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Music for Film and Game Soundtracks with FL Studio

You're reading from   Music for Film and Game Soundtracks with FL Studio Learn music production, compose orchestral music, and launch your music career

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Product type Paperback
Published in Apr 2022
Publisher Packt
ISBN-13 9781803233291
Length 266 pages
Edition 1st Edition
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Author (1):
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Joshua Au-Yeung Joshua Au-Yeung
Author Profile Icon Joshua Au-Yeung
Joshua Au-Yeung
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Table of Contents (13) Chapters Close

Preface 1. Part 1:The Business of Composing for Clients
2. Chapter 1: The Business of Composing for Clients FREE CHAPTER 3. Part 2:Composing Tools and Techniques
4. Chapter 2: Navigating Through the Key Features of FL Studio 5. Chapter 3: Designing Music with Themes, Leitmotifs, and Scales 6. Chapter 4: Orchestral MIDI Composing 7. Part 3:Designing Music for Films and Video Games
8. Chapter 5: Creating Sheet Music with MuseScore, Scoring with Fruity Video Player, and Diegetic Music 9. Chapter 6: Influencing Mood with Music and Designing Emotional Music 10. Chapter 7: Creating Interactive Music for Video Games with Wwise 11. Chapter 8: Soundtrack Composing Templates 12. Other Books You May Enjoy

Preparing for meeting clients

What you'll soon discover going into interviews with clients is they often don't know what they're looking for in a soundtrack. Sometimes, the client thinks they know what they want, but they aren't musicians themselves and often have no idea how to make music. They might know what they like and have a vision of what it might sound like, but that's like pointing at a piece of art and saying, I want something just like that…but also tailored toward my preferences. Very vague. You're getting hired by someone who doesn't know how to do the job themselves...and they're super picky about the work delivered.

Landing a composing job with a client requires the ability to translate the client's vision into musical ideas and explain it to the client without using music terminology. To get hired, you need to demonstrate you have the skills to do this when you're pitching yourself for a client's project. It's your job to figure out what the client wants and to guide them along the way if they aren't sure. If the client claims they know what kind of music they want, it's your job to get it out of them and articulate it to all parties.

The person who can best figure out what the client wants and explain it clearly back to them is a likely candidate to get the job. This is also the reason that directors usually rely on composers they've worked with before—they know they can trust their composer to deliver an idea that meets their vision. So, the conversation with the client is a lot about building trust and rapport. In order to get them to trust you, you have to show them that you're genuinely curious and interested in their project.

Don't play hard to get at this stage. It's too early on to think about money. In fact, I recommend not bringing up the topic of money until the client has already decided that they want you for the project. You want to get as many details as you can, show that you're capable, and have a plan of attack as to how you'll add value to the film. If you simply list off a price before the client sees the value you bring, then you might put yourself into a bidding war for the lowest price with other composers.

The price you can charge a client depends on the following factors:

  • The client's budget.
  • The size of the project (for example, number of songs/length required).
  • Your track record. If you have a strong portfolio or reputation, it's easier to charge more.
  • Expenses that are required to create a score (for example, hiring musicians, recording sessions, and equipment rentals).
  • The value your music adds to the project.

You might ask, How much is this value? Well, art is subjective, and the value that music adds to any project is assessed differently every time It's up to you to convince the client your music has value. Lots of value. Yes—you might put a number of hours into a project and arbitrarily assign an hourly rate, but how much to price those work hours is up to negotiation. Whatever amount you can convince the client of, you can charge.

A lot of composing gigs are freelance contracts. As a general rule of thumb, as a freelance contractor, it's smarter to charge a high price per hour. For example, let's say the client has a budget of $500 (US dollars). You might say, I'll charge $50/hour for 10 hours to get the job done, rather than saying you need $10/hour for 50 hours. You get $500 either way, but in the first approach, if something happens and the client needs more music, the client will respect your time a lot more than they will in the second scenario. In order to charge a higher price, you need to come across as a professional. The more capable and professional you come across, the more reasonable your price will seem to the client.

We've discussed landing a job with a client. Next, let's discuss what to do once you've got the gig.

You have been reading a chapter from
Music for Film and Game Soundtracks with FL Studio
Published in: Apr 2022
Publisher: Packt
ISBN-13: 9781803233291
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