Film

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Last time we met, it was April — for those of you who are like me, that last post three months and twenty one days ago — and I said I’d give you two blogs that week.  Let’s pretend I did that, and kept doing that all this time, so there’s no hard feelings.

So, what’s happened since I dropped off the planet?

Lots, actually, but only a few things are really worth mentioning, and I’ll do that in bullets, because I’m feeling neat, tidy, and list-like today.

  • Someone actually validated my least-popular blog where I said you should work for free.  Until I read that, I’d been wondering if I was all wrong… now I know I’m not.
  • Siphon Spirit is going strong, though our release is looking farther and farther away, thanks to feature creep. But it will be awesome, I assure you.  One thing I’m incredibly happy about is that I’m getting to use XACT for the first time, and finding it really helpful.
  • Violet Kiss (the website is down, apparently) was finished — I may have mentioned that — and is being submitted to film festivals around the country.  If you’re interested in seeing it, let me know, and I can try to find out the dates and locations.
  • I participated in the 48 Hour Film Project, and though my team didn’t win, I had a great time. You can watch the final video here, and our practice run here.

And now, the bigger news.

In Salt Lake City, there is a gaming and electronics expo called Geex (if you’re in Utah, are a games publisher, or an electronics manufacturer, you should check it out), where, at the very least, there were a bunch of sweet game tournaments and contests, one of which was a Game-in-a-day, where I wrote music and sound effects for a small number of games (two with music, three with sound effects).  My official team came in third place, and one of the teams I did sound for came in first.

Rick Bradshaw, Dave Matney, Chance Thomas

But that’s not the big news… See, at Geex, there were a myriad of panels, one of which was Audio in Games, featuring some pretty big names in the local, and even global, game audio community.

Hosting the panel was Mike Neilsen, from Wahoo / NinjaBee, who did a great job and kept things rolling.  On the panel with me were Rick Bradshaw, a sound designer from Disney Interactive, and Chance Thomas, from HUGEsound.

My initial thoughts on the panel were that it would be dull, and we’d have maybe ten people in the crowd, and we’d probably end up finishing early because of lack of interest.

Boy, was I wrong… there were probably 20-30 people in the crowd,with every one of them asking incredibly good questions and keeping things moving — Mike only had to step in a few times to offer new topics.  We were given an hour, but since we were the final panel of the day, we ended up going somewhere between 30-40 minutes over.

The best part of the panel experience, in my opinion, was that there was a mutual respect between us, and we all seemed to really get along.  Though Mike and I only have a few years experience, against Brad and Chance’s twenty-plus years each, both Mike and I were able to have valuable input, with none of us really taking center stage.  I particularly liked that, for almost every question, the panel would end up discussing it like we were talking over coffee — someone would ask a question, one panelist would offer their opinion, then turn to the rest of the panel, and we’d discuss it with each other.  It felt really nice to shoot shop with people who have far more experience and shipped titles under their belts, and not feel like I was the odd man out.

So, now what?

Back to working on Siphon Spirit, most likely, as well as a few MonkeyEgg projects that haven’t really taken off.  I’m also working on a bid piece for a short horror film, and I should be officially compiling my demo reel over the next couple of weeks.  In the mean time, I’ll try to update here, more often… and I’ll get some music uploaded so you can hear what I did for the Geex Game-in-a-day.

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You’d think that, after last week’s post, I would have stuck to my guns and not picked up any more projects.  I know I thought that, and I turned out to be wrong.  Not only did I pick up two new projects (the prospect of paid work was too enticing to turn down), but their turn around times are almost uncomfortably fast.  If I were doing just one fast turn around it would be one thing, but I’m doing THREE.  I’ll get stuff done, but I might not get much sleep.

Speaking of getting things done, I’ve had trouble, lately, writing anything that I feel fits the projects I’m supposed to be working on.  I don’t know what it is, but, though I’m still writing music, nothing seems like it fits.   So,  I’ve been playing with tons of loops (specifically, Cosmo D’s loop pack, which I HIGHLY recommend, and it’s got me thinking in styles and keys I’ve been unintentionally avoiding.

