*For the record, my September sales from just one marketplace (Unity Asset Store) was $1,731 ($1,211 after their 30% cut).* Stop sleeping on game music packs and go get your slice of the pie :)
$20 is average for a small pack. Fun update, after releasing my Game Music Treasury (500 tracks) pack in Oct 2021, I earned $20,000 in a few months! The game music pack space is full of opportunity!
I just released my first Video Game Music Pack thanks to you! You've been an inspiration to me for 3 years and I've learned so much from you! Thank you so much! ❤
@@kennethreed8746 Hello, well since I just started I only got one pack out at the moment. I need a bigger catalogue to make an impact I think. In my opinion people rather buy bundles, but I'm getting there. 😊 Steven's got huge experience in the field and his success speaks for it self. I just need to put in more work and learn the business how and what the game developers want. The videos on this channel help a lot.
I swear every time I'm about to dive into the deep end of a certain topic, you make a super informative video about it that same week! This is so so helpful!!
Hey Steven, I've been watching your videos for a while and I just want to say thank you for all of the resources you've given us beginner composers ❤ God bless you man 🙏😊
Very kind of you! I encourage you to check out my course on this topic - it’s helped a ton of composers create, release, & sell their VGM packs (including several composers landing fantastic custom game music gigs as a direct result!): videogamemusicalliance.thinkific.com/courses/7-steps-to-release-your-first-video-game-music-pack
@@StevenMelin when I was able to do so, I didn't have the time 🥺😅😅 I hope I can join anytime soon. I always learn a lot from your livestreams, imagine if I joined.
Your content is pure gem, Steven. As I come from a mkt background, I had already figured out most of the stuff you say in this video, but there were still new learnings to be had after all. Keep up the good work!
Thanks so much for this video! I'll be checking out the guide you advertised as well. I have the drive and motivation (and perhaps the skill) to do this composing thing for a living, but the drive and motivation has had no proper direction until now. I'm really going to go all in on establishing a strong "bed" of passive income as my first real step toward getting myself out of the 9-5 office job.
Thank you Steven for this video! This video answered SO many questions I have about releasing packs. I’m releasing my first Pack next month and I’ve put a lot of work into it. I don’t want my efforts to go to waste. This is getting me hyped!!
Hi Steven! I've got a question on the x:00 x:30 track duration constraint. Do you also apply that to loops, or is it just on "regular" tracks? I've been having a hard time achieving this round durations for certain loops. This also leads me to another question: in a VGM pack, do you provide every track in several versions i.e. loop, loop with tail, loop loop with intro, etc? This remains a bit of a mystery to me. Thanks for the useful tips, I regularly come back to your book for this or that piece of info :)
Great question! In recent years I’ve actually abandoned this train of thought - I usually try to hit exact min. marks (2:00, 3:00, etc), but let the musicality decide the actual length. This could be 1:56 or 2:03, just depends.
Hi Steven. I find myself returning to this awesome video again - invaluable stuff and can't thank you enough! Would you say this is still a valid route now at the end of 2024? I remember you talking about the possibility of impending regulations a while ago, but haven't been able to keep up with any of this over the last year. Thanks again for your videos.
VGM packs are still as valid as ever!! The only change since has been Unreal Marketplace shutting down (this month) and being replaced with new Fab marketplace (launches this month and is train wreck atm, completely unusable). So if anything the markets have improved!
@Digital.asset.creatives At the entry indie game dev level, I’d say don’t waste the time since it won’t be used in that way! Focus on creating great loops.
Hey Steven! Thank you so much for all the content you are uploading, as a total beginner that I am It has being of big help! I have a cuestion though: Is It possible to have it registered in your PRO + Amuse and sell it as music pack at the same time? Sorry If It is a stupid question hahaha Thanks a lot for all the knowledge your sharing!! 😊
I don’t suggest selling tracks that are BOTH registered in PRO & through VGM packs, due to the amount of content ID strikes customers will face. Pick one or the other!
