3 Steps to Attract Developers as a Game Composer

แชร์
ฝัง
  • เผยแพร่เมื่อ 17 ก.ย. 2024

ความคิดเห็น • 39

  • @StevenMelin
    @StevenMelin  4 ปีที่แล้ว +2

    *QOTD: What Step are you on?*

    • @JeanDavidMoisan
      @JeanDavidMoisan 4 ปีที่แล้ว +8

      I'm a dev, so I'm here as a spy. :D Great video! I agree that I much prefer going towards artists than the other way around. I'll usually have an idea for a project, then I'll try finding the right people with the right vision. Going through what they put online and building a relationship from there.

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว +3

      Jean-David Moisan it’s great to hear from your perspective, thanks!

  • @Bertuosity
    @Bertuosity 4 ปีที่แล้ว +5

    I'm beginning Step 3! I've got my email list system set up, and I've steadily been gaining subscribers. My sub list is still small, but I've already managed to sell one music pack within just a couple weeks time. I have gotten in the habit of consistently providing value each week, now it's on to step 3!
    Thanks for these videos and all the guidance you provide Steven!

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว

      That’s awesome to hear!! Keep it up. Remember that only 1 in 40 usually buy when sold to, so having a large email list pays.

  • @chu3316
    @chu3316 4 ปีที่แล้ว +6

    I’m on step -1...making adjustments on my day job so I can be closer home and have more time working on music by saving an hour and a half driving to and from work 😂

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว +1

      Oof, driving is the worst.

  • @JoelBrandonMedia
    @JoelBrandonMedia 2 ปีที่แล้ว +2

    Invaluable as always!

  • @RyanAvx
    @RyanAvx 4 ปีที่แล้ว +4

    I'd love to hear you go more into this batch processing of content

  • @john-henri
    @john-henri 4 ปีที่แล้ว +2

    I am on Step 1 at the moment. I am looking at all of the possible sites that I can use. I have posted a few things on my channel, but I shall focus on making it available on other platforms. I am going to start streaming this year, having live composing sessions to practice as well as to engage with people. Thank You for your tips Steven. Have a good Day!

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว +1

      That’s awesome!! I highly encourage streaming.

  • @NeekoFreeman
    @NeekoFreeman 4 ปีที่แล้ว +2

    I have so much trouble with the business side of things. This video was very helpful. I believe I am on step 1. I am trying to truly narrow down my interest and focus. I tend to want to do 50 things but I don't think that is feasible at the moment because it kills my consistency and in turn my quality. I've been thinking a lot about the book ”The four-hour workweek”. It's something I've read but never truly implemented in my career. But that will change.
    Anyway, I'm going off-topic here.
    Really great video and tips. I will definitely go through those steps!

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว

      It’s great to have 50 passions & possible directions. Pick ONE and start it today. Once that system is built, move on to the next!

  • @DOComposer
    @DOComposer 4 ปีที่แล้ว +2

    Such a wonderful video with a bunch of great nuggets of becoming a valuable game composer in the games industry we all love. Thanks so much Steven. :)

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว +1

      I hope you go use it!

  • @dafingaz
    @dafingaz 4 ปีที่แล้ว +4

    Great insight. One quick question regarding the baseline rate: As you increase by 30%, what is the max? Hundreds of thousands? Millions? What happens when you reach that max? How do you feel like you are getting more (or do you need more) once you hit the max? I’m at step 1. LOL. Looking to apply your mentality to other sides of music. 😳

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว +4

      Increase until the market rejects - I suggest receiving 5 No’s before returning back to a previous rate.

    • @dafingaz
      @dafingaz 4 ปีที่แล้ว +1

      @@StevenMelin Forgot about that part. LOL. Thanks!

  • @tristanmichael2051
    @tristanmichael2051 4 ปีที่แล้ว +2

    Hi Steven, Tristan from Edinburgh Scotland here (Chatted on your live the other week) and love your efforts! Im now 48, and now able to start committing 100% full time to composing. I need to choose I think an area to specialise in. So I can give it 110%. Being capable to produce decent level Games/TV//Sync Music , I just don't know what area to focus on. Of course after following yours and others great advice, I just want to choose one and go for it! But which ???

    • @beattherapydotcom
      @beattherapydotcom 4 ปีที่แล้ว +1

      This is a seductive pitch & I admire the hustle, though not sure how well this marketing 101 stuff aligns with the real world. "Support your family doing game music" sounds to me very unrealistic.
      "Why not be a pop star, supermodel or pro hacky-sack player today?!" 🤔
      I'll have to work on my email list and get back to you... 😅💙👍

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว

      Focus for 6 months on the ONE you enjoy the most / can expect a reasonable return on your investment :) Build products / passive income / systems to help bring in more work.

    • @StevenMelin
      @StevenMelin  4 ปีที่แล้ว

      You don’t think it’s possible to support your family as a game composer?