So… without further adieu… my loops:

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These first three were my freshman attempt at really developing anything worthwhile around melodic loops.  I’ve used rhythmic loops before (and you’ll see that I use them a bit later, too), but I’ve always been a bit hesitant with melodic loops.  These three are presented in the order I made them, so you can see my improvements.

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As is indicated by the title, I wrote this Wednesday night.  Again, it’s just loops with a guitar under-track that I threw down, and I really think this is something I could clean up and develop further into a video game track.

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This is the second loop I wrote on Wednesday, and I started moving away from looped drum tracks to programming my own, which I’m getting more and more comfortable with as time goes on.  Again, I think I could develop this into something good.

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This is the third track I wrote on Wednesday, and I’m particularly happy with it because it’s a venture into a style that I’ve NEVER written in, also, I think it sounds pretty good.

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By Thursday, I felt I had pretty much exhausted myself with loops (not entirely true, Cosmo D’s comes with 3000 loops, so there’s no way I could really exhaust myself), but I wanted to give it one last go.  I like this track a lot, too, but I don’t know if I’ll ever use it for something.

All in all, working with loops is a blast, but it’s not something I could seriously use as a technique to write a melody (as a counter melody, MAYBE).  Luckily, I think all this play opened up my mind, and I can get back to writing what I need to be writing.

That’s all for now. ►►

The Complete Guide to Game AudioRecently, I picked up The Complete Guide to Game Audio and I must say, it’s an amazing book.  It’s answered just about every question I’ve had that I couldn’t find in an article, forum, blog, or otherwise, and I highly recommend it.  But this isn’t a book review, this is a realization. The realization that I wasn’t taking myself, or my future as a career composer / sound designer, seriously.

In fact, I was treating it as a pipe dream — something that would be nice to have, but not something I could ever get.  And that was effecting everything I was doing outside the actual music and sound design.

Once I realized it, I made a vow to myself and the world (via my Twitter account):

[Dave Matney] will be living entirely off money made through music and sound design by 2013.

On January 16th, 2013, I will be turning 30, and I don’t want to be the 30 year old that doesn’t at least have a foot in the door toward the career of his dreams.  The career I’ve been working toward since I was six years old when  I first started writing goofy little songs on my mom’s piano. (Sure, I wanted to be a rock star, but, in 1989, I didn’t know people even made video games, I just thought they existed.)

So, I need to make some changes.

First off, I’m done working for free.

I’ve advocated working for free in the past, despite all evidence to the contrary, and I’m now realizing that I was wrong.  With few exceptions (Open Source projects, for example, where everything is strictly voluntary, or one-time personal favors), no one should ever work for free. Even if you’re working for a church or other non-profit, you can still get a letter of charitable contribution, which is a tax write off.

So, it comes down to this: If the person I’m doing the project for is getting paid, and/or if anyone else working on the project is getting paid, I am getting paid. I understand each project is different — students don’t have the kind of money a corporation has, and some projects pay on the back end instead of up front — but the fact of the matter is I have worked twenty-one years of my life toward this goal, and I deserve it.

Second, I’m done taking on new work until my demo reels are complete.

I have enough experience, and almost enough footage, to put together a demo reel.  So, as I polish off my plate I will begin the process of putting together my demo reels, both for sound design and music.  I need to show the world that I am worth what I am charging.

Finally, I will be overhauling my site, and blogging regularly.

My brother and I have been kicking around ideas for this site since I started it, and that’s been keeping me from moving forward with business cards and such, as I’ve been waiting to get everything properly, and uniformly, branded.  So, when I roll out my completed demo reel, I will roll out a new site.

In the mean time, and even after then, I will be blogging regularly.  Not every day, but I will promise at least weekly updates.  I won’t be don’t weekly links, and sometimes my weekly updates will be slightly anorexic, but there will be a weekly touch down from me.  Probably every Friday.

All in all, I think these are the best moves for me, my family, and my career. And, like I said, by my 30th birthday, I will be living entirely off money generated from music and sound design (and, if possible, game design and game writing, but that’s not my focus.)

Here’s to moving forward. ►►

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Huge!

HUGE! from Brandon Thomas Irwin on Vimeo.

This video easily signifies my greatest work, to date.  Brandon gave me a spoken-word version of the poem over a year ago, and asked me to write music, because he was going to make a video for his girlfriend, Abbey.  He didn’t know, at the time, that he was going to propose, but I knew exactly what it was going to be when I listened to it.