Great to hear! Check out my course on this topic to help create & sell your first pack! Tons of great results from composers: videogamemusicalliance.thinkific.com/courses/7-steps-to-release-your-first-video-game-music-pack
Thanks for the video (and podcast) episode on selling music packs. I've started writing music for my first pack and had a question. I definitely want to hire someone to do the artwork and am excited to get my first pack up. I know in this video you mentioned how you can save money by having someone do artwork for a bunch of packs at once. I'm curious if you find there is a big difference in cost for an artist doing one pack at a time vs doing a bunch? If you recommend on creating a bunch of packs first before hiring an artist, is there an optimal number one should create? I know you said you did 6.
Thank you so much for this information packed video. I do have a question and I know that the video is 3 Years old by now. But I would Like to know if the music packs should have only one type of genres like for example only town themes or should I make them more versatil with adding boss themes as well. Thank you so much if you are reading this and I would love a reply.
Thanks for the video! Didn't know about this way of earning some more money from music. But I have a question: is it the same like selling sample packs or more like selling licenses on Audiojungle, etc.? And can we sell the same tracks in packs and on stock libraries at the same time?
You can certainly double-dip by selling tracks in both game music packs & on sites like AudioJungle, but I don’t imagine you’ll have much success going the non-exclusive route (quantity over quality). I’ve personally had much more success every time I’ve focused on selling one specific type of music to a specific type of client (game music for game developers or inspirational corporate music for AJ video creators).
@@StevenMelin Thanks! But I thought you sell the same music pacs on all three platforms for game devs, so you are on a non-exclusive route anyway, am I wrong? Or you mean not exclusive contracts with platforms (like AJ has) but just focusing on specific purpose while writing music?
Really helpful video, thank you! Question for you if you can - are there any copyright considerations we should think about? I noticed you also have your music packs on Spotify, how are you able to do that and still license the music for other developers?
Spotify (and other streaming platforms) doesn't grant a license when you listen. Even if you "buy" a download from iTunes / Amazon MP3, you don't own rights to use the music in a commercial project. Game music packs grant a commercial license to use for a single project. 2 different routes for passive income that aren't contradictory.
Steven, thank you. Its another one comment to support your video. But i have a question. Can I sell music from such a pack not only on playgrounds like Unity, but also for streaming services like Spotify for listening?
Great video. Subscribed. Could you say something about the rights / licencing. Will it be a possibility to also distribute the music to say Spotify via a distributer?
Don’t think you mentioned it in your video but which storefronts/platforms are you selling your music on specifically? Would be cool to see a revenue breakdown by store. Eg: unity asset store, unreal marketplace, etc…
I'd like to know how to consistently have tracks that end with a 00 or 30. I often pick a tempo based on feel alone, but that can mean that a track at any given tempo could end at any random time, and would sound weird if I adjusted it to fit into a specific time frame. A track that's 2:15 would might sound too slow at 2:30 or too fast at 2:00. So how do you compensate for that?
I didn't even know that you can do that. Thank you! But I didn't quite understand, that is, for a big game they pay me for this pack of tracks and that's it. But there is a chance that the developer will then contact me personally, right?
Hey Steven! Do you master the tracks in a game music pack to a certain loudness level? I’ve seen people say -14 LUFS for streaming platforms, for instance. And does it differ based on loud action tracks vs more calm tracks?
I’m no authority on the subject, but I generally mix to around -14 LUFS as a rule of thumb (and set limiter to -0.3dB). If a track sounds too loud, I turn it down slightly. If a track sounds too soft, I turn it up slightly. Part science / part art :)
Hi Steven, I came across your channel recently and the information you provide now has me on course for writing my first game music pack, so thank you for this! Quick question though. When composing and arranging the tracks, do I need to put cross fades between each section? Total noob question but it would help me a lot!
Sorry I mean do I need to use them between the sections in each individual track, for example intro - crossfade - bridge - crossfade - "verse" etc. Export full 2 or 3 mins tracks, then chop them up and add intros/verses etc to the pack as individual 10/20 second loops? Hope this makes sense lol
Hi again Steven, I nearly have my music fully written and recorded for my first music pack. They're dynamic metal tracks, ideally for shooters, action, fighting etc. Should I make these customisable? Ie split all the sections from each song into individual loopable wav files? Thanks!
