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My original orchestral music samples - free! 27 total (added 7 more!)

zephstudio":b5u0o86j said:
Newish Jewish Discovery":b5u0o86j said:
Also, a question, but is God of War an inspiration for your stuff?

I haven't played God of War, or heard the music other than what's on TV commercials.  I've heard good things though, I'm always open to try it out especially if it has killer music.

Oh, really? Cause your music seemed to have the same epic feel that God of War games have.
 
Newish Jewish Discovery":26gtf1n7 said:
zephstudio":26gtf1n7 said:
Newish Jewish Discovery":26gtf1n7 said:
Also, a question, but is God of War an inspiration for your stuff?

I haven't played God of War, or heard the music other than what's on TV commercials.  I've heard good things though, I'm always open to try it out especially if it has killer music.

Oh, really? Cause your music seemed to have the same epic feel that God of War games have.

God of war is mostly Orchrestral just like his music, so It's not a surprise that they sound familiar...
*Dont know how to spell that but I tried...* :tongue:
 
Whoa. So far each of these pieces capture that epic feel perfectly and sound professional enough to outdo a fair spot of trash one hears with regular commercial video games! Bravo!

S'posing you actually 'had' time for requests or what, any thoughts on labelling how much it'd be to license these pieces out for commercial use in shareware etc (as oppposed to freeware games)?
 
Scribblette":3ufooupx said:
any thoughts on labelling how much it'd be to license these pieces out for commercial use in shareware etc (as oppposed to freeware games)?

In the past, since I've been just trying to get started, I've sold exclusive licenses to projects intended for commercial release (but none have yet been released) for 45 dollars (that's for anything under 3 minutes).  That equates to about 5 bucks an hour, so it's not a lot of money.  Now that I have a little bit on my music resume, I'd probably look at charging closer to $30.00 per minute of music.  Nothing is written in stone and it would all have to be sorted out with the licensee through contracts.  And of course, this cost is for 'completed' music - meaning the purchaser is happy with it, after working with me on any adjustments and changes. 

In terms of professional music, it's a pitiful sum of money, but I don't consider myself professional by any means.  Maybe someday I can get hired for a developer and be paid on Salary.  Until then it's just an amateur hobby.
 
zephstudio":3nfh6bq3 said:
Scribblette":3nfh6bq3 said:
any thoughts on labelling how much it'd be to license these pieces out for commercial use in shareware etc (as oppposed to freeware games)?

In the past, since I've been just trying to get started, I've sold exclusive licenses to projects intended for commercial release (but none have yet been released) for 45 dollars (that's for anything under 3 minutes).  That equates to about 5 bucks an hour, so it's not a lot of money.  Now that I have a little bit on my music resume, I'd probably look at charging closer to $30.00 per minute of music.  Nothing is written in stone and it would all have to be sorted out with the licensee through contracts.  And of course, this cost is for 'completed' music - meaning the purchaser is happy with it, after working with me on any adjustments and changes. 

In terms of professional music, it's a pitiful sum of money, but I don't consider myself professional by any means.  Maybe someday I can get hired for a developer and be paid on Salary.  Until then it's just an amateur hobby.

I wouldn't be surprised, you should look into indie game developer teams first, then scout outward to amateur game designing companies, then let the career take you further, the world is full of possibilities.

30$ per minute seems a little steep, most people if commercial, will give you a set pay salary, instead of a hourly wage. You're looking at let's see... for example a 40 song album for a game. Full length, 20 songs are 2 minutes long, 20 more are 3 minutes, 5 songs are 4 minutes long, 4 songs are 5 Minutes long, 1 song the credit song, is 8 minutes long (for whatever reason). Lets add that up... 1200+1800+600+600+240= $4440 out of the developer's pocket. Thats more than I make in an entire year working on my hourly wage. Let along a team could come up with that kind of money for you. You'd have to wait on royalties from games actually sold, the likelihood of the game selling enough copies... at say 30$ per game, and you are not a well known game designing team, you may sell about 100 copies... if you're lucky. Even then that would only be 3000$, You'd be leaving that team in a deficit of $1440. Not the best reputation to have leading a new team or designer to be in that sort of positional loss.

I'm just saying you should consider lowering your standards if you would expect anyone here with a conscious mind to pay that much PER minute on a song, 30$ PER song would be much more reasonable, because not only would they get back what they paid you in profit, but you'll receive royalties from them just cause you worked on it, getting extra money on the side along with the amount you earned from creating the music, every time a copy is sold after. That in my mind is smarter, hell you could even go as far as 50$ per song, and get 2000+ dollars with royalties and they would still make a good profit.

