View Full Version : Tracking Down a Music Guy
Davaris
04-18-2004, 06:02 AM
There was an musician that used to do work for a very reasonable price. I used to have his web address but I lost it in a harddrive crash a couple of months ago. Anyway the only clue I can remember is he had a track on his site called 'Making a Bomb'. If this rings a bell with anyone let me know.
Thanks. :)
SorrowMan
04-18-2004, 06:10 AM
http://www.jsquaredproductions.com/ maybe?
Davaris
04-18-2004, 06:28 AM
Awesome! Thanks! :)
SorrowMan
04-18-2004, 06:34 AM
heh, it was pure good luck that I remembered that site. I was only few days ago browsing some composer sites and checked quickly from bookmarks I did from those :)
Davaris
04-18-2004, 06:44 AM
You saved me a lot of trouble. Thanks again! :)
BarrySlisk
04-18-2004, 08:28 AM
I'm curious.
Does anyone spend some REAL money on music or do you all use ultra lowbudget composers ?
Terin
04-18-2004, 02:07 PM
Our next game's music is being done by an industry pro (partially, the other part is someone else entirely).
Same guy that did the music for Sega's title Legacy (I think thats the title) amongst others.
I don't know what real money is though, you can get good songs for very little cash if you look in the right spots. If you mean does anyone overpay for their music, I would suggest talking to EA or a similar company :-P.
Joseph Lieberman
Davaris
04-18-2004, 03:41 PM
Heheheheheh... When my games start making REAL money, then I'll start spending REAL money making them.
Fenix Down
04-18-2004, 05:00 PM
Originally posted by Davaris
When my games start making REAL money, then I'll start spending REAL money making them.
Ever think that it could go the other way around too? :) Of course I'm not saying that paying lots of $$$ for music is going to make your game sell better, but certainly a game with good graphics will sell better than a game with bad/mediocre graphics. You need the graphics to convince people to give your game a try.
Davaris
04-18-2004, 05:16 PM
You need the graphics to convince people to give your game a try.
I don't know about that. There are many games with out dated graphics that are seliing very well. I have also seen several games that aren't selling and they have the best of everything.
I think game play (and marketing) is king in shareware. If it aint fun it won't sell.
BTW I have no trouble convincing people to try my game. ;)
mkovacic
04-18-2004, 10:36 PM
Originally posted by BarrySlisk
I'm curious.
Does anyone spend some REAL money on music or do you all use ultra lowbudget composers ?
While we're at it, I'm curious if anyone knows how much money is REAL money wrt music? Does anyone have a ballpark figure on how much the really good pros charge?
Coyote
04-19-2004, 08:26 AM
Does anyone spend some REAL money on music or do you all use ultra lowbudget composers ?
Depends on if I'm doing an ultra lowbudget game or not. I'm not going to spend $3000 on music for a game that I'm only investing <$500 in on other resources.
I am lucky enough to have a member of the family who is a musician and composer - though he hasn't done much professionally (he majored in music in college, but became a systems administrator to pay the bills - so music remains more of a hobby). I explained what kind of budget constraints I was working under, and he threw out some numbers based on royalty rates in other, related areas. We negotiated rights to the music, and worked out something very acceptable. I originally wanted to pay him a flat fee (<$100), but he wanted a portion of the profits instead. He's more optimistic than me... he'd probably have made more money with the flat fee :)
Since he's family, I'm HOPING that if the game does well enough to land him other contracts that pay more money, he'll still be willing to keep working for cheap for me :)