How do you organize the content in the packs? are they posted as the full however many minute long tracks? or are they broken up into smaller bits that can loop with variety and have a reverb tail? Do you put the reverb tail into the description so that the dev knows how to put it into the game so that the loop is more seamless? Im also curious how you would upload a vertical layering composition? or are all of these things more in the realm of custom game music and the packs for the unity asset store are literally just about putting the full track up as is?
Is there any problem with releasing an asset pack, then releasing the music in other places like Spotify, UA-cam for example? Would this lead to potential copyright issues?
That’s gray area unfortunately. You legally can because streaming is a different kind of license than Unity for example (one is for listening, one is for use in a commercial video game), however you may not always want to for various reasons (exclusivity to one marketplace, may not make a great listening experience, etc.) Your call!
Whats the best price for a 25 song music pack? I see you have yours at $5 but i feel like thats to low to make a income off of that. What do you think?
Hey Steven, I've been returning to this video several times while working on putting together my first game music pack. Really appreciate the insight! Quick question: is it alright to reuse a melody or motif in several tracks (for different scenarios and purposes), like a theme that gets developed across different cues? I would think so, but just wanted to check in case there was some weird legal consideration to be aware of or something.
I think that’s a wonderful idea! No licensing issues since it’s all sold in one pack / one license for one particular use (for video games). Nothing to worry about there.
Thanks! Nope, I never register game music with a PRO because there’s no royalties for VGM unless it airs on broadcast media (TV, ads, radio) or is publicly performed.
Thanks for this vid. Question though, if giving 1 of the track free from your game packs, wont they hit copyright strike when they use it? and what license do you send for them to avoid issue like UA-cam.
Quick Question: If I've released some of my original music on spotify, could I also sell them as music packs? Would youtube flag the music, and would making it a free music pack eliminate any problems? Thanks
I am excited about almost being done with my first pack! I just have one question: Is it really important to have loops or is it alright to only have loops for my second pack? Will loops or the lack thereof effect my sales a lot? I would also like to know if you have any tips for making more creative and less stiff orchestrations. Thanks for making these videos to help us out and keep up the golden work!
Hey Steven! For producing the sampler, did you use audacity to just fade between each 10 seconds of your tracks? In regards to making tracks even intervals of minutes, if you're doing a custom track that's say 2 or 3 minutes, but the music plays out to be over by a fair amount do you just alter the BPM to get the desired even time? Or is it okay to deliver a song 10-20 seconds past the agreed amount??
I prefer Pro Tools for quick & consistent crossfades, but you can do this in any DAW! For custom music I always deliver exactly what is expected (2 min hire = 2:00 track); occasionally I’ll go over and run by dev. It’s their call at that point. If I write a track and it lands just any of the agreed length (say 1:54), decreasing the BPM by 1-2 is a quick fix without rewriting any music. If the time is much more off, say 15 sec, I’ll add a couple measures to get to the goal.
@@StevenMelin Hi Steven, I noticed that most packs have random track lengths, including yours. Do you mean sticking to 00 or 30 for commissioned tracks only or is it just good practice in general?
It’s a great practice in general because that’s usually how game devs pay for tracks. Why not start now with packs? My packs don’t adhere to this because my music is from a hundred different places!
Hey Steven! I'm working on game pack and have several tracks, my question is should I upload those tracks on UA-cam, or this music should be exclusive to asset stores, or wait until I release complete pack? I upload music on my channel and other social media before, to get people know what I'm doing, but since I work on something big for me all my socials on hiatus
I suggest offering a free game music pack (small with 6 tracks or so) as a lead magnet on your website / social media / UA-cam / podcast to attract more game devs into your email list sales funnel. Otherwise sell all other packs! Listen in to my recent chat with Johannes von Stryk who asked that same question: ua-cam.com/video/-hUcjKnXjyg/v-deo.html
@@StevenMelin Loving the Content but I figured I'd ask a follow up question that's related. For the free music pack like you suggested doing above would it be better to stick to a specific style for the pack? As an example a Dark Mystery Adventure or a Fast Paced Action Pack. Or would it be better for your first Free Music pack to be showing off your diversity in musical abilities & styles?
