Video game music systems at GDC 2017: pros and cons for composers

Video game composer Winifred Phillips, pictured in her music production studio working on the music of LittleBigPlanet 2 Cross Controller

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Welcome back to our three article series dedicated to collecting and exploring the ideas that were discussed in five different GDC 2017 audio talks about interactive music!  These five speakers shared ideas they’d developed in the process of creating interactivity in the music of their own game projects.  We’re looking at these ideas side-by-side to cultivate a sense of the “bigger picture” when it comes to the leading-edge thinking for music interactivity in games. In the first article, we looked at the basic nature of five interactive music systems discussed in these five GDC 2017 presentations:

If you haven’t read part one of this article series, please go do that now and come back.

Okay, so let’s now contemplate some simple but important questions: why were those systems used?  What was attractive about each interactive music strategy, and what were the challenges inherent in using those systems?

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More Business Advice for the Game Music Composer

Winifred Phillips (video game composer) working in her music studio.Every so often, I like to grab some time between music composition gigs to gather together the current general wisdom regarding career strategies for game music composers (since so many of my readers are new to the industry and looking for guidance).  In this article, I’ve included some of the stand-out ideas garnered from three online resources – a Gamasutra article by a former audio designer for Rockstar North, an awesome discussion thread on Reddit about effective communication strategies (found in the GameAudio subreddit), and a roundtable discussion at GameSoundCon about best business practices for game audio pros.

Make some noise! Getting a job creating sound and music for videogames

Audio Director Will Morton of Solid Audioworks (formerly a senior audio designer and dialogue supervisor at the famous Rockstar North development studio), has written a comprehensive article for the game industry site Gamasutra about getting jobs in the game audio field.  The article, entitled “Make Some Noise! Getting a Job Creating Sound and Music for Videogames,” focuses on the importance of experience, networking and a polished presentation in order to sufficiently impress a potential employer/client.  While much of the article is solid advice that might apply to a job seeker in any industry, a few areas impressed me as particularly interesting for game composers to bear in mind.

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Communication Tips for the Video Game Composer

Video game composer Winifred Phillips, working in her music studio.A successful career as a video game composer involves much more than our day-to-day challenges in our music studios. In addition to our role as music experts, we need to be well-rounded business people and great members of a creative team.  As a speaker in the audio track of the Game Developers Conference this year, I had a chance to take in a wide variety of GDC sessions, and I noticed how often teamwork was discussed.  Along the way, a common idea emerged from many of these talks — good communication is key. This is a concept that I explored in my book (A Composer’s Guide to Game Music), so I was delighted to see a further discussion of the issue at GDC this year.  Far from just a valuable personality asset, the ability to communicate well must be considered a top priority: as intrinsically valuable as rock-solid competency, awesome artistry or compelling vision. Good communication amongst team members can make or break the development of a game. As game audio pros, we share this in common with our coworkers in other segments of the game development community. However, it becomes especially important for us to focus and emphasize good communication when we’re working remotely as independent contractors. With that in mind, I thought I’d use this article to briefly highlight some GDC 2016 sessions in the game audio track that discussed this popular topic, so we can think about more ways to enhance and improve our communication skills.  And later we’ll discuss a practical example from my work on the music of the SimAnimals game from Electronic Arts.

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A Composer’s Guide to Game Music, now in Japanese!

 

A Composer’s Guide to Game Music by Winifred Phillips, now on sale in Japanese! Published by O’Reilly Japan.

I’m excited to share that my book, A Composer’s Guide to Game Music, was released today in Japan in its newly-published Japanese-language edition!  O’Reilly Japan has published the Japanese softcover of my book in Japan under the title, “Game Sound Production Guide: Composer Techniques for Interactive Music.”

This is the Japanese cover of the book. In Japanese, A Composer's Guide to Game Music is titled "Game sound production guide - composer techniques for interactive music," by Winifred Phillips.

Side-by-side, these are the covers of the two editions of the book. In Japanese, A Composer’s Guide to Game Music is titled “Game sound production guide – composer techniques for interactive music,” by Winifred Phillips.

