Don’t project onto others who you are. You are not paying me to be your therapist. You’re only embarrassing yourself.Now you’re just acting like a petulant child
Don’t project onto others who you are. You are not paying me to be your therapist. You’re only embarrassing yourself.Now you’re just acting like a petulant child
Don’t project onto others who you are. You are not paying me to be your therapist.
The internet is unforgiving, so I wouldn’t speak my mind if it were any other way. Way it goes...Hmm, so many people claiming they did this and that, all with anonymous profiles.
Love to check out your IMDbPro page so I can see all your experience. Now it makes sense why you react the way you do, exploiting new composers and aspiring composers isn’t cool. My entire thread is meant to help and enlighten fellow professionals and aspiring composers not hobbyists and especially not dishonorable people looking to take advantage of composers.
Hmm, so many people claiming they did this and that, all with anonymous profiles.
In light of the new rules I posted last week, you're literally taunting me with that statement. So ...The internet is unforgiving, so I wouldn’t speak my mind if it were any other way. Way it goes...
I'm pretty firmly of the opinion that if composers all started setting a $500/min floor regardless of context, and recommend that those who can't afford that fee go use RF libraries, you're just training people to not bother working with an actual composer again. Companies like Epidemic and Artlist are aggressively marketing to content creators these days. If you want young content creators to ponder 'I can pay $500 for a custom minute of music or $19/month for unlimited music and SFX from a huge library,' this seems like a question they will not ponder long. And I don't think they will look back, either.
I'll also say that the project for which I have received the best paychecks of my career came about because I helped an indie game developer out with my 'discount' rate ($100/track). He wanted five tracks for an idea he had. It took me a couple days to compose them. A year later he came back to me and told me he grew that idea into a full game, and hired me for a much larger score, at a similar rate. That game got on the Nintendo Switch, and did really well for him. A year after that, he came back to me again with plans for a sequel, and due to the success of the first game, a vastly larger budget which he has been very generous with. It's been creatively fulfilling and very financially rewarding for me. It enabled me to hire a few soloists to play on various tracks, which he covered in his budget instead of taking money from mine.
I don't feel I was exploited, or subsequently disrespected, for charging him a low rate years ago when he had no money and was just starting out. It's resulted in a strong relationship that is likely to continue on to additional games in the future. It enabled me to hire live human musicians to play on tracks. If I had initially told him to go source his music from RF tracks, none of that would have happened.
The case may be that this was a million-to-one rarity, a lottery win, and I would not suggest anyone count on an indie developer who has no budget hitting it big, but it does happen. Good relationships can arise and even if it doesn't result in a bolt from the blue; there aren't a whole lot of bad things that come out of having good relationships with creative people whose work you admire.
While I definitely think people should value their work and time, I also think there is plenty of room to weigh the context of the situation before imposing some blanket floor on what you charge. If I am going to accept a low fee per track (I charge per track, not per minute, generally) it is because I either like the project, like the developer, or see some other merit in working with that person.
My path to becoming a professional composer did not go through any of the usual channels that I most often see other professional composers talk about. I was very much an outsider to anything involving the music industry, and still am. I like helping other outsiders find a way to make their creative aspirations come true. This leads me to be very flexible with my rates for individuals who want my music but don't yet have the means to pay 'professional' rates.
I think context matters a lot, and situations can be navigated on a case by case basis regarding what you should charge a particular client.
I'm pretty firmly of the opinion that if composers all started setting a $500/min floor regardless of context, and recommend that those who can't afford that fee go use RF libraries, you're just training people to not bother working with an actual composer again. Companies like Epidemic and Artlist are aggressively marketing to content creators these days. If you want young content creators to ponder 'I can pay $500 for a custom minute of music or $19/month for unlimited music and SFX from a huge library,' this seems like a question they will not ponder long. And I don't think they will look back, either.
I'll also say that the project for which I have received the best paychecks of my career came about because I helped an indie game developer out with my 'discount' rate ($100/track). He wanted five tracks for an idea he had. It took me a couple days to compose them. A year later he came back to me and told me he grew that idea into a full game, and hired me for a much larger score, at a similar rate. That game got on the Nintendo Switch, and did really well for him. A year after that, he came back to me again with plans for a sequel, and due to the success of the first game, a vastly larger budget which he has been very generous with. It's been creatively fulfilling and very financially rewarding for me. It enabled me to hire a few soloists to play on various tracks, which he covered in his budget instead of taking money from mine.