Hey Steven, quick question! For music packs, is it common to include some form of commercial use license within the folder? Or is that something presumed upon purchase of the pack?
Steven Melin Though I think PROs in Europe handle this aspect differently than ASCAP for example. I had to file an exemption form for the last game I scored to my PRO (SUISA). I think there was a big legal discussion going on a couple of years ago with ASCAP about how this should be handled. If that’s true about my PRO here in Switzerland and others in the EU as well, then you’d have to exempt your music pack from the deal you’ve signed with your PRO, to sell them as royalty free, right?!
Game music marketplace sites don’t submit our music to PRO’s like video / advertising sites (Audio Jungle, Premium Beat, Pond5, etc), so there’s nothing to worry about.
Hey Steven! I really appreciate all the gems you drop in your videos. I am getting started in VGM after composing with (sort-of) no direction or goal for a while. I have a question for you. Would it be a shrewd business decision to give away my first pack for free to only those who are on my email-list, then still sell it on the Unity marketplace to others? For example, I'd probably include in the description something like: "Get this pack for free by subscribing to my email list! You can reach me here: ______." Thanks in advance! K Cloud
*June 2022 update: my game music packs have sold over $30,000+ since this video released! Stop sleeping on this and go release your packs now! :)
*For the record, my September sales from just one marketplace (Unity Asset Store) was $1,731 ($1,211 after their 30% cut).* Stop sleeping on game music packs and go get your slice of the pie :)
Wow. I'll go listen to your packs. Thnx!
@@altermoremusic Check them out here! www.stevenmelin.com/8-bit-adventure-music-pack
What price do you set for a standard game pack? Say it's 10 full length tracks
$20 is average for a small pack. Fun update, after releasing my Game Music Treasury (500 tracks) pack in Oct 2021, I earned $20,000 in a few months! The game music pack space is full of opportunity!
I just released my first Video Game Music Pack thanks to you! You've been an inspiration to me for 3 years and I've learned so much from you! Thank you so much! ❤
Hey man, just wanted to inquire if you've seen any success with it?
@@kennethreed8746 Hello, well since I just started I only got one pack out at the moment. I need a bigger catalogue to make an impact I think. In my opinion people rather buy bundles, but I'm getting there. 😊 Steven's got huge experience in the field and his success speaks for it self. I just need to put in more work and learn the business how and what the game developers want. The videos on this channel help a lot.
@@kennethreed8746 Curious to know too ^^
I swear every time I'm about to dive into the deep end of a certain topic, you make a super informative video about it that same week! This is so so helpful!!
Always one step ahead 😉 At least I can help lead you where I’ve been!
Hey Steven, I've been watching your videos for a while and I just want to say thank you for all of the resources you've given us beginner composers ❤ God bless you man 🙏😊
Thank You 🙏🏾👍🏾✊🏾🔥🔥🔥💯🌅
This video is gold dude. I'm someone just starting out and videos like these are exactly what I need to figure out what I'm supposed to do.
That’s awesome to hear!
Very helpful as usual, Steven. Cheers mate!
If there are videos I always come back to, this is one of them (and the one I'm interested the most!). Thank you a lot, Steven! 🙌🏼
Very kind of you! I encourage you to check out my course on this topic - it’s helped a ton of composers create, release, & sell their VGM packs (including several composers landing fantastic custom game music gigs as a direct result!): videogamemusicalliance.thinkific.com/courses/7-steps-to-release-your-first-video-game-music-pack
@@StevenMelin when I was able to do so, I didn't have the time 🥺😅😅 I hope I can join anytime soon. I always learn a lot from your livestreams, imagine if I joined.
Hey man, thanks so much for this. I make music and I’m an artist too, so the second you said you should hire an artist, I thought this was for me!
Such great advices mate! Thank you
Your content is pure gem, Steven. As I come from a mkt background, I had already figured out most of the stuff you say in this video, but there were still new learnings to be had after all. Keep up the good work!