I’m very excited that the Japanese language edition of my book has already hit #1 on the “Most Wished For” list on Amazon Japan!

The Amazon Japan "Most Wished For" list.

The “Most Wished For” list on Amazon.co.jp.

Coincidentally, the English-language version of A Composer’s Guide to Game Music is now #1 on the Kindle Top Rated list, too!

The Kindle "Top Rated" list on Amazon.com.

The Kindle “Top Rated” list on Amazon.com.

O’Reilly Japan is located in Tokyo, and is dedicated to translating books about technological innovation for Japanese readers.  They are a division of O’Reilly Media, a California publishing company that acts as “a chronicler and catalyst of leading-edge development, homing in on the technology trends that really matter and galvanizing their adoption by amplifying “faint signals” from the alpha geeks who are creating the future.  O’Reilly publishes definitive books on computer technologies for developers, administrators, and users. Bestselling series include the legendary “animal books,” Missing Manuals, Hacks, and Head First.”

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From what I’ve gathered, my book – A Composer’s Guide to Game Music – is the first English language book about game music to be translated into Japanese and sold in Japan.  There are a few other books available in Japan on the subject – but they were all originally written in Japanese.  These include a book exploring game sound by the audio hardware designer and sound developer Shiomi Toshiyukia text on creating sound for games with the CRI ADX2 middleware by Uchida Tomoya, and a book on producing game music and sound design by the artist “polymoog” of the dance music duo ELEKETL (pictured below, from left to right).

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I’m tremendously excited about the Japanese edition of my book, and my excitement comes in large part from the venerable tradition of outstanding music in Japanese games.  From the most celebrated classic scores of such top game composers as Koji Kondo (Super Mario Bros.) and Nobuo Uematsu (Final Fantasy), to the excellent modern scores of such popular composers as Masato Kouda (Monster Hunter) and Yoko Shimomura (Kingdom Hearts), Japanese video game composers have set the creative bar very high.  I’m incredibly honored that my book will be read by both established and aspiring game composers in Japan!  I hope they’ll find some helpful information in my book, and I’m excited to contribute to the ongoing conversation about game music in the Japanese development community.

I’ve always loved Japanese game music.  In 2008, I participated in a compilation album in which successful game composers created cover versions of celebrated video game songs from classic games.  The album was called “Best of the Best: A Tribute to Game Music.”  I chose the music by Koji Kondo from Super Mario Bros., and recorded an a cappella vocal version.  It’s currently available for sale from the Sumthing Else Music Works record label, and can also be downloaded on iTunes.  You can hear the track on YouTube here:

If you’d like to learn more about the rich legacy of game music composition in Japan, you can watch an awesome free documentary series produced by the Red Bull Music Academy, entitled “Diggin’ in the Carts: A Documentary Series About Japanese Video Game Music.”  The series interviews famous game composers of Japan, which means that the interviews and narration are both in Japanese (with English subtitles).  Here’s an episode that focuses on modern accomplishments by Japanese game composers:

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Studio1_GreenWinifred Phillips is an award-winning video game music composer whose most recent project is the triple-A first person shooter Homefront: The Revolution. Her credits include five of the most famous and popular franchises in video gaming: Assassin’s Creed, LittleBigPlanet, Total War, God of War, and The Sims. She is the author of the award-winning bestseller A COMPOSER’S GUIDE TO GAME MUSIC, published by the Massachusetts Institute of Technology Press. As a VR game music expert, she writes frequently on the future of music in virtual reality video games. Follow her on Twitter @winphillips.

How To Break Into Game Music Composing: Advice from GDC 2015

During the Game Developers Conference in San Francisco this year, attendees of the GDC Audio Track were treated to not one, but two sessions on how to break into the industry as a game audio professional.  Since this is always a topic of intense interest, I thought I’d use this blog entry to sum up some of the ideas from those two sessions. Hopefully some of this information will prove useful!

First, let’s look at the basic details about those two GDC talks.

Amongst the many different speakers at the two presentations, there were a lot of ideas and strategies put forward about ways to break into game audio development.  A few common themes definitely rose to the surface, and I’ll go over those here:

You gotta have good connections.

