Here are some of my income streams that other composers might want to consider: • Game Music Composition and Engineering (Only about 1/4 of my income) • Piano Instruction • Music Packs across Unity, Unreal, GameDev, and Scirra marketplaces • "Music Design" TH-cam channel • Music Streaming on Spotify, Apple Music, etc... Creating music packs are no joke in terms of accruing revenue. One advice I'd give to composers starting out is to pick a specific niche or genre to write the music pack for. Once you have a number of music packs within that genre, combine them all in one, massive music pack and sell that. Just the one compilation of my RPG Music Pack alone accounts for over 1/2 of my revenue.
Do you have any tips or advice on selling music on the Unity/Unreal asset stores? When you do that, is your music exclusive or are you allowed to sell on multiple sites?
@@AugustBurnsSam It's all non-exclusive. Some other tips I can add is for each track, include ONE fade-out, then ONE looped version, then 2-3 LOOPED variations. The variations should be very simple, like removing the melody line or a drums-only or swapping the piano for a harp. Always think in terms of what the game developer would find useful. Most of the time, they want background music that meshes well with the rest of the game and doesn't stick out too much. This means do not create incredibly complex pieces, but stick with atmospheric tunes. Lastly, make sure your social proofings are clear and prominent. Have a great thumbnail image, list exactly how many tracks you offer and their mood/genre. Include reviews if you have any.
@@AugustBurnsSam Great question! I don't think there is any exclusivity requirements on either platform, but this is a great subject to explore more. Perhaps I will do a video on it! Here are a few tips I've picked up: 1. Look at the best-selling music packs on each store. This is a clear indicator of the demand and what kind/genre of music is most needed. 2. Study the copy and graphics that the top-selling packs use and reference those as templates. Clearly, if they're topping the charts they're doing something right. 3. Make sure to have multiple variants of your track to give developers plenty of variety in their implementation. For example, you might have a short, medium, and long version of a track, a looping version, a stinger, one with and without the melody, etc. This is pretty easily done through batching rendering with Reaper, or probably any other modern DAW. Good luck, hope this helps!
Great video! I think sometimes desperation can kick in and one can be discouraged when it doesn’t all work out at once... getting to pursue your passions oftentimes looks like putting together a puzzle of different pieces.
This video sheds light on one of the most under discussed an important topics for anyone who wants to go into music in general, especially composition and especially view games. I knew I wanted to compose music for video games by the age of nine, and I ended up majoring in music education, but shortly after went into teaching Tennis full-time, and shortly after that got into finance. Now I’m doing well financially, and in my spare time I come back to music theory, analyzing my favorite video game compositions, and watching TH-cam videos like yours. I really think you’re doing a service to the musicians and the composers out there trying to make it, and I wish your videos had more views. Great work Matt.
Thanks man, I appreciate your encouraging comments! I took a convoluted career journey as well. I now do music full-time at my church, run a marketing agency on the side, and enjoy VGM and composition as a passion project
Hey man it would be interesting to hear about your career journey. I'm about to start working a full time job but keep working on this stuff on the side.
Thnx from another composer. Take my like. Right now I'm working on the music album, its almost done and my plan is releasing this on all platforms but also put this music into the music packs for game devs. Also, I've try to reach audiojungle. Just started.
You didn't even mention the casino game industry, which is flourishing in the US and around the globe, where most sound designers are full time salaried employees.
Good points but why focus on one thing? I am a self employed performing musician, a guitar/mando/ banjo/ukulele teacher, have my own recording studio, and besides writing music for my bands ... I write commissioned music as well.
That's the way to go, my dude! That's why I said diversified income portfolio - it's super rare that folks make a living exclusively on custom music gigs.
I think your math is wrong. Game composer go pass 150k and freelance composer makes so little like 20-30k. Where you got your numbers from? You didn't explain how? Your video makes no sense.
Here are some of my income streams that other composers might want to consider:
• Game Music Composition and Engineering (Only about 1/4 of my income)
• Piano Instruction
• Music Packs across Unity, Unreal, GameDev, and Scirra marketplaces
• "Music Design" TH-cam channel
• Music Streaming on Spotify, Apple Music, etc...
Creating music packs are no joke in terms of accruing revenue. One advice I'd give to composers starting out is to pick a specific niche or genre to write the music pack for. Once you have a number of music packs within that genre, combine them all in one, massive music pack and sell that.
Just the one compilation of my RPG Music Pack alone accounts for over 1/2 of my revenue.
AWESOME advice here, bro! Glad to hear you've got those income streams going!
Do you have any tips or advice on selling music on the Unity/Unreal asset stores? When you do that, is your music exclusive or are you allowed to sell on multiple sites?
