Monday, August 27, 2007

Music-branding agencies...


I've got a buddy that works for Grayson Matthews, a music-branding agency in Toronto.
They handle some large Canadian accounts (McDonald's, Smirnoff, Nokia...you get the idea). Their music is topshelf don't-you-wish-you-had-this-gig material.
Check out their website and watch a few flash videos of their music interacting with worldwide brands.



Friday, August 24, 2007

The evolution of a song...

This post definitely falls under the "music for sale" category...

I've always thought it would be interesting to hear the evolution that a song goes through before it's finished/mastered/shrink-wrapped. It's soooo important to put your best foot forward when trying to license a track for television or film, or even getting a record deal. With all the sweet (and cheap) recording gear on the market, why would you leave any part of your song to the imagination of a record label rep?

My band, Berliner's is almost finished with our new album. I'm producing/engineering our masterpiece this go-around, and I had the foresight to save every bounce of every song we worked on.

What's the saying?...."from soup to nuts"

So. This particular song is called "Little Plastic Girl".

You get to hear it from inception to adulthood.

www.theadvertisingfoundry.com/lpg1.mp3

www.theadvertisingfoundry.com/lpg2.mp3

www.theadvertisingfoundry.com/lpg3.mp3

www.theadvertisingfoundry.com/lpg4.mp3


I've actually got 12 bounces of this song, but that's for ardent fans (hey Johnny!) and my mom (hugs!).

Wednesday, August 22, 2007

a man in a phone...

I just helped a great wireless company with their music branding needs. I love wireless companies. They have money, creativity, ad agency-produced spots and tend to lean on pneumonics to build audio identity. Right up my alley.

Here is their radio bed to go along with this...
www.theadvertisingfoundry.com/corrwirelessspot.mp3

Tuesday, August 21, 2007

Music can pay your rent...


Have you ever perused a craigslist (www.craigslist.org ) musician section? Tons of "whatever"-type posts, right? Yep. Need $50? Can you transcribe music to notes on paper? Buddy, you're in business.


There are several songwriters, bands, and other "aspiring" folks who would love to see their music written (or in most cases now, FINALE'd http://www.finalemusic.com/ ) on paper.


This helps them out when they are looking for folks to play their songs, and it also helps the process of officially copywriting their songs. Most people are willing to pay between $25-50.00 per song. If you have a decent understanding of song form, and can listen to an mp3 or cd and write down melody, chords, and lyrics, you can make a little extra money every month.


Think about it. How many different craigslist pages are there? You could do quite well.

Friday, August 17, 2007

Not a film composer? That's ok, TV and film still need you!















http://www.taxi.com/ is an awesome service for songwriters, bands and producers looking to get their music placed in TV and film.


Let me quickly explain how it works...

1)You join Taxi for a yearly fee (a few hundred bucks)

2)Taxi sends you a listing (updated regularly) of requests for music. These requests come from labels, production studios, television and film studios.

3) Hey, look! There's a listing that's looking for my type of music (jungle-afrobeat-disco). It's for a new Discovery Channel show next fall.

4)You send along an mp3 or cd to Taxi, with a $5 submission fee.

5)Taxi listens to the submission and decides if it fits the descprition. It gets the thumbs up (it's forwarded), or thumbs down (better luck next time, buddy) and you receive a critique of your track.
6)If the company that requested the submission likes your track, they contact you and discuss particulars. Yay!

Persistence is the magic word. You might have 10 tracks forwarded without hitting the jackpot, but it's better than not having any tracks listened to.

Here are links to ten TAXI videos that discuss getting your music heard.

Check them out. ..


http://www.youtube.com/watch?v=6FguwMMsDZA
http://www.youtube.com/watch?v=cvTStQweVVo
http://www.youtube.com/watch?v=Y_0SxBUGfKA
http://www.youtube.com/watch?v=S8kp1UK-lYg
http://www.youtube.com/watch?v=96fEPG-XdkM
http://www.youtube.com/watch?v=KO3BqT7Q7OI
http://www.youtube.com/watch?v=I8txykKpVfU

Thursday, August 16, 2007

Big Studio, or little studio?

I mentioned in a previous post that I am recording and producing an album for rock band Berliner's. During this process, I've played several tracks from the album for musicians, civilians, and my wife.

Without fail, they all ask, "so, what studio did you record at?"...

Many people are still surprised to learn that music production and recording software/hardware has plummeted in cost over the past 5-7 years. Those days of only getting a great-sounding recording by being signed to a major label and sent off to a Manhattan studio are OVER. Anyone with a good ear, a decent mic, and some recording software can get the job done. Well.