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The importance of friendships and relationships was an oft repeated idea at these talks.  When the members of the “Landing Your First Game” panel were asked about how they got their first gig, they all said that they owed it to a referral from a friend.  Likewise, the Audio Bootcamp talk stressed the importance of making friendships during in-person meetings and conferences.

According to the speakers, it’s important to simply hang out with game audio pros in a low-pressure environment in which prospective gigs aren’t discussed at all.  Taking the opportunity to form friendships without pursuing career objectives was considered the best approach for an aspiring game audio professional attending a conference or convention.  The speakers suggested that opportunities would eventually surface from these friendly relationships, but patience would be required, and years might pass before any of these relationships lead to a game audio gig.  I can confirm from my own experience that maintaining relationships is vitally important, and that a friendly acquaintance can lead to a game audio job years down the line.

At this point, I should probably mention that a certain aspect of my early career experience would be considered highly atypical – I landed my first gig by doing something that the speakers labeled as a “cold-call.”  According to the speakers, a “cold-call” is a phone call or an e-mail sent to someone who is essentially a stranger.  This isn’t supposed to be a successful approach, and the speakers strongly advised against cold-calling… but that’s what I did.  I sent an e-mail to a music supervisor who didn’t know me, and I introduced myself and asked about music opportunities at that company.  This led to my first game job, as a composer on the music composition team of God of War from Sony Computer Entertainment America.  My experience in respect to the “cold call” seems to be the exception that proves the rule, according to the speakers at these two presentations.

Be willing to negotiate, or to work for free

negotiation

One of the speakers told a story about breaking into the industry by donating music for free to a mod.  A “mod” is a modification to the program code of a retail game by an indie team, resulting in a new game that requires players to own the original retail game in order to play the modification.  Since a mod team typically consists of hobbyists with little or no budget, creating music for a mod is usually a charitable endeavor on the part of the composer.  At one point, an audience member asked how long any aspiring game composer should donate their services before finally resolving not to work for free anymore.  The response was that free work can continue throughout an audio professional’s career – this kind of free work was referred to as a “passion project.”  When we become uncomfortable with working for free, however, the time has come to negotiate for compensation.

Both presentations spent considerable time discussing compensation structures that diverged from traditional rate-per-minute work-for-hire agreements.  Licensing agreements were mentioned repeatedly during both talks, which might (or might not) include participation in the “back end” revenue that the video game would earn once it was released.  Also under discussion was the possible retention of the rights to release a soundtrack album and collect its earnings.  This trend seemed to indicate that offering an agreement that would require less money from the developer up-front might convince the developer to pay something, rather than nothing, and that this might help the aspiring audio pro to secure their first paying gig.

On a personal note, I donated music to a “mod” early in my career.  Although it allowed me to gain a bit of experience as a game composer, I didn’t enjoy any particular career advantages for having done so. However, the mod I scored ended up as vaporware (i.e. unreleased), which underlines the importance of evaluating the mod project in order to estimate whether the mod is likely to be finished or not. I talk about this experience, along with several of my other early game projects, in my book.

Lately, I’ve heard a lot of buzz about licensing agreements in the game industry, and I imagine that it might be a viable alternative for new game audio folks looking to transition from free gigs to paying work.  However, according to the latest Game Audio Industry Survey conducted by GameSoundCon, only 12% of professionally produced indie games allow composers to license their music rather than selling the rights on a work-for-hire basis.  Most of the game development teams open to music licensing would be characterized as “not professionally produced,” according to the language in the Game Audio Industry Survey.

Some final thoughts

The speakers mentioned several conferences and other resources for the aspiring game composer, which I’ve listed below:

Also, just as an addendum, audio designer Will Morton, best known for his work on the Grand Theft Auto games, has recently published an article on Gamasutra.com called “Make Some Noise! Getting a Job Creating Sound and Music for Videogames.”  The article offers lots of interesting advice and personal anecdotes from industry pros.

Montreal International Game Summit 2014

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Just came back from a fantastic experience speaking at the Montreal International Game Summit 2014!

Montreal is a beautiful city, and that’s reflected in the fantastic rainbow-tinted windows of the convention center where the summit was held – the Palais des congrès de Montréal.

