Quote: Original post by ZaphrodBeeblebrox
For example, take a space game that has several levels that need sci-fi sounds and the customer is not sure exactly what would fit it, and is looking for composers to make the sounds. He'll probably hear this.
Composer 1: "Okay, I see, I'll offer XX sound effects, for XX dollars"
Composer 2: "Okay, I see, I'll offer YY sound effects, for YY dollars, I've done sci-fi before, here, look at my portfolio"
Composer 3: "Okay, I see, I can give you several references for sound effects that I think would fit you, and then we can discuss what from the references sound good, and what we should do to make sounds that really fit these levels"
Composer 3, is definitely the winner. Not because they offered a lower price, but because they offered something that seems like it'll make the project a success.
Are you honestly suggesting that some composers would just state a rate instead of giving you any references for this level? I find that very unlikely based on the composers/sound designers that I know and work with. Most are so eager for work that they'll gladly provide reference/test material for you to evaluate. Other thing to keep in mind that some of the reference materials can likely come from a demo reel or assets they've created in the past. You seem to dismiss the demo reel's function and pros rather quickly.
I know many American composers that already do this. In fact I often see young(er) composers willing to do a full score for FREE just for the opportunity and exposure! So I really don't feel that the situation you're illustrating is what is actually happening... at least from my experience with a wide variety of composers and clients. Plus I know of many clients (US and abroad) that have their prospective composers (or sound designers) do audio tests that use content from their game to see if they're a good fit or not. The key here is context. If I may be so bold, I feel that you misinterpret someone's intent or actions and draw negative conclusions from this. For example when you state:
Quote: Original post by ZaphrodBeeblebrox
Also, many quote "industry-standard rates" it like it's something they're owed.
Nobody is saying they're owed anything. Most likely they're giving you a reference point. This is the going rate for service X but I'll charge you Y. As I stated in an earlier post this gives the client a reference point.
At the start I'll offer up my rates and my usual bit about who I am and what I can do. What you're talking about (from the quoted section above) usually comes a bit later after the introductions are made and the company is narrowing down who they want to pick. Yet you seem to fault US composers with regards to their introductions. They're just an introduction. I couldn't possibly give you a bunch of reference sounds that I think would work well for your game until I've played a bit of the game, seen some concept art and heard about the plot and niche that the game is attempting to fill. That doesn't usually happen until later in the process and after an NDA.
What awesome game studio do you work for anyway?
Thanks,
Nate
[Edited by - nsmadsen on September 3, 2009 5:46:25 PM]