Thanks so much for this video! I'll be checking out the guide you advertised as well. I have the drive and motivation (and perhaps the skill) to do this composing thing for a living, but the drive and motivation has had no proper direction until now. I'm really going to go all in on establishing a strong "bed" of passive income as my first real step toward getting myself out of the 9-5 office job.
My mini-course on building a VGM pack is free today if interested! Download my guide: www.stevenmelin.com/best-service-week
@@StevenMelin awesome, thanks for the tip on that! I’ll check it out later today when I’m free.
Did it work?
Any updates??
Probably the most helpful video regarding music packs that I've seen :)
Great video!
But I can't find those 10 steps that are mentioned here?
Thank you Steven for this video! This video answered SO many questions I have about releasing packs. I’m releasing my first Pack next month and I’ve put a lot of work into it. I don’t want my efforts to go to waste. This is getting me hyped!!
Go for it! It's an amazing source of passive income.
Hi Sector vii Music! Let me know how it goes!
How did it go? We are curious :D
Hi Steven!
I've got a question on the x:00 x:30 track duration constraint. Do you also apply that to loops, or is it just on "regular" tracks? I've been having a hard time achieving this round durations for certain loops.
This also leads me to another question: in a VGM pack, do you provide every track in several versions i.e. loop, loop with tail, loop loop with intro, etc? This remains a bit of a mystery to me.
Thanks for the useful tips, I regularly come back to your book for this or that piece of info :)
Great question! In recent years I’ve actually abandoned this train of thought - I usually try to hit exact min. marks (2:00, 3:00, etc), but let the musicality decide the actual length. This could be 1:56 or 2:03, just depends.
@@StevenMelin Interesting that you changed your mind about this. Thanks a lot for your swift answer!
Hey Steven,
do you know if it’s allowed on those stores to release VG music that you already previously released on Spotify for an example?
Not a conflict of interest at all because streaming tracks don’t require licenses by listeners to “use” (listen to).
@@StevenMelin Thanks for the reply!
Hi Steven. I find myself returning to this awesome video again - invaluable stuff and can't thank you enough! Would you say this is still a valid route now at the end of 2024? I remember you talking about the possibility of impending regulations a while ago, but haven't been able to keep up with any of this over the last year. Thanks again for your videos.
VGM packs are still as valid as ever!! The only change since has been Unreal Marketplace shutting down (this month) and being replaced with new Fab marketplace (launches this month and is train wreck atm, completely unusable). So if anything the markets have improved!
@@StevenMelin Great stuff. Thanks for the reply.
Good information. Thanks a lot!
Only the best for you
Hi Steven, should these game music packs contain intros and stingers that match up with the loops or music tracks? Thanks for your vids.
That’s definitely a bonus, but not required! First time game devs (our target audience) probably don’t know how to use stingers to be honest.
@@StevenMelin cool thanks for your reply, I was thinking if they were to be organised in Fmod or Wwise.
@Digital.asset.creatives At the entry indie game dev level, I’d say don’t waste the time since it won’t be used in that way! Focus on creating great loops.
Hey Steven! Thank you so much for all the content you are uploading, as a total beginner that I am It has being of big help!
I have a cuestion though: Is It possible to have it registered in your PRO + Amuse and sell it as music pack at the same time? Sorry If It is a stupid question hahaha
Thanks a lot for all the knowledge your sharing!! 😊
I don’t suggest selling tracks that are BOTH registered in PRO & through VGM packs, due to the amount of content ID strikes customers will face. Pick one or the other!
@Video Game Music Alliance Great! Thak you so much! 😊
This video was insanely helpful
Great to hear! Check out my course on this topic to help create & sell your first pack! Tons of great results from composers: videogamemusicalliance.thinkific.com/courses/7-steps-to-release-your-first-video-game-music-pack
Thanks for the video (and podcast) episode on selling music packs. I've started writing music for my first pack and had a question. I definitely want to hire someone to do the artwork and am excited to get my first pack up. I know in this video you mentioned how you can save money by having someone do artwork for a bunch of packs at once. I'm curious if you find there is a big difference in cost for an artist doing one pack at a time vs doing a bunch? If you recommend on creating a bunch of packs first before hiring an artist, is there an optimal number one should create? I know you said you did 6.
