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Using a Live Orchestra in Game Soundtracks Budgeting And here's the really great part. Your entire music budget, even with the composer's creative fee and orchestra, will still cost you less than any other single element in your production. This can obviously be argued, depending on how fine you break your budget down. But look at it this way: Game design, graphics, art, cinematics, story, technology, interface, level scripting, sound design, music - that's roughly 10 basic categories in a typical production. Assuming they all have equal importance in the game, you might attribute equal amounts of a $3 million project to each facet - each receiving $300,000. Of course we all know that is not how it works. I know of one game project in the history of making games with a music budget this big. Some parts of the production will have hard costs greatly exceeding others - music not being one of them. But, I dare say, you can have a full orchestra in your production for between $80 and $150,000 all in (that means all included). But, perhaps we should look at this a little differently. Let's call the idea of recording a live orchestra for a video game the epitome; the zenith of music in games. Something that we in the industry will shoot for if we have the budget, the time and the manpower to make full use of it. But, somewhere in between the composer playing all samples and instruments by themselves and recording the full orchestra/choir grand theme and variations - lies the middle ground of where a smaller group of musicians get hired to play on the music tracks for the game. The quality skyrockets while the costs and burdens of the production process remain fairly low. This can make a very high quality music score, still achieving all of your creative objectives in the process. So, with music having such a pivotal role in the quality of gameplay, your same $3 million project should easily afford some production dollars to the category: "Live Musicians". And, assuming the creative fee is reasonable, you can and should contractually require your composer to hire at least a few musicians for your title ensuring it doesn't go in his/her pocket. This is often a standard point in film music contracts. This serves as a major communication at the beginning of the project to your composer - "We care a lot about what you are doing!". Though that money won't be going into the composer's pocket, they will be grateful, and I guarantee they will work harder on the music. In one fell swoop, you've just guaranteed a higher level of quality for your total game. When
you lowball your composer's fee - an unfortunate fact in the game
audio business at this point - you force him/her to play all instruments
as well as compose the music. This is typical. I do this on certain
projects. But, I can promise better results when I hire live musicians
to sweeten the tracks. And I am not talking about an entire orchestra.
It can range from a few soloists up to a full orchestra. On several
non-orchestral tracks for Myst III: Exile, I would bring in a percussionist
or a Duduk player. There's no way I can play the Duduk. People are
still talking about the sound of the Duduk in that score. They loved
it. It made a big difference in the quality of the score. And the
added costs for this leap in quality can be as low as $1000 US for
several soloists playing. Peanuts in the budget scope of most games.
Here are some guidelines for dealing with various music budgets. Your composer may be a brilliant musician. The trouble is that even a brilliant musician can play no more than a handful of instruments brilliantly. With a few extra dollars, every musician playing on your project can be brilliant, and the quality will show. In a low music budget project, consider allocating $1,000 to $5,000, over and above the composer's creative fee, for musicians. This will immediately give the composer another serious tool for making the music better. I would say significantly better. He/she will take this into account while composing and perhaps write for instruments not before possible, because they don't have those particular samples at their disposal or they don't play that instrument. It will immediately take away some significant creative roadblocks. I scored a trailer for E3 where I used nothing but samples. The producers liked it, but I could tell they weren't in love with it. I brought in a french horn player to replace the french horn sample within my score and then gave it back to them. They were completely blown away. One of them even said, "Wow, was that french horn part in your last mix?"! The difference of including just a few extra players can dramatically increase the quality of the music in your game. Medium
Music Budgets High
Music Budgets
Orchestral
Recording Options Pros:
This is a very economical way to record your score. With careful planning
and good orchestration and copying, you can get good results. The
recordings are complete buyouts, with no residual payments or reuse
fees. This option has had quality issues in the past. However, over
time it is improving at a steady pace and is becoming a viable option
for recording orchestral music at very reasonable rates. Pros:
Excellent musicians. Players can play fairly complex music the 2nd
or 3rd time through. Good communication with musicians and contractor.
Results can sound as good as most film scores. Complete buyout, no
license or reuse fees. Large selection of rooms to record in. Pros:
World-class musicians. Buyout fee available. Great technical staff
at all major recording facilities ensuring a pristine recording. World-class
recording rooms. Up to 8 minutes of recorded music per hour. Players
can handle very hard passages of music. Recording
in Los Angeles Pros:
World-class musicians. The best sight-readers in the world. The best
technical staff. The best of the best are in LA. It is possible to
negotiate with the Recording Musician's Association (RMA) for a special
multimedia deal that results in a buyout as these projects would be
considered low budget. ________________________________________________________ |
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