Berliner's had initially recorded their first album (as That Rabbit's Dyn-o-mite!) at two seperate studios in Atlanta. Overall, the process was educational, and we were fairly happy with the outcome. But when it came time to record the 2nd album, we reconsidered spending another $25,000.00 to record in outside studios when we could do an even better job in-house. Using my own personal studio to handle everything minus drums (which we handled at a nearby studio that only charges $20.00 an hour!), we were able to work at our own pace. I won't even tell you what we've spent up to this point. You wouldn't believe it after hearing the album.

So. When considering whether you need to head to a big or small studio, ask what you want of the project. Is this for a jingle, band, music bed, etc.? Do you want more or less time to tweak your music? Do you like being broke?

To find lists of cheap studios around your area, hit up craigslist.org and head over to the musicians section.

Wednesday, August 15, 2007

Part V: It almost bought music gear in LA...

New Technology Roundup: The Latest in Film & TV Music Technology...

Wowsers. A lot of gear talk. Because software has stolen the throne from the mighty king, hardware, there were only a few things discussed. Plug-ins. Monitors. Headphones. I fell asleep during the plug-in, monitor, headphones portion. Sorry.

But...

Two very cool ideas were also brought up.

1)when mixing your work (band, orchestral, whatever) keep a few copies of similar music close by to use as a mixing test.

ex. I am mixing a record for Berliner's, a AAA rock-pop band. I've got a good ear, and I know what I'm looking for mix-wise, but why make this journey alone? So I call up my buddies My Chemical Romance and Franz Ferdinand in iTunes and listen to similar tracks on the same monitors that I'm mixing the album on.

Hmm. My kick drum sounds like crap. Their's sounds awesome. Let me see if I can emulate that sweet kick drum goodness.

2) Consider mixing with a subwoofer. Love it. I know this probably makes more sense for the John Williams composer-type folks, but it's never a bad idea to audition your tracks on multiple setups.

That's all for my five part series in LA. Tomorrow will be back to normal. For realsies.

Tuesday, August 14, 2007

Part IV: It drove to LA

Music for Videogames: How Top Composers Find Work and Create Great Video Game Scores...

A few of the folks on the panel got their start (ex.Laura Karpman, laurakarpman.com) by getting experience as staff composers for places like Sony Online. Others apparently just sent off their work and became independently wealthy...ok, kidding, but it's like pulling teeth trying to find out how they got their sweet jobs!


This was by far my favorite panel discussion. Each of the panelists/moderator had impressive video game credits (if you want specifics, just google their names and start clicking), and offered up essential videogame primer information.

Here are a few fun facts:

Videogames are so money right now, and while already earning more than Hollywood, are set to eclipse the music industry (http://www.1up.com/do/newsStory?cId=3160654).

When you take the Videogame industry's swollen coffers and add in pro-gaming consoles such as Sony's Playstation and Microsoft's XBox 360 with their powerful audio engines, you have amazing potential for music scores. Most game development companies are now looking for sweeping orchestral scores or major label bands.

Gone are the days of blips and bleeps.

Writing music for games is different than writing music for movies, tv, and video. While orchestration and melodic involvement remain relatively unchanged, game composers have had to figure out diffeent ways to keep their music timely and relevant to the gameplay happening on screen.

Several terms and musical cues have been created to describe these techniques...

Stingers: A Stinger is a very short piece of music that begins and ends within a matter of a few seconds.
They are not like a music-loop which is made for looping around and a round to create a never ending piece of music. A "Stinger" has a beginning, a middle-part, and an end. It's not made for looping.
Stingers can be used for many purposes (splash screens, logos, highlights, underlining a point), but the most common use of Stingers is in the transition between scenes. Look at an episode of "Friends". Every time the story moves from one location to another, we see a little shot of the new location, and the music plays a "Stinger".
Incidentals: Incidental music is often "background" music, and adds atmosphere to the action. It may also include pieces which will provide the main interest for the audience, for example overtures, or music played during scene changes.
Accidentals: When Zelda gets hurt.

All of the gaming platforms offer different audio engines and programs that enable composers to write in a linear and non-linear fashion. Now you can have a melodic idea happen randomly, depending upon the main character's interaction with it's environment. This call happen while other music, possibly a loop or through-composed piece, is playing.

A typical videogame might offer 40 hours of continuous (not including your cheetos break) gameplay and require 60 minutes of new music.