I haven’t talked about this, because it was supposed to be a secret.  I’m still not sure how Brandon got Abbey to be in a couple of the scenes without her being wise to it’s end purpose, but I’ve gotta say, it’s pretty awesome.

Eric Santoro played drums, but, otherwise I wrote, sequenced, and recorded all the music.

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Brandon Irwin has done a great job putting together the Churches videos I was doing music for.  Because he’s on a free account in Vimeo, though, he can only post one video a week, so… as he posts the videos, I’ll post them here.

This is the first video featuring my music (the second video in the series)…

ToddBishop from Brandon Thomas Irwin on Vimeo.

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Over the next few weeks, I plan on compiling my knowledge, both first and second hand, on (as the title suggests) guerilla / punk rock marketing for modern composers.  The information I’ll be given is freely available on the internet, but it’s either hard to find or adapted from other sources not intended for composers.

Also, this information can easily be adapted to any other field, creative or not, within reason, so please don’t feel like this is just for composers.

Finally, this series of entries will be updated as I do, and learn, more things.

So you fancy yourself a composer, huh? Or you want to be?  Awesome.  I’m not going to ask you why, or try to deter you in any way.  What I am going to tell you is it’s going to be hard. Movies are relying less and less on original music. it’s getting harder and harder to break into the video game industry, and as home recording is becoming more accessable, the independent music and sound category is getting saturated with people who want the same thing as you.  To write music.  So, it’s going to be hard.

Now, I can’t make you a better composer.  But I can show you where to start, and point you in the right direction.

Step 1: Establish an Online Presence

What, you expected some thing different? Maybe some thing that actually involves music?  Well, that’s coming, but as search engines base your ranking on the age of your site, the longer you’re online, the better.

  • Get your own domain. (Yes, that’s an acting blog, but the principals apply here.) You shouldn’t use MySpace, SoundClick, or any other social networking site as you only contact info.  Why? First off, not everyone has an account on those sites, and most of them require an account for contacting you. If you expect all of your potential clients to use MySpace to contact you, you’re shooting yourself in the foot.  Second, it’s unpforessional.  Think about this: which sounds more like I’m serious about my craft? “My website is MySpace.com/DaveMatney” or “My website is DaveMatney.Com“  Easy pick, and at less syllables and characters, it will flow off the tongue easier, and fit better on business cards and things like Twitter.  Also, my final thought on this is to pick something only you will have, like your name or a nickname you will ALWAYS use.  Once you set up this site, you should NEVER pull it down, as long as you’re trying to market yourself.
    • Build the best site you have access and ability to.  If you’re not comfortable with web design, graphic design, or photography, ask around; chances are, someone you know is and will be willing to help you for cheap or free.
  • Set up an email address with your new domain.  This is you business email. Use it for nothing else. Even if you have it redirect to GMail, hotmail, or something else, anyone that contacts you should send emails to, and recieve emails from, your business email.  Why?  Again, it just looks more professional.  Also, over the phone, explaining your email address is “Dave at Dave Matney dot com” is WAY easier than “Dave dot Matney dot UT at GMail dot com.” (the second email address doesn’t exist, but Dave.Matney@gmail does, and it isn’t me.)
  • Join every social networking site, and related internet forum, you come across.  Stick with a single username (I suggest the same one you used for your domain), link you own domain from them, and at least post a hello in the introduction threads.  Why?  Search Engine Optimization, first off. The more sites that link to your site, the higher you ranking.  Second, personal Search Engine Optimization.  What’s that?  Google Dave Matney.  At the time of this writing, all but two of those links were related to me. What does this do? When I introduce myself to someone, it becomes easier to find me.

Step 2: Prepare to Make Your Music Digital

Yeah, you’re right; this isn’t “write music,” either.  Why not?  One simple reason: people aren’t going to wait for you to “get ready.”  They’re going to want your music, and they’re going to want it immediately. They’re not going to wait for you to purchase software, hire musicians, record, digitize, and send it to them. In most situations, they’re not even going to pay you up front for your work; they’re going to expect you to have everything you need to make music for them, and get it to them.  That includes access to funds to print the score, hire and record an orchestra, if that’s the method you’re expecting to take.  For most of us, that’s not the kinda scratch we have laying around, so we’ve gotta figure something else out.

