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  How to get good game music?!
by Hessel van Oorschot on 04/21/09 11:08:00 am
4 comments
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  Posted 04/21/09 11:08:00 am
 

After the GDC09 I have been wondering what good option are available to get good music in your game(s). I know this might be a already answered question for most/some of you but I still like to point out some options (4 might be the unknown one).

1: stock music. Might not be the most exciting music around but it is often cheap and good to edit to your game.

 2: buy the rights. Just buy the rights of the song you like. Can be very expensive, especially when you want the new Madonna single in your game. But if you have to money, go for it!

 3: hire a (freelance) composer. He/she will make exactly what you want. Isn't the cheapest option, could be the most suiting.

 4: find "rights-free" music. Creative Commons licensing made a lot possible for a lot of creative people. Unfortunately it still has to be picked up by the majority. As to music in games there are lots of websites which offer music under a certain Creative Commons license. With most of those sites you need to; attribute the composer, not edit the work, not commercially use the work, share the new work under a same license (share alike), but the work is free to download and use in your game!

If you look a bit further you can find websites that offer CC-licensed music only with the attribution and share alike part. You can use the music for free and for commercial purposes as well! Websites like Jamendo.com offer a few tracks with these kind of licenses but our site, Tribe Of Noise.com offers over 4,000 of these works. 

5. Record it yourself. Buy a computer with a good sound card. Buy an interface. Buy a music editing/recording program (Logic, Fruity Loops, Reason, Qbase, etc.). Buy a microphone. Buy an intstrument. But all the other stuff you need. Learn to play and record. Done! 

I hope some people might think; "hey, that's new!!" and look into it. It's a booming field which isn't discovered by many people yet and that's good for the newbees!

 

 
 
Comments

Dave Beaudoin
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I've had good luck using a combination of #4 and #5. I've used free loops to lay down a back beat and then just record my own sounds and hooks manually. I use Audacity for mixing pretty consistently. Excellent post!

Nathan Madsen
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You could always hire me! :P

I think option 1 is the weakest for any project because not only do not get unique music that makes your project stand out from the rest, it wasn't even written specifically for your project. So you're taking existing music and trying to make it fit into what you've created. The results can be less than awesome.

Option 5 is pretty hard for most folks that are not musically trained. Music composition is a different skill from just performing music, so this option would reach only a limited amount of folks.

One option I'd like to add to your list is buying music for non-exclusive rights. For example, a client can hire me to create music for their game for non-exclusive rights only. This is a cheaper option and I still make music custom for their project. The only change is I retain the rights to the music and can reuse or resell it as I see fit. For studios with a more limited budget, this is a good compromise. You still get content that you can help direct at a cheaper price.

I hope that helps!

Thanks,

Nathan

--
Nathan Madsen
Composer-Sound Designer
www.madsenstudios.com

Kristian Dupont
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My website, www.minimumnoise.com, allows you to crowdsource your music production.
This means that you can describe what kind of music you are looking for and what your budget is and have producers working for you.

Here is an example of a company requesting a soundtrack for their iPhone game:
http://www.minimumnoise.com/Projects.aspx/54

Cheers!
Kristian Dupont

Artem Galitsyn
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Option 4 is good advertising ))


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