End of fun facts:

The important element that all the composer panelists continued to stress was that the gaming industry has turned the corner on the quality of it's musical scores. Gone are the blips. Say goodbye to cutesy midi strings and drums. Throw out your DX-7. It's time to load up the Vienna Symphony, Garritan Personal Orchestra, Gigastudio, Kontakt, and Big Band Brass and get working.
Almost 50% of all game scores are sampled. The other half?

Realsies.

Maybe you outta hire an orchestrator, buddy.

Monday, August 13, 2007

Part III: It Ran to LA

Downloads, Direct Licensing, and other Composer Business Issues...

This panel was a doozy. Let me take a few moments and distill all the great thoughts.

I'm going to skip the "downloads" portion of the panel, as it really wasn't touched upon. Now, the direct licensing, that's the hotness. Panelist Yoav Goren spoke about the opportunities that composers have to write for music libraries.

Here is how a music library works:

1.You (a great composer/songwriter/DJ) write great music tracks.
2.You send off your great tracks to a music library ( like http://www.immediatemusic.com/) for consideration.
3.They love your work.
4.They accept your work into their library
5.You sign an agreement which might be either: (These were the two options touched upon)
a. 50/50 Publishing split.
b. Up-front Buyout.

Remember to sign up for a performing rights organization (PRO) so you can collect your royalties on this library music...BMI, ASCAP, SESAC.

Here is more info on Yoav, which describes how he found a money-making niche in the film trailer LIBRARY business... http://findarticles.com/p/articles/mi_m0HNN/is_7_19/ai_n6143787

This is a really great way to get your music into major projects, get paid, and make your mom and dad happy about that four year investment into music school.

Friday, August 10, 2007

Part II... a few days late, but not a dollar shorter!

Hey there. I feel like we haven't spoken in a few days. That will sometimes happen when I get a call to finish up projects for clients. That's a "good" problem. Let's get back to LA...

My first focus is the session titled: The art & craft of composing for indie films.

A few key points worth mentioning:

1. Stretching your music budget.

Money is always tight, but you don't want to get all "cheap" in your audiences face. All of the panelists use a combination of live and sampled instruments in their scoring. Berklee alum Sharon (pronounced Sha-rone) Farber was able to pull off believable string parts by putting a live violin over several instances of Viennna Sympony Orch. patches. To the casual (and no-so-casual) listener, the music sounds like it was made on a soundstage.

So........ Sampled instruments + one or two live instruments = Good work

2. What is this movie/spot/trailer/commercial trying to say.

Though this expo focused on composing for film and games, the above question is applicable anywhere you might plan on putting music. Big budget, small budget, how do you translate what you are seeing on screen into a musical statement? Does the scene require a Wagner-type sound, or maybe a non-traditional, spatula-against-a-metal-pan type cue. One clue-in is to ask as many questions as you can to the director/client/agency. If you chip away at the block in the beginning of the creative process, you can save days and weeks of editing and re-editing at the end of a project.

Stay tuned for part III of "It came to LA"

Wednesday, August 1, 2007

Part I: It went to LA!!!


I'm back. I decided early last week to scoot on out to the 2nd Annual Turner Classic Movies Composers Expo in Los Angeles. Many thanks go out to Jason Camiolo for sending me info about this thing. (check out my interview with Jason next week!)

The conference focused on music composition in film and video games (sweet!) and included more than a dozen sessions that featured well-known and indie composers, lawyers, and agents talking about their craft.

Which composers, lawyers, and agents you might ask? I'll list them under their respective panels...

(Cue 20th century fox music)...


*THE ART AND CRAFT OF COMPOSING FOR INDIE FILM*

Mark Adler
Sharon Farber (go Berklee!)
Michael A. Levine
Penka Louneva

*DOWNLOADS, DIRECT LICENSING, AND OTHER COMPOSER BUSINESS ISSUES*

Steve Winogradsky (Music lawyer)
Christine Russell (Agent)
Yoav Goren (Boutique music library)
Geoff Levin (Composer-Songwriter)

*MUSIC FOR VIDEO GAMES:HOW TOP COMPOSERS FIND WORK AND CREAT GREAT VIDEO GAME MUSIC*

Corey Chico (Senior Art Director @ Pandemic Studios)
Garry Schyman
Laura Kerpman
Inon Zur
Michael Wandmacher

TCM YOUNG FILM COMPOSERS DINNER:

Hans Zimmer (I don't like to brag, but I'm sort of a big deal...)

_______________________________


I'll be posting a new entry about this phenominal conference for the next five days, so make sure to check back.