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by electroly
1108 days ago
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There is an absolutely massive gulf between "free (or fixed list price) and immediate, just use these apps" and "locate a musician, bargain with them, pay, collaborate with them, wait for revisions, eventually get something usable (but not be 100% sure if I own the rights or not)." I wouldn't even know where to start; I'm too far out of my league. Tackling the latter would likely exceed the entire effort I spent writing my little hobby game in the first place. I don't think it's even close; it was never a serious consideration. Some of these games I write in a single sitting. I do my best to piece background music together using a chord progression app, descriptions of keys and the notes they contain from Google, and premade drum loops and instrument samples. It comes out worse than if a real musician had made it, but getting a real musician was never really an option. It's the same for the art. I don't have the time or money to pay an artist. They deserve to be paid fairly for their work just like musicians, but I don't have it and it's just a stupid hobby game. But even stupid games need art and music. So, homemade programmer art and music it is. The availability of better tools to help non-musicians hack something together is greatly appreciated. I haven't tried any AI stuff yet but I will next time. |
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If your project is small and free, you're not going to land The Eurythmics. But all those people posting their music online hoping to get noticed? Emailing them, even a cold call, immediately tells them you've listened to their stuff and you like it. Honesty is the best approach.
I think OP is onto something.
Edit-
> but not be 100% sure if I own the rights or not).
That's also really easy: stipulate it in writing. Preferably a proper contract but an email agreement is defensible too (IANAL).