for games is garnering attention outside the industry more than ever. Game soundtracks are now eligible for Grammies, and Rolling Stone is reportedly introducing its first gaming awards with categories said to include Best Game Soundtrack/Music for both PC and console divisions.

Video-game music remixes have also entered the lofty ranks of Net subculture as recently explored in the Salon article, Hot salsa Tetris by Katharine Mieszkowski. Remixers take game music and reorganize it for their own purposes and upload to sites like www.Vgmix.com. As reported in the article, remixers tend to be young guys, in their teens or early 20s, lifelong gamers who "grew up with this stuff" and credit much of their exposure to music from these video games.

The article also discusses the popularity of game soundtracks in Japan where they hit the pop charts, just like blockbuster movie soundtracks, and where game composers like Final Fantasy's Uematsu and the Legend of Zelda’s Koji Kondo have devoted fan followings.

With all the buzz about music and games, you would think information on how to get into this area of the industry would be common knowledge, but if the emails GIGnews receives on a regular basis are any indication, breaking your music into games remains something of a mystery. Easily the most common question we receive is "how do I get my music in games?" The questions come from students, composers in other disciplines, and frustrated band managers. With the South by Southwest (SXSW) music conference and the Game Developers Conference (GDC) conveniently back to back this year, we set out to learn about music and games.

Networking and working for free
"As a kid I loved playing video games but, perhaps more importantly, I loved the sound and music," says Jamie Lendino, principal composer for Soundforgames.com. "Even the ‘bleeps’ and silly songs from the early 80s had such a unique quality, right on through to the full orchestral and electronic scores we hear today."

When it became clear to Lendino that he wanted to write music and make sound effects for games as a living, he began attending conferences such as GDC and the International Music Conference just to start meeting people. He attended electronic music concerts and "lots" of classes at these conferences.

David Lipes of the Montreal-based Wave Generation echoes the importance of getting out there and meeting people. "The key is increased visibility through networking," says Lipes. "We have sponsored and participated in many IGDA events here in Montreal. The Montreal chapter is thriving and has helped us meet many people in the industry." Lipes also credits Wave Generation’s involvement with Alliance NumeriQC, a coalition of multimedia companies that meet at a variety of networking events, as a great source of contacts.

"As I said before," Lipes emphasizes, "visibility through networking is the key.

When Sean Kolton, President of Clockwork Productions, decided to become involved in the industry, he researched the subject and compiled a database of companies. From there he began contacting and sending out demo CDs.

Marc Mencher, frequent contributor of career articles and author of the upcoming book, Career Management for Game Programmers and Artists, has long advocated the use of a database for compiling company names and contacts. "Searching and networking are really about getting yourself noticed," says Mencher. "You must do this in an organized and formal process so that you maintain control. Purchase a simple database program like GoldMine or Act!. These products allow you to pull together both contact information and the use of that information."

Using the information in his database, Kolton then approaches both publishers and developer via email to find out who in the company is responsible for soliciting music. "Once I make the contact," he says, "the sales pitch begins, as I convince them why they should hire me."

"It is much more difficult for an independent composer or band to break into the gaming industry," says Mike Verrette, composer and sound designer for Wicked Noise. "Just like the music business, a lot of it is based on who you know. The first question you will get asked is ‘What games have you worked on.’ My advice for those looking to break into the industry is to make contacts and get involved. Find groups that are doing MODs for a game – usually volunteer projects – and offer to write some music for the game. Build up a reel in that genre."

Kolton agrees, "Hard work and perseverance are key. It’s good to do some free jobs to gain contacts and get hands on experience."

Who is the decision-maker? The Developer? The Publisher? Time?
In the beginning, Lendino found it easier to approach developers who were often friendly and excited about their game, and developers were also easier to find via newsgroups and websites. He soon learned, however, that the publishers are the ones with the power to make decisions. Lendino recounts working "very hard" on the score and sound effects for a game over a period of several months. The head developer had asked him to use MIDI for the score as the game was to be distributed as shareware and he wanted to minimize download times. Lendino delivered his music in MIDI, only to learn that the publisher who had been secured for the project didn’t like MIDI and thought the game would be better off without the MIDI soundtrack. "The final version of the game would have had no music!" exclaims Lendino. Luckily, in the end, he says, a new publisher was secured and "the music was saved." And the moral of the story? "It is easier to approach and begin working with developers, but be sure to stay in constant communication with the publisher and make sure that they are happy. The person with the distribution and marketing muscle makes many of the final decisions."

Ultimately, your ability to get on a project may come down to timing. "There are plenty of developers and publishers out there," says Verrette, "but once they get active on a project and have established their audio team, they are not going to be looking for additional audio services until their next project. This could be anywhere from eight months to a year. Timing is really a key factor. You need to stay in tune with which publishers and developers are ramping up to produce a new title, and then try and get your foot in the door."

Staying in tune means keeping current on game development news. Information on what publishers and developers are up to can be found on a variety of sites including GIGnews.com, Gamedev.net, Gamasutra.com, and many others. Read the press releases and drop in on newsgroups such as comp.games.development.industry and comp.games.development.audio.

A site devoted specifically to music for games, and named conveniently enough, Music4Games.net, also features a directory "developed to become a who’s who of the game music sector."

Continued >>>

Books
The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers by Aaron Marks:
Published just last year, this book is one of the very few sources of information for breaking into the industry. Actually, it may be the only book on the market that teaches musicians, composers, sound designers and game developers the technical and business skills needed to succeed in the computer and video game industry. The comprehensive guide details everything from purchasing the right equipment, using the correct file formats and developing audio for specific game platforms to making demo reels, negotiating business contracts and marketing. The companion CD-ROM features audio examples and demos of useful sound editing, sound effects plug-ins and sequencing programs.

Making Music With Emagic Logic Audio by Stephen Bennett
This book introduces all the features of Emagic Logic Audio, but never loses sight of your objective - using the program to make great music. Emagic Logic Audio is considered to be a 'complicated' program, but, by taking a step by step 'logical' approach, the book makes it easy to use the program's features to the fullest.

Sound Studio Construction on a Budget by F. Alton Everest

Project Studios: A More Professional Approach by Philip Newell

This Business of Music: The Definitive Guide to the Music Industry by M. William Krasilovsky, Sidney Shemel, John Gross (Contributor)

 

 

GIGnews is a publication of GIGnews.com, Inc.
"Get In the Game" is a registered trademark used with permission.

© 1
999- 2005 GIGnews.com, Inc.
Legal