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April 2002
Music for Games
-- continuedWorking with agents
Like virtually every entertainment-related field,
music composers may also be represented by agents who are
responsible for finding the work and brokering the deal.
Perhaps the best known agent in the business today is
Bob Rice of Four Bars Intertainment (FBI) who has been
in the music/record business for 40 years.
"What I do is I play ‘cupid’ between game developers
and composers," Rice explains. "Developers will tell me
the style of music they want, their budget, and time
frame. I then match their needs to qualified composers
and have those composers submit audition CDs for the
developer to scrutinize. The composers I submit will
have credits for film, TV, and game projects they did
that had the same style of music that the developer is
looking for."
The same principles apply when Rice and the composers he
represents see projects they think they would be right
for. And once a composer is selected for a project, Rice
negotiates the terms and conditions, and then stays in
the loop to collect fees and handle any problems that
arise.
For those composers wanting to work with an agent,
Rice emphasizes the following, "it's understood that
composers should never call an agent first and
they should never hand deliver their package.
Composers should first mail their CD demo, a
credits sheet and a bio with a cover letter to agents,
and a week or two later call the agent."
Crossing genres
Perhaps more so in music than in any other
discipline, there is a considerable amount of crossover
by composers between film, games, and television.
Danny Pelfrey is a prime example of a composer
crossing genres. And successfully so. The Emmy-nominated
TV Composer (WB's Felicity) recently signed a
multi-game contract with Activision to score a number of
their upcoming games. He has already scored a Game of
the Year Nominee, Star Trek Voyager: Elite Force,
as well as the best-selling Star Trek game, Star Trek
Armada. He’s also currently the weekly composer for
both ABC's Spin City and the CBS show That's
Life.
Pelfrey describes his "accidental" entry into the
games business when "a fellow who was producing games
for Strategic Simulations Incorporated (SSI) became
aware of my work in other areas and asked me if I was
interested in doing music for games. While I had never
done it before, I thought I should give it a try.
Basically, I stumbled into the gaming business."
While he may have "stumbled" in, Pelfrey has not
counted on luck to stay in the business. "Getting your
music in games is, fundamentally, about relationships.
You need to align yourself with the creative team behind
the games. Attending E3 and GDC are good ways to meet
the right people."
In terms of how scoring for games differs from
scoring for other mediums, Pelfrey finds games very
similar to film. "A cinematic will play at the beginning
of a game, introducing the characters and story. The
music at this point sets the emotional mood. Depending
on the scene, the music will also create elation or
tension – this is identical to film.
The difference between the mediums, Pelfrey explains,
is during gameplay when the player can take a certain
action that takes a player in different directions.
"With this in mind, the music for that must be created
in a modular fashion which is then reassembled in real
time depending on what the player is doing."
For Project Manager Amanda Wyatt of
Soundelux DMG, crossing genres is a creative bonus.
"We work on film, television, commercials, and games. It
keeps us fresh. With the variety, we simply don’t get
stale or in a creative rut." DMG’s film and game credits
range from American Beauty to Quake II &
III.
When asked what they saw as the future, virtually
every composer cited increased use of live orchestras
and increased production values. "Having spent my life
in the music business, I am so happy to see that game
developers, game publishers and the entire industry has
recognized the enormous contribution that good music
makes to making games better," says Rice. "The savvy
management people in the game industry are hiring great
composers and providing larger budgets to produce
feature film score quality music. These increased
budgets have enabled game music composers to use 60, 80,
even 100 piece live orchestras that sound as great as
any music found in blockbuster feature films."
As a possible harbinger of things to come, the people
behind the Amuze/Sega developed title Headhunter
recently announced what has been described as one of the
most ambitious game soundtracks produced to date,
utilizing an orchestra and a recording studio often used
for feature film soundtracks. The forthcoming PS2 title
features music composed, arranged, orchestrated and
produced by composer
Richard Jacques and recorded at
Abbey Road Studios in London, England.
Jacques secured a budget for the 67-piece London Session
Orchestra performing the Headhunter soundtrack,
assembled especially for the project, and made up of
some of the finest session musicians in Europe. Each
member of the orchestra has either held a principal seat
in one of the major London orchestras, or has enjoyed a
successful soloist career on the concert platform. The
orchestra’s long list of credits include the film
soundtracks to The World Is Not Enough and The
Mummy.
