Hi William! Looking forward to seeing what you come up with! I would be happy to boost your first video by doing a collab (sort of like a part 1 on your channel, and then the part 2 on my channel). What do you think?
It seems like the key takeaway is building an audience for your music - either on TH-cam, Spotify, etc - and developing a profile (and a portfolio at the same time) that attracts game developers to your work, rather than spending time cold emailing/contacting devs. Sorry if I'm just stating the obvious - just feels like this needs to be said not just to myself but a lot of composers starting out.
Yes!! All organic online business starts with building an audience. To clarify further: social media is for building an audience; email is for selling.
Hey Steven, to piggyback on his last question about learning middleware, I just wanted to ask a more blunt version of that. Would someone with absolutely zero interest in doing sound effects or implementation still be able to start and maintain a composing career starting in indie games? I am so into music that I really only see myself doing that. I know in this interview he said he was open to learning both, and although I respect sound design, I only want to compose.
You *absolutely* can make it without learning _anything_ about Middleware. In 17 years of game composition, I've never _once_ been asked to use Middleware (or thought it would help the situation). Middleware is most useful for modern / 3D / action / adventure games that want to change music layers and intensities regularly. This is a huge need for VR games too. In my world though as a 2D Adventure Game composer, I don't mess with the stuff. I hope that clarifies!
My problem is that i dont know how to fill my palette of sound, there are a lot of synth, effect and is like swiming in open sea, rn i only can make midi music and yes i need to learn about music production too, mixing and all that.
Set limits or goals on what you want to achieve in the song. For example, set a limit of only using two instruments. I find that setting the boundaries of a song beforehand assists in the creative process.
LeL traco I believe you’ll benefit from my course that teaches the basics of composition & production. This will help you get back to the fundamentals and move forward with some small, practical steps: www.stevenmelin.com/composition-production-basics
Thank you for taking the time to chat with me Steven! The TH-cam series idea is in development now, and hopefully I'll have something soon!
Heck yeah!!
Hi William! Looking forward to seeing what you come up with! I would be happy to boost your first video by doing a collab (sort of like a part 1 on your channel, and then the part 2 on my channel). What do you think?
@@MusicDesign I love this idea! I'll get in contact with you when I have something nearly ready to go :)
It seems like the key takeaway is building an audience for your music - either on TH-cam, Spotify, etc - and developing a profile (and a portfolio at the same time) that attracts game developers to your work, rather than spending time cold emailing/contacting devs.
Sorry if I'm just stating the obvious - just feels like this needs to be said not just to myself but a lot of composers starting out.
Yes!! All organic online business starts with building an audience. To clarify further: social media is for building an audience; email is for selling.
Hey Steven! I wanted to let you know that I have now launched the project I spoke to you about, with the first video having just been uploaded☺️
Woohoo!
Hey Steven, to piggyback on his last question about learning middleware, I just wanted to ask a more blunt version of that. Would someone with absolutely zero interest in doing sound effects or implementation still be able to start and maintain a composing career starting in indie games? I am so into music that I really only see myself doing that. I know in this interview he said he was open to learning both, and although I respect sound design, I only want to compose.
You *absolutely* can make it without learning _anything_ about Middleware. In 17 years of game composition, I've never _once_ been asked to use Middleware (or thought it would help the situation). Middleware is most useful for modern / 3D / action / adventure games that want to change music layers and intensities regularly. This is a huge need for VR games too. In my world though as a 2D Adventure Game composer, I don't mess with the stuff. I hope that clarifies!
Become A Game Composer That makes perfect sense! Thank you
My problem is that i dont know how to fill my palette of sound, there are a lot of synth, effect and is like swiming in open sea, rn i only can make midi music and yes i need to learn about music production too, mixing and all that.
Set limits or goals on what you want to achieve in the song. For example, set a limit of only using two instruments. I find that setting the boundaries of a song beforehand assists in the creative process.
LeL traco I believe you’ll benefit from my course that teaches the basics of composition & production. This will help you get back to the fundamentals and move forward with some small, practical steps: www.stevenmelin.com/composition-production-basics
@@MusicDesign Thanks man, i do that when i make beats (but beats are way "easy" than music for videogame)
@@StevenMelin Thanks Steven i'll buy it!