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The weather was relatively warm while I was there, but I spent most of my time at the summit… although I did enjoy the city views from the enormous walls of windows.


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This year’s summit was more vibrant than ever, and the fun began in the wide hallways where attendees could test their video game trivia knowledge by taking part in “The Game Masters” quiz show.  I wasn’t brave enough to compete, but I had to get a picture of the set:

MIGS-Game-Masters The show floor was very exciting this year, with a lot of the activity centering around the two Oculus Rift stations.  My attention, though, was caught by two things.  First — the AudioKinetic booth, where the Wwise middleware was on display:

MIGS-AudioKinetic

And second, this big green guy who was hulking inside the Ubisoft booth.  He looks brutish, but don’t let that fool you — he’s a real charmer.

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Here’s the big schedule of sessions that was posted at the event.  My speech was towards the end of the second day of the summit, right before the MIGS Brain Dump (which is kind of similar to a GDC rant).

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My talk was titled, “Music, the Brain, and the Three Levels of Immersion.”  It was a great audience!

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I had a wonderful time sharing some ideas about the role that music can play in helping gamers to achieve immersion. I’d first explored these ideas in my book, A Composer’s Guide to Game Music, and it was such a joy to explore these ideas with such an enthusiastic audience!

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I’ll be posting a video excerpt from my talk soon.  It was wonderful to speak at MIGS 2014, and thanks to all the creative and inspiring people I met this year in Montreal – it was a tremendous pleasure!

Hey, Big Spender! (Games Versus Movies)

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Since GameSoundCon is starting up tomorrow, I thought I’d direct your attention to an article written by GameSoundCon founder Brian Schmidt about the difference between the money raked in by the video game industry and the motion picture industry.  While it has been reported that games bring in more money than films, according to Brian Schmidt’s article, the figures for the game industry are distorted by the inclusion of hardware sales.  In fact, because film tickets are generally much cheaper than game sales, a blockbuster film must sell tickets to many more people in order to take in the same amount of money that a console game could earn through far fewer sales.

Reading this article on the GameSoundCon site, I found myself thinking about the idea of premium purchases.  What kind of psychological conditions need to exist in order for a customer to become a big spender — i.e. to opt to spend more money?  With a console video game, we are clearly looking at a premium purchase — these games can be up to 50 dollars or more.  Does the willingness to spend reflect on the depth and diversity of the experience?  Games typically outlast films in terms of their long-term entertainment value. Is this the reason why the top-tier console games are able to sustain their premium pricing?

The motion picture industry has made attempts to introduce premium pricing into its business model.  From luxurious theaters with reclining seats, to motion simulators with weather effects and smell-o-vision, to 3D formats, motion picture companies have been repeatedly urging movie-goers to part with larger sums in exchange for enhanced experiences, but success rates have been very limited or are rapidly on the decline.  Console video games, however, have been successfully charging premium prices for many years.

What I find interesting, though, is what happens when these two entertainment juggernauts start reducing their prices.  While movie theaters had dug in their heels for many years and refused to offer discounts, there is currently an initiative underway by the National Association of Theatre Owners for discount tickets to be offered in selected locations on off-nights.  While experimental and limited in scope, the trial period should be revealing in terms of whether discounts will lure movie-goers back to the theaters with more frequency.  In the world of video games, however, the discount experiment is fully underway in the form of the iTunes App Store, XBox Live Indie Store, the PlayStation Network Minis Store, Google Play, the Facebook App Center, and many other online retailers that offer games for drastically reduced prices.  If the movie industry hopes that discounted tickets will lure more people into theaters, then I wonder — have discounted games captured more casual gamers and turned them into frequent players/purchasers?

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In 2010, Reuters reported that free games had lured players successfully into gaming, converting them into paying customers.  However, in 2014 the optimism had waned as an industry analyst at the NPD Group warned that PC gamers, accustomed to receiving discounts, were now expecting all games to be very inexpensive.  Currently, XBox Live Gold members enjoy steep discounts with the “Deals With Gold” program, and PlayStation Network Plus members get their games at up to 75% off.