Breaking a band on game soundtracks
In a report last year on the future of games,
Jupiter Media Metrix, new technology analysts, predicted
that the music industry could gain the most in the
near-term from steady growth in the connected console
market. According to the Jupiter analysts, dynamic or
user selectable music soundtracks will add replay value
and excitement to gameplay. Publishers can extend a
game's lifespan and gain cross-promotional partnerships
by having musicians release special singles and remixes
for use as game soundtracks. With the music industry
suffering from one of its worst years ever, and as the
industry becomes increasingly consolidated and
controlled by a select number of big players, musicians
are looking even more for other outlets for their music.
In June 2001, Midway Games announced that Island Gold
Recording act Saliva would re-record the popular song
"Theme From Peter Gunn," for the remake of SpyHunter.
Saliva, along with bands such as Seven Channels, is also
featured on the recently released soundtrack for the
Jonny Moseley Mad Trix game. With bands reportedly
making $10,000 to $20,000 when a song is included in a
videogame, the indie band labels have taken notice, if a
somewhat practical one.
"A couple of years ago we had a former artist’s track
on the Tony Hawk Pro Skater game," says Mike Naylor,
Vice President for independent label,
Pinch
Hit Records. "The game itself was a huge success and
our track fit the game content perfectly." While Naylor,
whose label had three bands showcased at SXSW, says the
fans of the band were excited and the artist/label got a
decent check for licensing the track, he believes the
ability for the game to generate retail album sales for
the artist is still questionable. "The games don’t
advertise the music that’s playing in the background," he
says. "They’d rather have the gamers spend their money
on another game instead, which, of course, is
understandable."
Andrew Lasky of Lasky Management, manager of the band
The
Pasties, sees gaming as a nice chance to promote a
band’s material, "but no one has really figured out how
to ‘break’ a band through gaming."
Naylor agrees that games are "a great opportunity for
artists and labels in the sense that it becomes a great
imaging tool. It’s nice press fodder. And the fans seem
to get extremely excited, if it’s a good game.
And, importantly, there’s a bit of money involved. Indie
labels usually don’t see a lot of that."
For developers wanting to license music for their
games, Jay Powell of Octagon Entertainment advises
leaving the music licensing to the publisher unless you
have an excellent contact source in the music
industry. "If you are planning to compose music, there
are several game musicians in the industry and an
in-house person will work as well," says Powell. "If you
want to license certain songs, I would approach the
publisher with ideas or examples of music you would like
to license. The bigger publishers will have a better
chance of getting these songs for your game."
G.A.N.G.
Those looking to get into the games music business,
as well as stay in it for that matter, may finally find
more support courtesy the recently launched
Game
Audio Network Guild (G.A.N.G.). The organization is
focused on the advancement of interactive audio and the
surrounding community. Established by leading audio
professionals in the video game industry, G.A.N.G. is a
non-profit organization established to raise awareness
of interactive audio by providing information,
instruction, resources, guidance and enlightenment not
only to its members, but to content providers and
listeners throughout the world. G.A.N.G.'s mission is to
empower its members by providing resources for
education, business, technical issues, community,
publicity and recognition.
One of the main focuses and goals of G.A.N.G. is to
encourage and promote excellence in interactive audio,
which in turn will advance the interactive industries by
helping produce more competitive and entertaining
products. G.A.N.G. also supports career development and
education for aspiring game audio professionals,
publishers, developers and students.
"G.A.N.G. isn't just about audio people. This is an
organization that will educate the gaming industry about
the importance of audio in interactive entertainment and
how to create a superior sound experience," says Tommy
Tallarico, President of Tommy Tallarico Studios, Inc.
and Founder/President of G.A.N.G. "It's time that game
audio is recognized and respected as more than just
'bleeps' and 'bloops.'"
Promoting recognition and contribution to audio
quality in the interactive industry, G.A.N.G. is also
establishing a variety of programs including annual
G.A.N.G. Awards, the G.A.N.G. Seal of Approval, and
various membership levels.
"By banding together and providing one voice, members
will be able to better articulate, discuss and confront
issues inside the interactive entertainment community,"
says Clint Bajakian, President of the Sound Department
and Vice-President of G.A.N.G.
Tools
In terms of key pieces of hardware and software any
aspiring game musician should have, composer Danny
Pelfrey recommends a computer with music sequencing
software and the right sound generating devices. "It is
important to produce the highest quality sound
possible," he says. "People have surround sound on their
computers, and listeners are becoming more discerning."
Citing the ever increasing demand for movie-like game
audio environments, Robert Cole of
Musicandsfx.com says his studio has ramped up their
game audio production services to include surround sound
mixing and encoding. " Stereo just isn’t cutting it
anymore" says Cole. "Most DVD movies have 5.1 audio, and
most hardcore gamers expect nothing less from the games
that they buy... so why not give it to them?"