If you’re just starting, get custom art for one pack and use the revenue from sales to fund the next ;)
Thank you so much for this information packed video. I do have a question and I know that the video is 3 Years old by now. But I would Like to know if the music packs should have only one type of genres like for example only town themes or should I make them more versatil with adding boss themes as well. Thank you so much if you are reading this and I would love a reply.
Thanks for the video! Didn't know about this way of earning some more money from music. But I have a question: is it the same like selling sample packs or more like selling licenses on Audiojungle, etc.? And can we sell the same tracks in packs and on stock libraries at the same time?
You can certainly double-dip by selling tracks in both game music packs & on sites like AudioJungle, but I don’t imagine you’ll have much success going the non-exclusive route (quantity over quality). I’ve personally had much more success every time I’ve focused on selling one specific type of music to a specific type of client (game music for game developers or inspirational corporate music for AJ video creators).
@@StevenMelin Thanks! But I thought you sell the same music pacs on all three platforms for game devs, so you are on a non-exclusive route anyway, am I wrong? Or you mean not exclusive contracts with platforms (like AJ has) but just focusing on specific purpose while writing music?
Really helpful video, thank you! Question for you if you can - are there any copyright considerations we should think about? I noticed you also have your music packs on Spotify, how are you able to do that and still license the music for other developers?
Spotify (and other streaming platforms) doesn't grant a license when you listen. Even if you "buy" a download from iTunes / Amazon MP3, you don't own rights to use the music in a commercial project. Game music packs grant a commercial license to use for a single project. 2 different routes for passive income that aren't contradictory.
@@StevenMelin Ah that makes sense, thank you for the explanation!
Steven, thank you. Its another one comment to support your video. But i have a question. Can I sell music from such a pack not only on playgrounds like Unity, but also for streaming services like Spotify for listening?
Yes you can do both with the same pack!
Great video. Subscribed. Could you say something about the rights / licencing. Will it be a possibility to also distribute the music to say Spotify via a distributer?
Yes you can! I encourage composers to also stream their music since there’s no conflict of interests.
@@StevenMelin Great. Thanks for the answer!
Thank you for that video! I really need to dive into those stuffs
Super helpful thank you!!
Don’t think you mentioned it in your video but which storefronts/platforms are you selling your music on specifically? Would be cool to see a revenue breakdown by store. Eg: unity asset store, unreal marketplace, etc…
Historically, Unity has outperformed the other stores by a landslide!
I'd like to know how to consistently have tracks that end with a 00 or 30. I often pick a tempo based on feel alone, but that can mean that a track at any given tempo could end at any random time, and would sound weird if I adjusted it to fit into a specific time frame. A track that's 2:15 would might sound too slow at 2:30 or too fast at 2:00. So how do you compensate for that?
Change time signatures, speed up / slow down, chop off a bar or a beat, etc. it’s amazing how practice will help you get there :)
@@StevenMelin Wow! I’m impressed by the quick reply! Let alone a reply for a 2 year old video. I will definitely consider those suggestions. Thanks!
I didn't even know that you can do that. Thank you! But I didn't quite understand, that is, for a big game they pay me for this pack of tracks and that's it. But there is a chance that the developer will then contact me personally, right?
You can’t write music for a commercial game (exclusive license) AND sell that same pack online. 2 separate deals.
Nice! Are most of your tracks loopable or not?
You can see the full track list breakdown here! drive.google.com/file/d/1aUdpeLY-nNKOH4lKdVxlC7eAe_knH4vU/view?usp=drivesdk
can you sell the same pack on both unity and unreal market places?
Yes absolutely! GameDev Market & Itch.io are also wonderful!
where do you sell your music packs? Soundcloud?
where we can sell them ?
Hey Steven! Do you master the tracks in a game music pack to a certain loudness level? I’ve seen people say -14 LUFS for streaming platforms, for instance. And does it differ based on loud action tracks vs more calm tracks?