In contrast, however, the Gartner’s forecast for worldwide gaming revenues in the coming two years has estimated that mobile, console and PC games will see dramatic increases in their earnings. This seems to be good news for gaming — discounts for some game products may not have taken the luster away from the big-ticket games.  Our industry currently enjoys the benefits of a wider array of offerings that can be priced accordingly, whereas the motion picture industry continues to be saddled with a fairly uniform pricing structure that has been difficult for them to challenge and adjust.

GameSoundCon Industry Survey Results

GameSoundCon

As the GameSoundCon conference draws closer, I thought I’d talk a little bit about the Game Audio Industry Survey that was designed by GameSoundCon Executive Producer Brian Schmidt.  The survey was prepared in response to the broader “Annual Game Developer Salary Survey” offered by industry site Gamasutra.  Since the Gamasutra survey suffered from skewed results for game audio compared to other game industry sectors (owing to lower participation from the game audio community), Schmidt set out to obtain more reliable results by adopting a different approach.

Instead of focusing on the yearly salaries/earnings of audio professionals, the survey concentrated on the money generated by the music/sound of individual projects. Each respondent could fill out the survey repeatedly, entering data for each game project that the respondent had completed during the previous year.  The final results of the survey are meant to reflect how game audio is treated within different types of projects, and the results are quite enlightening, and at times surprising.

GSC-SurveyThe financial results include both small-budget indie games from tiny teams and huge-budget games from behemoth publishers, so there is a broad range in those results.  Since this is the first year that the GameSoundCon Game Audio Industry Survey has been conducted, we don’t yet have data from a previous year with which to compare these results, and it might be very exciting to see how the data shifts if the survey is conducted again in 2015.

Some very intriguing data comes from the section of the survey that provides a picture of who game composers are and how they work.  According to the survey, the majority of game composers are freelancers, and 70% of game music is performed by the freelance composer alone.  56% of composers are also acting as one-stop-shops for music and sound effects, likely providing a good audio solution for indie teams with little or no audio personnel of their own.

A surprising and valuable aspect of the survey is to be found in the audio middleware results, which show that the majority of games use either no audio middleware at all, or opt for custom audio tools designed by the game developer.  This information is quite new, and could be tremendously useful to composers working in the field.  While we should all make efforts to gain experience with audio middleware such as FMOD and Wwise, we might keep in mind that there may not be as many opportunities to practice those skills as had been previously anticipated.  Again, this data might be rendered even more meaningful by the results of the survey next year (if it is repeated), to see if commercial middleware is making inroads and becoming more popular over time.

Expanding upon this subject, the survey reveals that only 22% of composers are ever asked to do any kind of music integration (in which the composer assists the team in implementing music files into their game). It seems that for the time being, this task is still falling firmly within the domain of the programmers on most game development teams.

The survey was quite expansive and fascinating, and I’m very pleased that it included questions about both middleware and integration.  If GameSoundCon runs the survey again next year, I’d love to see the addition of some questions about what type of interactivity composers may be asked to introduce into their musical scores, how much of their music is composed in a traditionally linear fashion, and what the ratio of interactive/adaptive to linear music might be per project.  I wrote rather extensively on this subject in my book, and since I’ll also be giving my talk at GameSoundCon this year about composing music for adaptive systems, I’d be very interested in such survey results!

The GameSoundCon Game Audio Industry Survey is an invaluable resource, and is well worth reading in its entirety.  You’ll find it here.  I’ll be giving my talk on “Advanced Composition Techniques for Adaptive Systems” at GameSoundCon at the Millennium Biltmore Hotel in Los Angeles on Wednesday, October 8th.

Many thanks to Brian Schmidt / GameSoundCon for preparing this excellent survey!

Game Music Documentary at GameSoundCon

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The kickstarter campaign for the documentary “Beep: A History of Video Game Sound” is entering its final six days.  I’m pleased that the producers approached me to be interviewed for their film; I’ll be talking about my career as a game composer and my book, A Composer’s Guide to Game Music.  The “Beep” documentary looks like it will be a fascinating project, and all indications are that the resulting documentary will be a wide-ranging discussion of the audio aspects of video game design and production.  Two days ago, the kickstarter announced that its plans include coverage of GameSoundCon, the video game music and sound design conference founded and executive produced by the president of the Game Audio Network Guild, Brian Schmidt.