For those composers looking to break into the
industry, Mikael Sandgren, composer for Soundelux DMG
suggests making sure you can work with a computer-based
MIDI and audio recording software which can also create
professional score layouts. The top three in this
category are Emagic's Logic, Steinberg's Cubase, and
MOTU's Digital Performer.
Mike Verrette of Wicked Noise notes that while
virtually any composer might have the ability to write
some music for a video game, to be a contender in the
market place you have to have a means of getting that
music recorded and implemented into a variety of file
formats that might be required by the developer. "If the
developer or publisher is not local, then you need to be
able to move that digital information from your studio
to theirs," says Verrette. "That might require a high
bandwidth internet connection, etc. These are all things
that are certainly achievable for someone working out of
a home studio, but they really need to be in place to
seriously compete in this market."
Wrap-up
So, what does it take to get your music into games?
You need to work hard, maybe even work for free, build
your reel, and start networking. Build a database and
then use it. And make sure you’ve got the right tools.
In short, for those wanting to break into the game
industry, Jamie Lendino advises immersing yourself in
your work, not just the audio but in networking,
promotion, and marketing. "None of it is magic," he
says. "Just be yourself, talk to a lot of people, check
out their websites, and let them know how interested you
are in their work. Heck, it's all about games, how cool
is that? If you find yourself having to fake it, you're
in the wrong industry."
Additional Resources
Retailers
Zzounds.com:
All of the software packages cited in this article,
including Logic (by Emagic), Digital Performer (by MOTU),
and CuBase (by Steinberg) are available through this
online retail site.
Associations
Audio Engineering Society
www.aes.org
Game Audio Network Guild (G.A.N.G.)
www.audiogang.org
International Computer Music Association
www.computermusic.org
International Game Developers Association (IGDA)
www.igda.org
Events
E3
www.e3expo.com
GDC
www.gdconf.com
International Computer Music Conference
www.icmc2002.org
Project Bar-B-Q (The
Fatman's annual interactive music conference)
www.projectbarbq.com
SXSW
www.sxsw.com
Agents
Bob Rice
FBI four bars intertainment
510 Railway Avenue # 335
Campbell, California 95008
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Bands
whose music we like
So, you're looking for a
song for your game's soundtrack and Trent Reznor isn't returning your calls.
Every year hundreds of bands descend upon Austin, Texas for SXSW showcases.
This year, as SXSW didn't conflict with GDC, and as Austin is just down the
road, we decided to check out the bands and pick a few of our favorites.
After the dust settled, the
following are the bands and the music we liked. Do they want their music in
games? You'll have to ask them. Most sites have downloadable songs, so
check them out.
Vegas DeMilo
The band's music is described as a mix of 80s New Wave and 21st Century
Electronica. The Cars meet The Clash. Music Connection magazine named them
one of the top 100 indie bands in the country. A special sports-remix of the
band’s song "Payback" has hit some sports arenas and stadiums.
Meg Lee Chin
Best known for her involvement with industrial supergroup Pigface,
London-based electronics whiz Meg Lee Chin mixes electronica, punk, hip-hop
and dub and has been praised by the Los Angeles Times for her "star
potential.,. her forceful, clear voice and an unaffectedly dynamic
presence", while the Chicago Tribune has noted that "her singing has enough
attitude to make Courtney Love envious." Meg's been on TV's "Queer as Folk"
and "Witchblade". While plotting our SXSW plan of attack at the Shady Grove,
our waiter advised "you gotta see Meg Lee Chin."
Pinwheel
Pinwheel recalls Everclear, The Replacements, Frank Black and Foo Fighters.
"Scratchy vocals and crunchy, distorted revved-up guitar that made bands
like Husker Du and the Replacements indie gods."-The OC Weekly
The Pasties
Their song, "The Wreck of You and Me," off
Platonica, was just awarded the Grand Prize in the Great American Song
Contest. The band describes their music as
"walking a line between the
sneering craftsmanship of Elvis Costello and the taut energy of Weezer." We
find no reason to disagree.
Chomsky
The music of this clearly beloved Dallas band is described as taking "the
raw energy of 1980s guitar new wave combined with a harmonic alchemy from
beyond the future." We don't write music reviews, but if we did we might say
something like that. Winners of the Album of the Year 2000 award, as well as
Best Rock/Pop Act in 2001 from The Dallas Observer. |