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MaestroRage

Age/Gender: 22, Male
Location: Toronto
Job: Custom Scorers

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Entry #73

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MaestroRage

My Journey Chronicles, How and what I did to get where I am.

Posted by MaestroRage May. 16, 2009 @ 3:05 AM EDT

Over time people have pm'ed me asking me how I got started, how I did what I did, how I got where I am, etc etc. I don't consider myself madly successful or really somebody that should be a role model but I figure, hell, I might as well just throw all my cards on the table and let people take what they want from it. I make no guarantee that any of this will ensure your own success, everybody is responsible for their own journey, this is just explaining mine.

1: How I got started composing for games/movies
1a: How you SHOULD start composing for games/movies
2: How I network
2a: Tips
3: My advice on whether you should compose for games/for albums
4: Sources of Revenue (coming soon)
5: Ways to weed out projects that will never make it.
6: Asking the right questions before starting a job. (coming soon)

Extra:
- What I use software/hardware

Please feel free to ask me anything, I will be refining this thing over time, and if i'm missing out any important details let me know and i'll explain it.

Hope this helps somebody.

have another pic of lul

funny_pictures_bread_camof.jpg

Updated: 05/16/09 10:13 PM Log in to comment! | Share this!

The People Have Spoken

5 Comments

May. 16, 2009 | 6:08 AM S3C says:

no need for the "aww-gee-shucks" attitude, you've earned your notable marks ;D

You seem to pump out a fair amount of tracks, and have produced custom scores for a number of games. What is your source for all this inspiration? How often (if ever) do you run in to tracks with the developers where its unusually difficult to produce?

Look forward to #5; thanks for writing this man!

May. 16, 2009 | 12:20 PM MaestroRage responds:

Truth be told a few of those tracks were not "inspired". As you practice writing music for games you learn various ways to express an emotion even when you yourself are not feeling it. For example, having big lush whole note chord progressions with some heavily reverbed distant pounding, is almost sure way to represent omnipotent energy, throw in some dissonance you have some great evil.

http://www.newgrounds.com/audio/l isten/231212
http://www.newgrounds.com/audio/l isten/195607
some examples

When the developer isn't quite sure what they want or how they want to explain it to you that's when things get REALLY difficult to produce, especially if that developer has something in his head. That's actually a good point to write about, i'll create another unit for it, thanks!

Short story to solving that is ask a lot of questions. Never walk away and start on something until you're 100% sure you have what you need to make it relevant.

Also I fast tracked #5 for you, I hope that helps let me know if there are any signs you see yourself you'd like me to elaborate on, it's not an exhaustive list.


May. 17, 2009 | 5:46 PM Bahamut0ne says:

Wow, thanks for the post: really looks helpful. I'll probably be refereing to this many more times in my days of composing. Thanks!

Btw, love your music, man. Keep it up!


May. 18, 2009 | 10:11 PM S3C says:

Thanks for the fast track man, once again good advice all around. Good stuff to know even if you're not planning on developing for someone.


May. 26, 2009 | 5:12 PM nal1200 says:

I don't think you're on enough Power of Three teams.

May. 27, 2009 | 4:42 AM MaestroRage responds:

me neither :3


Oct. 6, 2009 | 6:29 PM shotgunguyy says:

funny pic

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