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The conference is less than a couple of weeks away now, and I’m looking forward to giving my presentation, “Advanced Composition Techniques for Adaptive Systems.”  The GameSoundCon crowd is one of the most enthusiastic and creatively-charged groups of people I’ve come across, and it will be great fun to meet new people and talk about the current state of adaptive music in games.

When I heard that “Beep: A History of Video Game Sound” would be covering GameSoundCon, I started thinking about the nature of Brian Schmidt’s conference, not only as a great gathering place for creative audio folks, but as a historically-significant event.  After all, one of the slogans of the “Beep” documentary is “Be a part of game sound history!”

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The GameSoundCon conference will take place at the Millennium Biltmore Hotel in Los Angeles on October 7 – 8.  GameSoundCon will be celebrating its 10th conference this year.  Since its first event in 2009, GameSoundCon has been steadily growing as a resource to the game audio community.  GameSoundCon concentrates its sessions solely on game audio, which separates it from other industry events that encompass the entire discipline of game development.  Further, the GameSoundCon conference embraces both the music composition and sound design disciplines, differentiating it from other music-centric gatherings such as Game Music Connect, the Ludomusicology Conference and the North American Conference on Video Game Music.  This particular combination of priorities seems to make GameSoundCon an ideal event for the “Beep” documentary team, and I wonder how their historical perspective will inform their coverage of the conference.

In my own speech at GameSoundCon, I’ll be approaching the topic of interactive music in games from both a modern and historical standpoint, and I imagine that other presentations will do likewise in regards to their topics.  It’s nice that the GameSoundCon event will be documented with the intent to understand its historical significance, and I’m looking forward to meeting the documentary team of “Beep: A History of Video Game Sound.”  There are still 6 more days to go before the kickstarter ends, so if you want to get involved, you can go here.

For New Composers Breaking Into the Game Music Business

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Breaking Into the Business

I’m often asked for the secret to breaking into the business of composing music for games. I dedicated a chapter of my book to that topic, so I’ve definitely given the issue a good deal of thought, but I’ll admit that it’s a complicated and difficult road for every newcomer to traverse. The toughest aspect of the journey is at the very beginning, when those initial efforts to secure work don’t immediately pay off. Patience and faith are both important virtues, but they don’t offer a lot of comfort at the beginning of an aspiring game composer’s career. While in my book I tried to supply as much useful information on the topic as I could glean from my own career and my experience in the business, I know that everyone has a different path to tread, each with its own unique challenges. So I’m going to dedicate this blog to a list of articles and community discussions about how to break into the business of composing music for games, written by a lot of smart folks with experiences to share and hard-won advice to impart. In the ensuing heap of game industry wisdom to be gathered from these articles, I hope that a few newcomers will find some helpful guidance, and a modicum of comfort as well.

How to be a video game music composer – Tips from the pros
by Sophia Tong, GamesRadar.com
 
Music in the Gaming Industry – Getting a Job as a Game Composer
by Nelson Everhart, Kingsisle Blog
 
I want to be a game composer
GameDev.net community discussion
 
Getting Started as a Video Game Composer
by Bobby Prince, BPmusic.com
 
Where does an amateur composer find job, or is he heard?
Northern Sounds community discussion
 
How to Get Music in Video Games
by Kris Giampa and Erik Pettersson, Beatport.com
 
How to be a Video Game Composer
by Kevin Kelly, G4TV
 
Pursuing a Career in Game Audio
by Nathan Madsen, GameAudio101
 
How to Wrangle a Job Writing Music for Computer Games
by Lance Hayes, Andertons Music Co.
 
Game Developers and Music Composers – How do you network?
TIGForums community discussion
 
GDC 2011 Talks #1: Tips for Prospective Video Game Composers
by Laura Shigihara, SuperShigi.com
 
Advice for Breaking Into a Career in Composing Music for Videogames
by Lisa Horan, Mix Magazine