If you already have a system that works for you, then feel free to skip this step.  If you don’t, I’m not going to explain the absolute nitty gritty when other people already have. I am going to say that you don’t HAVE to write and record all of your music on a computer if you’re more comfortable with a piano, manuscript, and have access to a multi-track recorder.  Going that route may be easier or cheaper, given your experience and the amount of gear that you already have. But, if you’re totally new to this, start digital.

Also, whether it’s on a Mac or a PC doesn’t matter, anymore.  So stop arguing.

Step 3: Build Your Portfolio

This is the stage of the game I’m currently at.

Finally, you’re writing music!  So, what should you write?

Well, whether or not you’re planning to write music for role playing games, I don’t feel like it’s a stretch to say roleplaying games require the most musical versitilty. And, lucky for us, Patrick Gann, at RPGFan, has made a list of the types of music all RPGs have.

  • Overture (Opening)
  • Castle
  • Town
  • Field
  • Dungeon
  • Battle
  • Final Battle
  • March (Ending)

So, write that.

If you’re not the type to just write without a project, you’re not out of luck, you’re just out of easy options. Ask around for leads on independent films or video games that may need music, and check places like Craigslist, GameDev, and IndieGamer.  Contact them, offer to write music for them for free (explain you’re looking to build a portfolio), and hope.  You’ll send out far more emails than you’ll recieve replies, and you’ll recieve more replies saying they don’t want you to help them than you will people that are willing to accept a blind offer for free music (go figure).

This is the stage I suggest linking any and all previous band experience you have, if you have any.

A few things about building your portfolio:

  • The average person doesn’t hear beyond sound quality.  No matter how good your songs are, if they don’t sound good, people won’t think they are good.  Write the best quality music you can, using the best sounding microphones and VSTs you can afford (there are tons of great, free, VSTs that sound awesome, even if they’re somewhat limited.  I personally recommend Native Instruments’ Kore Player and Compilation Vol. 1.)
  • At this stage, never ask someone to pay you for your work. They’re doing you a favor, not the other way around.  In fact, offering to people to write music for them forever, for cheap or free, if they give you this one chance isn’t a bad negotiation tool. But, if they offer money, don’t turn them down.
  • Be appreciative.  No one owes you anything, so treat everyone fairly.  Be honest and up front about your skills, how fast you work, and your limitations. You’re not trying to sell anything, you’re just trying to build a portfolio and a reputation.
  • Ask for testimonies about working with you, and the quality of you work; it will give your website and portfolio credibility.

In closing, I hope this helps.  If you have any questions, comments, or suggestions, please contact me or leave a comment.

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This Entry by Dave Matney, is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.

Breathe.  I can finally breathe again.  And sleep, at least for a little while.

I don’t remember much of this weekend, to be honest; starting Thursday at 7:00, I spent almost EVERY waking hour on music.  Fifty three hours, to be exact. Seven to ten Thursday at practice, ten to one after that on composing, six thirty Friday morning ‘til ten playing guitar behind my friend Perko for a local news show (we played probably less than 5 minutes on air, and even then the sound was pretty awful; we sounded great live, and on air you couldn’t tell), then after a quick lunch I spent the next six or seven hours troubleshooting my computer so I could then stay up ‘til one again working on music.  Saturday was straight through; seven AM to one AM.

Sunday I played guitar at church, then went home and had an unplanned break (my wife –who was in Idaho 2 hours away from me– was in the ER the night before, nothing major, and she was pretty much dead to the world in pain and on pain meds, so I hung out with my son. Then I was so exhausted I couldn’t stand up from laying on the floor; I don’t remember going to bed.)

Back to work on Monday, at 8 am, and when I got home at six thirty, I started pounding away at music, until 3 am. 3 out of 5 songs finished, and that’ll have to do.  1 song completely scrapped, and rewritten twice in the previous week, the last time started just before one am.

That was last night; back to work at 8 am this morning, and I think my body realized when I was done with my morning appointments that, hey, I don’t have an immediate deadline looming.  I don’t have anything that’s forcing me to keep going, so now I must rest.