    • @tristanmichael2051
      @tristanmichael2051 4 ปีที่แล้ว +1

      Thanks Steven. I absolutely think if we all follow guidelines that are tried and tested then yes we can produce income from writing game music. I do appreciate your genuine efforts to help fellow dads out there try and make what we love (writing music), pay the bills!

  • @chandlerday7772
    @chandlerday7772 2 ปีที่แล้ว +2

    I’m on step 0.5, building my portfolio up. I’ve had an issue with finishing songs so I’m going through my library and trying to finish 3-5 songs a week minimum while finishing at least one new song start to finish per week. From there I’m figuring out how to distribute my free music. I have some ideas.

  • @LorenzoVDH1996
    @LorenzoVDH1996 3 ปีที่แล้ว +2

    The timing couldn't be better on this one.

  • @joshkasen
    @joshkasen 2 ปีที่แล้ว +2

    Question: I’m currently beginning to dabble in freelance websites like Soundbetter and Fiver where I’m seeing people sell their music services for $100/min. I’m assuming that simply starting at $500/min would put me at a severe disadvantage within this space. Is the rate typically so much lower simply due to the competitive nature of freelance websites? These are even people that have many projects already under their belt with verified reviews, yet they still don’t seem to be anywhere near $500/min, let alone $1,500 per minute. Thoughts?

  • @DjorMil.CineMusic
    @DjorMil.CineMusic 2 ปีที่แล้ว +2

    What are the best way to give away music for free for an email? Any platform/web where we use this signup form? This is an interesting and concrete advice. I have my channel which is fairly fresh, but i have everything registered via Distrokid and CID, just to protect my rights..do you think this ok to have?

    • @StevenMelin
      @StevenMelin  2 ปีที่แล้ว

      The absolute best way to give music for “free” is to custom score a gameplay clip and gift it to the developer as a sign of your skill & dedication to working with them :) The second best is an email list where you regularly share new content (could be music tracks) that’s helpful for game devs!

  • @Midrule
    @Midrule ปีที่แล้ว +2

    Yeah as cool as it would be to charge at least $500 per minute, you're going to be at a severe disadvantage if you do things such as freelancing. Most people undersell so much that even though they aren't making a sustanable amount no one is going to choose the $500 one over the $100 one

    • @StevenMelin
      @StevenMelin  ปีที่แล้ว +1

      You can build a business as Quality or Quantity - you can’t have both! I choose Quality because it requires less of my time, is far less stressful, & ultimately has a greater impact due to more intentionality. But it doesn’t make this path better. It’s simply the one I’ve chosen, so it’s critical that I charge high for quality.

    • @Midrule
      @Midrule ปีที่แล้ว +1

      @@StevenMelin of course. That’s what I go for too, the main issue is that people will stay underpay a ton, for quality work. I agree with charging a lot higher but it’s more for the customer, if they see you and the underseller. They would probably much rather have a smaller lesser quality that’s much cheaper. It’s more of when you don’t have your own website or customers this can be a big challenge to overcome

    • @StevenMelin
      @StevenMelin  ปีที่แล้ว +1

      Try targeting those seeking quality and they’ll always pay for it

  • @ReOSTmusic
    @ReOSTmusic 9 หลายเดือนก่อน +1

    So how much music should I have before I can start this email list (like, a minimum that I can add on to as time goes on)? I'm on step 1, where I'm building up a catalogue of video game arrangements for free on TH-cam.

    • @StevenMelin
      @StevenMelin  9 หลายเดือนก่อน +1

      You can start with one free track :)

  • @austinlacy4413
    @austinlacy4413 3 ปีที่แล้ว +2

    Nice video, but I'm confused about how you're supposed to provide valuable content to video game developers? I mean, this channel for example you're giving value to game composers, but game developers wouldn't be interested in that content cuz it's not relevant to them. Do you mind giving a practical example or two about what kind of content your actual target client would want to consume (in this scenario)? And also are you doing a separate YT channel for your target client vs. this channel? Thanks in advance

    • @StevenMelin
      @StevenMelin  3 ปีที่แล้ว +1

      I’ve found in the last year that free game music packs are a great way to offer value to game devs and get them into my world (using my music, contacting me for custom music, etc). Offering this free music pack on my site and in social media conversations (public & personal DM’s) have been a great way to connecting with more game devs. Simply linking to the free music pack from a SoundCloud track or TH-cam vid music track have been far less successful. I did have a second YT channel just for these tracks, but that never got far. Gotta keep experimenting! I’m currently testing to see if a free pack on Itch.io & GameDev Market help bring more leads too.

  • @wolfnight_musicscoring1990
    @wolfnight_musicscoring1990 2 ปีที่แล้ว

    Hi,what do you mean byprovide value over time?what kind of value? thanks

  • @BloodSavedMe
    @BloodSavedMe 3 ปีที่แล้ว +1

    So per minute is per minute of music? Correct?

    • @StevenMelin
      @StevenMelin  3 ปีที่แล้ว +2

      That’s right! Check out the full course here: www.udemy.com/course/video-game-music-the-complete-composers-guide/?referralCode=4F9F6710AC8A61755504