I’m no authority on the subject, but I generally mix to around -14 LUFS as a rule of thumb (and set limiter to -0.3dB). If a track sounds too loud, I turn it down slightly. If a track sounds too soft, I turn it up slightly. Part science / part art :)
@@StevenMelin awesome! Makes sense
I have a really fun idea for a pack I don't think anyone will have done before.....
Project for the year after audition season is done, I think :D
Hi Steven, I came across your channel recently and the information you provide now has me on course for writing my first game music pack, so thank you for this! Quick question though. When composing and arranging the tracks, do I need to put cross fades between each section? Total noob question but it would help me a lot!
That’s awesome to hear! Crossfades between what sections?
Sorry I mean do I need to use them between the sections in each individual track, for example intro - crossfade - bridge - crossfade - "verse" etc. Export full 2 or 3 mins tracks, then chop them up and add intros/verses etc to the pack as individual 10/20 second loops? Hope this makes sense lol
You CAN do that, but that’s a heck of a lot of work for almost no reason 😅 Keep it simple. Just release normal tracks that loop!
@@StevenMelin Ahhh I get ya, thanks!
Hi again Steven, I nearly have my music fully written and recorded for my first music pack. They're dynamic metal tracks, ideally for shooters, action, fighting etc. Should I make these customisable? Ie split all the sections from each song into individual loopable wav files? Thanks!
There's no problem putting this album packs on streaming services too?
Nope, no conflict of interest.
How do you organize the content in the packs? are they posted as the full however many minute long tracks? or are they broken up into smaller bits that can loop with variety and have a reverb tail? Do you put the reverb tail into the description so that the dev knows how to put it into the game so that the loop is more seamless?
Im also curious how you would upload a vertical layering composition? or are all of these things more in the realm of custom game music and the packs for the unity asset store are literally just about putting the full track up as is?
Is there any problem with releasing an asset pack, then releasing the music in other places like Spotify, UA-cam for example? Would this lead to potential copyright issues?
That’s gray area unfortunately. You legally can because streaming is a different kind of license than Unity for example (one is for listening, one is for use in a commercial video game), however you may not always want to for various reasons (exclusivity to one marketplace, may not make a great listening experience, etc.) Your call!
Whats the best price for a 25 song music pack? I see you have yours at $5 but i feel like thats to low to make a income off of that. What do you think?
Hey Steven, I've been returning to this video several times while working on putting together my first game music pack. Really appreciate the insight! Quick question: is it alright to reuse a melody or motif in several tracks (for different scenarios and purposes), like a theme that gets developed across different cues? I would think so, but just wanted to check in case there was some weird legal consideration to be aware of or something.
I think that’s a wonderful idea! No licensing issues since it’s all sold in one pack / one license for one particular use (for video games). Nothing to worry about there.
@@StevenMelin Awesome, thanks!
Great info here. Thanks Steven! Do you register your tracks with a PRO before selling?
Thanks! Nope, I never register game music with a PRO because there’s no royalties for VGM unless it airs on broadcast media (TV, ads, radio) or is publicly performed.
Thanks for this vid. Question though, if giving 1 of the track free from your game packs, wont they hit copyright strike when they use it? and what license do you send for them to avoid issue like UA-cam.
There are no licensing issues unless you’ve registered your track with AdRev / Copyright Claiming via Soundrop or another distribution service.
Great video, thanks
Quick Question: If I've released some of my original music on spotify, could I also sell them as music packs? Would youtube flag the music, and would making it a free music pack eliminate any problems?
Thanks
Why is it that you should settle with a specific style or game style?
some of mine are 0:08 sec Is that ok
Hey, excellent video! Just want to make sure, is all of this still relevant for 2022?
Yeah! Just more so now. I’ve earned ~$30k from game music packs since this video 😅
@@StevenMelin Awesome :P, I'm working on getting into video game composing now, wish me luck!😄
I am excited about almost being done with my first pack! I just have one question: Is it really important to have loops or is it alright to only have loops for my second pack? Will loops or the lack thereof effect my sales a lot? I would also like to know if you have any tips for making more creative and less stiff orchestrations. Thanks for making these videos to help us out and keep up the golden work!