@@AugustBurnsSam It's all non-exclusive. Some other tips I can add is for each track, include ONE fade-out, then ONE looped version, then 2-3 LOOPED variations. The variations should be very simple, like removing the melody line or a drums-only or swapping the piano for a harp.
Always think in terms of what the game developer would find useful. Most of the time, they want background music that meshes well with the rest of the game and doesn't stick out too much. This means do not create incredibly complex pieces, but stick with atmospheric tunes.
Lastly, make sure your social proofings are clear and prominent. Have a great thumbnail image, list exactly how many tracks you offer and their mood/genre. Include reviews if you have any.
@@AugustBurnsSam Great question! I don't think there is any exclusivity requirements on either platform, but this is a great subject to explore more. Perhaps I will do a video on it!
Here are a few tips I've picked up:
1. Look at the best-selling music packs on each store. This is a clear indicator of the demand and what kind/genre of music is most needed.
2. Study the copy and graphics that the top-selling packs use and reference those as templates. Clearly, if they're topping the charts they're doing something right.
3. Make sure to have multiple variants of your track to give developers plenty of variety in their implementation. For example, you might have a short, medium, and long version of a track, a looping version, a stinger, one with and without the melody, etc. This is pretty easily done through batching rendering with Reaper, or probably any other modern DAW.
Good luck, hope this helps!
Dang it, I didn't get any notifications for your replies. Thanks so much for taking the time to help me out! I really appreciate it.
Composing music and making audio for games was my childhood dream and I am so happy to have a career doing it!
That's awesome! Could you share how you ending up making it into this career because it is also something I'm very passionate about.
I appreciate the median average income research you did and shared as well as the tangible tips to get started!
Glad it was helpful!
Great video! I think sometimes desperation can kick in and one can be discouraged when it doesn’t all work out at once... getting to pursue your passions oftentimes looks like putting together a puzzle of different pieces.
So true dawg
Thank you for the music pack tip, it's so smart!
Share how you've made money as a game composer in the comments!
This video sheds light on one of the most under discussed an important topics for anyone who wants to go into music in general, especially composition and especially view games. I knew I wanted to compose music for video games by the age of nine, and I ended up majoring in music education, but shortly after went into teaching Tennis full-time, and shortly after that got into finance. Now I’m doing well financially, and in my spare time I come back to music theory, analyzing my favorite video game compositions, and watching TH-cam videos like yours. I really think you’re doing a service to the musicians and the composers out there trying to make it, and I wish your videos had more views. Great work Matt.
Thanks man, I appreciate your encouraging comments! I took a convoluted career journey as well. I now do music full-time at my church, run a marketing agency on the side, and enjoy VGM and composition as a passion project
@@composercode That’s awesome
@@composercode wow praise the Lord! What exactly do you do a church? Compose all the music?
I was alienated a little bit by goofy thumbnail, but then was surprised with reasonable work with data and clear thoughts. Instantly subscribed
Hey man it would be interesting to hear about your career journey. I'm about to start working a full time job but keep working on this stuff on the side.
Great idea for a future video!
@@composercode nice, would be great to know how you balanced both
Thnx from another composer. Take my like. Right now I'm working on the music album, its almost done and my plan is releasing this on all platforms but also put this music into the music packs for game devs. Also, I've try to reach audiojungle. Just started.
Awesome vid! Question: On the sites list on 6:17, any reason you didn’t name Songtradr?
Earned a subscriber, my friend. Really enjoy this type of content. Thanks!
Thanks Jacob, I really appreciate that!
great video!
Thanks!
Im trying to get into the indie video game music scene. Im a producer and would love to connect with fellow video game music producers!
You didn't even mention the casino game industry, which is flourishing in the US and around the globe, where most sound designers are full time salaried employees.
That's awesome! I'd actually love to learn more about that industry.
Nope. Simply impossible to make a living as a game composer.
aw. If you're not triple A.
do you think that cold mails still work? Or how do you suggest to be noticed by serious companies?
Building relationships within this companies is likely going to be much more effective, but cold emails definitely still work
Good points but why focus on one thing? I am a self employed performing musician, a guitar/mando/ banjo/ukulele teacher, have my own recording studio, and besides writing music for my bands ... I write commissioned music as well.
That's the way to go, my dude! That's why I said diversified income portfolio - it's super rare that folks make a living exclusively on custom music gigs.
@@composercode Exactly! 😊
you're funny! LOL
anyway thanks !
The advice and information given in this video is so factually wrong and generally uninformed that it borders on malpractice.
Which part?
so basically work for free hope for the best
That’s what you took away from the video?! Lol
@@composercode thats all you said
I think your math is wrong. Game composer go pass 150k and freelance composer makes so little like 20-30k. Where you got your numbers from? You didn't explain how? Your video makes no sense.
70k for a triple AAA composer its nothing