Articles full of practical advice to give you the best chance of landing clients and getting paid as a video game composer.
I won't cover the latest VSTs or DAWs, as plenty of other sites do that. My articles will cover the less talked about (but more important) areas such as getting for work, pricing your services, negotiating, networking, making the most of your time and learning how to stand out in a crowded market.
The music is important, but if you're like me, this wasn't really the problem.
If you want to geek out on plug-ins and find any excuse to avoid the hard work of building a freelancing business as a composer, then this site isn't for you. For those that remain, welcome, and let's get to work.
Hi, I'm Chris Lines. I cut my musical teeth in the 80s with the synths and drum machines of the time. The first computer I used for music was the ZX Spectrum.
After playing in bands, producing some library music and doing the odd student film, four years ago I decided concentrate on games. Of all the areas I could write music for, games seemed like the most innovative, exciting and rewarding.
I have produced music for various titles including The Haunt (Top 10 in Amazon chart) and a whole series of hidden object games. I also have over twenty years experience in the music industry pitching music for games, film and tv. You can check out my credentials here.
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