Thats my personal advice and why I am so weary when it comes to paying people, because I don't make that much money my self, so I gotta cut corners where I can and get the best I can with what I have. Because eventually it will pay off for all of my team.

~Axerax
 
And, of course, you can always re-license a song - so folk pay a license fee to use it of say $30 per piece - but then you can sell the same song over and over to different groups as desired. Similar to how graphic packs are sold for Torque, etc (may be worth seeing if there are music packs likewise sold that you could do).

Of course, music exclusive to the project (or music with a timed release so that other groups can't buy it until a period after the initial release) warrants a much higher price. :)
 
Axerax":3f4bvzt9 said:
$4440 out of the developer's pocket. Thats more than I make in an entire year working on my hourly wage. Let along a team could come up with that kind of money for you. You'd have to wait on royalties from games actually sold, the likelihood of the game selling enough copies... at say 30$ per game, and you are not a well known game designing team, you may sell about 100 copies... if you're lucky. Even then that would only be 3000$, You'd be leaving that team in a deficit of $1440. Not the best reputation to have leading a new team or designer to be in that sort of positional loss.

For a small indie developer, $4,400 is definitely a lot of money, but I'd make more working part-time at McDonalds for the hours it takes to create that much music.  It's all relative, I think, to what the ultimate goal of the project is.  I'm not going to charge someone 30 dollars per minute of music if they're making an RMXP game, or if it's a group of students working on a project.  But if someone commercially wants to release a game and is paying for an *exclusive* license, then I feel that's more than a fair price if royalties don't apply.  If royalties ARE offered, then I would charge significantly less (if anything at all) for the music, providing I felt the project was actually viable for a successful commercial launch.

Scribblette":3f4bvzt9 said:
And, of course, you can always re-license a song

Absolutely.  The price I mentioned though was for an exclusive license, where I wouldn't be able to sell or distribute to anyone else.  I think most developers would prefer that.  If it's a non-exclusive license, the price would be cheaper.

At any rate, I want to emphasize that I'm not firm on any prices and the main thing I watch for is a game that's interesting for me, and one I can see as being successful.  If that's the case and I really want to be involved, I'll do anything I can to come to a fair decision with the developer.

As for RMVX and RMXP games though, I wouldn't charge money because I don't think they'll ever make money, so feel free to request, but I don't have a lot of time to get it done.

I'm also working on an album of strictly piano music, which is taking most of my time. 
 
Figure your prices are plenty reasonable, then - and affordable for the basic indy dev. One could always license out your work for the bulk of it, then commission something exclusive for the extra cost (and if it's something fantastic, preferably a clause for something more if they make it epic, heh).

I've got you bookmarked for that 'some day, some how, when it's done and I'm a-paying" and I'm sure a few others here would've too. :)

Don't forget some sort of clause where if they don't release their project within a set period of time of when they've stated (i.e. folk who never get around to releasing!) - a year, for example - they lose exclusivity, so you get a chance to release the music anyway! Would suck to have to sit on something fantastic that never sees the light of day.
 
For a small indie developer, $4,400 is definitely a lot of money, but I'd make more working part-time at McDonalds for the hours it takes to create that much music.  It's all relative, I think, to what the ultimate goal of the project is.  I'm not going to charge someone 30 dollars per minute of music if they're making an RMXP game, or if it's a group of students working on a project.  But if someone commercially wants to release a game and is paying for an *exclusive* license, then I feel that's more than a fair price if royalties don't apply.  If royalties ARE offered, then I would charge significantly less (if anything at all) for the music, providing I felt the project was actually viable for a successful commercial launch.

Good, I'm glad to see you are optimistic when it comes to stuff like that. You should do fine then.
 
DDDAHHH! This Musics are really goooood! I envy you!
I use Fuity Loops XXL Edition, but i don't have good VSTI's for Orchestrachal Instruments. I just have Soundfonts and Sytrus..there are also another VSTIs
but I don't know how to use It. I make some musics by using soundfont and
Powerful VSTI ; Sytrus.......I sampled RPGXP RTP Musics.

Umm..I am Korean and there are also people who uses RMXP in korea,
and they didn't thinked about musics like this; usually, they use low - bibrated musics and even... RTP music... DAAH!

You said you use VSTI "Symphonic Orchestra Gold Pro XP"??
Oh my gosh. I searched it in the internet and it says it's size is...
15 Giga Bytes!!
and if you add expansion pack; 21 Gbytes!!OOMMMMGGG!!!!
but one of korean got it. but he doesn't have CD key.
poor guy..

However, your musics are very good.:thumb: I decided to use it! :lol:
 

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