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A Finished Minute of Music: Things Indie Devs Need to Know Before Commissioning Music for Their Game
Does your Indie Game need Music? Have you decided that you'd like to hire a Composer for a custom score? There are a few things you should know about the process beforehand, so you can accurately budget for your game's music.
You’ve invested a lot of time and money into creating your game, contracting Artists to beautifully realize your world and perhaps even collaborating with a few Programmers to make it all run smoothly (if you’re not already doing all of this yourself). Now it’s come time to enhance the emotion of your game and really bring the “character” of it to life, so you ask yourself a few questions…
Q: Do I want to save as much money as possible and purchase non-exclusive loops from music libraries?
A: Let’s say for the sake of this hypothetical game that you decide, No, you’d rather have a custom score that is unique to your project.
Q: Do I want to hire my buddy’s band to score my game?
A: No, you’ve already paid professionals in other disciplines for their expertise and decide that the music for your game should be created by a Composer with experience in creating music for games.
So you scour the depths of the internet, get in touch with friends/colleagues, and finally compile a shortlist of potential Composers you’d like to work with. This is the first time you’ve worked with a professional game Composer though, so you’re a little baffled about the process. I wrote an article on this situation called “How to Hire an Audio Contractor for Your Game,” so please feel free to read through it if the previous sentence rings true for you. However, the most pressing thing on your mind at the moment as an Indie Developer (besides the obvious desire for a great musical score) is… how much will this cost?
Perhaps you have investors to help with the funding of your game, but a lot of indie games are self funded by the developer(s). As we know, an indie developer could range from a single woman working in her home studio to a team of 20+ people in a comfortable office. So it’s very important to be aware of everything that goes into a finished minute of music, as that’ll immensely help you create (and stay within) an accurate budget.
In an effort to help you acquire a phenomenal score for your game while staying within your budget, I will provide and explain in detail three of the most common “options” I’ve used when working with indie developers.
Option #1 – In the Box
The first and usually most inexpensive option is what I like to refer to as a score that’s all “In the Box.” This means that the musical score is usually created with samples and electronic sounds all emanating from a computer, so there won’t be any live musicians whatsoever. A professional Composer should have a solid library of samples to work with, so the quality of the music “shouldn’t” be problematic, even though live musicians will always make the score sound better.
Even though this may be the most “simple” and inexpensive option, there is no single button you press to spit out a finished minute of music. Beyond the obvious step of writing the music, there are other roles and/or professionals necessary to bring that music to a finished state that can then be implemented in your game. I’ll list a few questions and potential situations below that will help you determine what other roles/professionals may be needed for the creation of your game’s music.
1. Will the music for your game be instrumental?
If not, then a Lyricist may be necessary. Not all Composers are master Lyricists, so an additional professional may need to be hired. Furthermore, if your game’s music needs lyrics then you’ll need a vocalist to sing them, so option #2 or 3 may be best for your game’s music needs.
2. Is your Composer also a Mixing/Mastering Engineer?
If so, then his/her rates are probably (and justifiably) a little higher than some of the other bids you’ve received. If not, then it will be necessary to hire a professional Engineer to mix and master the music for your game.
**Composers will take care of hiring all the additional professionals, the expense of which will be passed on to you. For me personally, after talking with all of my “go to” people, I’ll submit a quote to the developer for approval before moving ahead with any of these additional costs. That way the developer knows exactly what it will cost them before it’s done.
**If you’d like to find out more about what a Mixing & Mastering engineer does, then I recommend checking out this quick interview with the highly experienced engineer, Les Brockmann. HERE.
Option #2 – Frosting on the Cake
The next level up is actually a pretty large step forward in quality and the amount of work necessary, but tends to make for a more evocative score. For me, “Frosting on the Cake” refers to a score that’s mostly done “In the Box,” but a few live musicians (or vocalists) are brought into the studio to add a little extra emotion to the music. This is usually done for either the most important pieces of music in the game (Main Title, Big Boss Battle, Cinematic, etc.), the most important instruments in the score, or both.