And rest I will, just not yet.

So… what all came from this?

Churches – New York

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This track, I feel, is the best track of all the ones I worked on this weekend.  I feel I need to clarify that this isn’t the production track; I cut apart and spliced together a different version to go below the film, and later I’ll clean this up for my portfolio. Just not yet.

I wrote, programmed, and recorded everything in this track.

Churches – Florida 2

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This track was built over the weekend, using an idea I started six or so months ago.  Everything within it was written by me, except the drum march;  I don’t remember which Gershwin tune I took it from, but I found a few MIDI files of Gershwin marches, took one, cut up the snare part into a loop that I liked, layered another snare part on top of it, and threw a kick below it.  So… TECHNICALLY Gershwin wrote the march… but only as much as the original photographers design elementary school collages.

Churches – Florida 1

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With Brandon throwing out ideas left and right, I wrote and recorded this song in two hours, with the first notes being struck just before 1 AM.  It’s intentionally sloppy.  The drum parts are Midi loops by Groove Monkey.

To write these, I used Sonar LE, various parts of Native Instrument’s Komplete and their Kore Player, Line 6′s PODFarm, and Make Music’s Finale.

Please, critique these.  And I’ll let you know when the videos that they’re for make it online, if they ever do.

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It seems that every blog has a weekly roundup of sorts, posting related (or semi-related) links from around the web.  So, to give this blog validity, I think it’s a good idea to follow suit.

It’s been a busy week for me, as I’ve mentioned before: I’ve been staying up ’til midnight or later working on music for Brandon Irwin, got sick, built a fence (where, during clean up, I was able to source out a couple BEAUTIFULLY squeaky hinges), and got right back to writing music.  Game Design Concepts has taken a back seat to a heavy workload at my 9-5 (I’m taking a break from that, right now, just to write this), and PARPG and the GAME have followed suit against the approaching Churches deadline.

I can’t pretend it’s been all work, though, and to accent that, I present to you this weeks links.

Music to Listen To:

  • He Who Brings The Night. A sweet song I stumbled upon today, by Thomas J. Bergersen.  Give it a listen, and let him, and me, know what you think. ( @ nemesisII )
  • Peace Piece. A set of videos related to Peace Piece, by Bill Evans. I’d love to play piano like that, and I’d never heard a bowed vibraphone before. ( @ the music of sound )
  • Fun.  My brother, Steve, mentioned this band to me, claiming I wouldn’t like them because they’re too eclectic. (This’ll show him!) Fronted by Nate Ruess of the now-dead Format, this band is super… um… fun. ( @ Fun )

Music to Read About:

  • DRM is Dead.  In the early 2000s, I ripped all 200+ CDs I had onto my computer, trying to get with the times of moving to digital media, using Windows Media Player, which added DRM by default.  A few years later, those CDs were stolen, and the computer I was holding my music on died (the motherboard, anyway)… A few years after that, I hooked up the old hard drive to retrieve my old music and found the DRM had expired, and I could no longer use music that I rightly owned.  Long story short, if DRM  had never happened, I’d have a lot of music I’ll never have again.  This couldn’t come soon enough. ( @ Gizmodo )
  • Trent Reznor: What To Do as a New / Unknown Artist. The music industry has changed, and is changing; Nine Inch Nails’ frontman lays it all out how he feels new and unknown artists should do to get themselves out there. ( @ hypebot )
  • Why the Academy is Scaling Back Best Original Song.  Not only has the music industry changed, and DRM died, but the film industry is moving away from original compositions in favor of paying rights for popular songs. (Even when they don’t fit. I’m looking at you, 21 Guns, by Green Day, in Transformers 2).  John Piscitello sums it all up pretty nicely, and even throws in a Marylin Monroe video to spice things up. ( @ Film Composer Blog)

Game Design

And here I thouht I wouldn’t have anything useful to share. :)

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This Entry, Track One by Dave Matney, is licensed under a Creative Commons Attribution-Noncommercial-No Derivative Works 3.0 United States License.

My buddy Brandon has some sweet projects coming up in the next little while, and he’s asked me to write music for them.  This is one track that I’m working on for it.  It’s slow, and somber, and right now only has two instruments, but I think you can get a general feel for where it’s headed.

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