I don't feel I was exploited, or subsequently disrespected, for charging him a low rate years ago when he had no money and was just starting out. It's resulted in a strong relationship that is likely to continue on to additional games in the future. It enabled me to hire live human musicians to play on tracks. If I had initially told him to go source his music from RF tracks, none of that would have happened.
The case may be that this was a million-to-one rarity, a lottery win, and I would not suggest anyone count on an indie developer who has no budget hitting it big, but it does happen. Good relationships can arise and even if it doesn't result in a bolt from the blue; there aren't a whole lot of bad things that come out of having good relationships with creative people whose work you admire.
While I definitely think people should value their work and time, I also think there is plenty of room to weigh the context of the situation before imposing some blanket floor on what you charge. If I am going to accept a low fee per track (I charge per track, not per minute, generally) it is because I either like the project, like the developer, or see some other merit in working with that person.
My path to becoming a professional composer did not go through any of the usual channels that I most often see other professional composers talk about. I was very much an outsider to anything involving the music industry, and still am. I like helping other outsiders find a way to make their creative aspirations come true. This leads me to be very flexible with my rates for individuals who want my music but don't yet have the means to pay 'professional' rates.
I think context matters a lot, and situations can be navigated on a case by case basis regarding what you should charge a particular client.
I’ve done this exact game, usually it gets you in the door but they won’t respect you for working so cheaply and any future raise is basically continuing the initial insulting offer. Rarely ever will getting the credits for these low budget projects matter at all in helping to propel your career.
Agreed with JoelS. Context matters. If you are doing it to build a relationship with someone that has a low budget it could very well be worth it. There are more forms of compensation than upfront money; in fact, even the original offer specifically talked about backend, which in the case of games can get very high indeed.
This is the crux of the matter, though, isn't it? There is a really, really vast range of 'people who need music for their productions' who might be looking to hire a composer. You could justifiably feel ripped off by a production company making a feature film that will get a theatrical release who lowballs you... but at the same time, there are YouTube creators building up a channel, or podcast creators who want music, or some guy working alone on a game idea, and they are going to have whatever budget is at their personal disposal, and that's it.I think we're talking about different things.
I'd surely rather have him come to me than go to a subscription site online to score his films.
Because it was a fun challenge for me musically, and I like the filmmaker and his sensibility. And he does recognize the benefit of a custom score over stock music, and appreciated my work.Why, though? If it's because doing his short film for $200 was fun for you, then that's a good reason.
...
If film makers can't even see what the difference is, I (for one) am skeptical about working for them anyway
I often wonder if these staunch advocates of big composer fees regardless of the project (seems like self funded Indies are viewed as exactly the same as Hollywood studio tentpoles for some reason) are actually working on any projects at all. I can't imagine many jobs meeting their high expectations these days
I don't write what other people want me to write just for fun (unless it really *is* fun). Why should I?
I don't think anyone's advocating for you doing things for free or for fun as a policy, but instead suggesting that working for "free" in terms of not receiving any up-front monetary compensation does not automatically mean it's a zero value transaction, so it's a good idea to assess each opportunity on a case-by-case basis to see if there's any value lurking beyond the hard cash (with relationship & portfolio development being the primary non-monetary value adds).
In my opinion, setting a rate / a walkaway $ number for creative work before even evaluating a project doesn't make much sense. First, because it generally discourages development and refinement of an important component of business acumen (the ability to identify and assign value to opportunities). Second, it can result in premature abandonment of projects that could actually turn out to be quite lucrative down the line.
To be clear, I'm definitely not encouraging the opposite (find a way to do any project at any price!) I'm just agreeing it's important to keep an open mind. In my experience most people who adopt rigid compensation policies are doing so less as a result of shrewd financial calculations and more because they're clinging to legacy or trying to eliminate potentially uncomfortable situations like a tough negotiation or the feeling of realizing you've speculated incorrectly when something doesn't pan out. I'd argue that this has turned into completely the wrong business/industry for anyone who is worried about those things.
And this is going to be a less popular opinion, but... I would also argue that if someone has a long history of working for reduced rates and things generally not panning out, then there's a decent chance the issue lies with them (either the quality of the work is not competitive, the work is competitive but there's no market for it, or they're really bad at identifying quality partners/opportunities). Adopting a fixed $/minute rate won't really change any of those things.