At 12/2/14 11:16 PM, stunkel wrote:
Many people have said that connections are just as or more important than the art itself. Do you agree or disagree and what is your personal experience regarding that?
Boring answer would be "they are both equally important," and that's true. If I was forced to pick a side though, the art definitely holds more value. I'd say 65/45.
You need to show your content to all kinds of people. But at some point there's a limit. For all of the content I produce, I create an appropriately sized marketing plan to reach out to audiences. Knowing when it's time to stop selling "old news," is key. In the internet age, artists can become forgotten or irrelevant very fast. I believe that by making new content constantly, you kill both birds with one stone.
That being said, I wouldn't have gotten my job at Harmonix if I didn't network at my local city's game developer meetups.
Most of us are at a place where people are asking for free work from musicians, most of the time because they don't have the money. Do you have any thoughts on this and do you have any ideas of what to do when a developer can't afford to pay?
Every veteran composer has been there. I heard a cute strategy once, called the Three E's. "Experience, Exposure, Expenses. If you believe the gig will be helpful toward -two- out of the three, it's potentially worth it."
I think there's a lot of truth in this. One of the best gigs I ever worked on professionally was a non-commercial fangame called "Sonic the Hedgehog: After the Sequel." Everyone on the project worked on this massive game for free, including the developers. Knowing that they we were all trying to gain experience and exposure, it was worth it to collaborate and contribute to something that eventually became an incredible portfolio asset.
As hard as it may be, you need to know your limits when you approach a developer or they come to you. If you can't say "No" in a negotiation, they're going to take advantage of you, and you're going to regret it.
I would recommend negotiating for an appropriate size of the game's sales total revenue (between 5% to 10%). This was how the game developer of "Aces Wild," agreed to compensate my work.
Also, in regards to sound design, how important would you say implementation is for gaming? I am well-versed in sound design but as for anything programming related I am definitely behind.
Thanks again!
Developers love it when you can be completely self sufficient. Learning up on audio middleware such as FMod and Wwise are your best bets to get into audio implementation. Going beyond with specifc scripting such as C# is even better. Unity is a great sandbox for learning and experimenting with basic implementation. 99% of all audio is implemented pretty straight forward - it's definitely not as bad as one might consider.