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Level Up.pdf

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Some Notes on Music 395<br />

the rights to music licenses and negotiating deals is usually handled by the<br />

game ’ s publisher.<br />

Because video games currently don ’ t generate royalties once published,<br />

game publishers will negotiate one - time buy- out fees for music licenses<br />

lasting over a period of 7 years to “ life of product. ” Licensing fees can range<br />

from $2,500 to over $30,000 a song. The more popular and prestigious a<br />

song is, the higher the licensing fee. I don ’ t<br />

want to think how much the licensing fees were<br />

for The Beatles: Rock Band (EA, 2009).<br />

If the song you want for your game is too<br />

expensive for your budget, don ’ t fret — there are<br />

still plenty of options. You can license a less ­<br />

expensive cover version of a song — this was<br />

done in the first Guitar Hero (Activision, 2005).<br />

Or, you can find a similar sounding but less<br />

expensive song at a music library. In fact,<br />

libraries are great if your game calls for a wide<br />

variety of musical styles or requires incidental<br />

music, like that heard on a radio or in the<br />

background of a bar scene.<br />

Your other option is to use original music. Original music is a composition<br />

that is created specifically for your game. Unless you can compose,<br />

perform, and record your own music, then I suggest hiring a music director<br />

to work with your team 2 . Not only will they create the music, but they can<br />

also handle the resources required for performing, recording, and preparing<br />

the music for your game. Even though that ’ s a lot of work, there is still<br />

plenty of prep work for a game designer to do before you even get to that<br />

stage.<br />

I find it helps to be able to talk to a music director in their own language,<br />

even if you can ’ t write music, play an instrument, or carry a tune. You just<br />

have to know what you like and have an opinion about it! Provide<br />

examples of what you want for your composer: try to cut out as much of<br />

the guesswork as possible. For Maximo: Ghosts to Glory, I gave the<br />

composer a “ mix tape ” of music from movie soundtracks and songs I<br />

thought would be appropriate for the game ’ s levels. While they say that “ a<br />

little knowledge is dangerous ” , I have found it useful to develop a musical<br />

vocabulary so you are speaking the composer ’ s language. It will make it<br />

that much easier to request changes when you know what to listen for and<br />

what it ’ s called.<br />

2 That is, if you don ’ t already have a music director working on your team.

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