Great info thanks!
Hey Steven!
For producing the sampler, did you use audacity to just fade between each 10 seconds of your tracks?
In regards to making tracks even intervals of minutes, if you're doing a custom track that's say 2 or 3 minutes, but the music plays out to be over by a fair amount do you just alter the BPM to get the desired even time? Or is it okay to deliver a song 10-20 seconds past the agreed amount??
I prefer Pro Tools for quick & consistent crossfades, but you can do this in any DAW!
For custom music I always deliver exactly what is expected (2 min hire = 2:00 track); occasionally I’ll go over and run by dev. It’s their call at that point. If I write a track and it lands just any of the agreed length (say 1:54), decreasing the BPM by 1-2 is a quick fix without rewriting any music. If the time is much more off, say 15 sec, I’ll add a couple measures to get to the goal.
@@StevenMelin Hi Steven, I noticed that most packs have random track lengths, including yours. Do you mean sticking to 00 or 30 for commissioned tracks only or is it just good practice in general?
It’s a great practice in general because that’s usually how game devs pay for tracks. Why not start now with packs? My packs don’t adhere to this because my music is from a hundred different places!
Hey Steven! I'm working on game pack and have several tracks, my question is should I upload those tracks on UA-cam, or this music should be exclusive to asset stores, or wait until I release complete pack? I upload music on my channel and other social media before, to get people know what I'm doing, but since I work on something big for me all my socials on hiatus
should you sell music pack or provide it for free?how do you know if the quality of your music is good enough D:
I suggest offering a free game music pack (small with 6 tracks or so) as a lead magnet on your website / social media / UA-cam / podcast to attract more game devs into your email list sales funnel. Otherwise sell all other packs! Listen in to my recent chat with Johannes von Stryk who asked that same question: ua-cam.com/video/-hUcjKnXjyg/v-deo.html
@@StevenMelin Loving the Content but I figured I'd ask a follow up question that's related. For the free music pack like you suggested doing above would it be better to stick to a specific style for the pack? As an example a Dark Mystery Adventure or a Fast Paced Action Pack. Or would it be better for your first Free Music pack to be showing off your diversity in musical abilities & styles?
@@ThoseAwkwardGamers Be as specialized / specific as possible to grow a niche audience faster.
Nice!!
Hey Steven, quick question!
For music packs, is it common to include some form of commercial use license within the folder? Or is that something presumed upon purchase of the pack?
Every marketplace has its own EULA, so nothing to worry about
@@StevenMelin Perfect, much appreciated!! (Can you tell I return to this video often? haha)
How do you handle PRO with these music packs? Do you exclude them from this?
Game music doesn’t register with PRO’s like other industries! No royalty collections or payments with games.
Steven Melin Though I think PROs in Europe handle this aspect differently than ASCAP for example. I had to file an exemption form for the last game I scored to my PRO (SUISA). I think there was a big legal discussion going on a couple of years ago with ASCAP about how this should be handled. If that’s true about my PRO here in Switzerland and others in the EU as well, then you’d have to exempt your music pack from the deal you’ve signed with your PRO, to sell them as royalty free, right?!
Game music marketplace sites don’t submit our music to PRO’s like video / advertising sites (Audio Jungle, Premium Beat, Pond5, etc), so there’s nothing to worry about.
Doesn't work. I did everything as you said, but still have 0 purchases, and very little views 😒
Your voice and accent is so familiar as we see in AI created vdos
👀👀👀👀👀
Hey Steven!
I really appreciate all the gems you drop in your videos. I am getting started in VGM after composing with (sort-of) no direction or goal for a while. I have a question for you. Would it be a shrewd business decision to give away my first pack for free to only those who are on my email-list, then still sell it on the Unity marketplace to others? For example, I'd probably include in the description something like: "Get this pack for free by subscribing to my email list! You can reach me here: ______."
Thanks in advance!
K Cloud