yeah, screw that. who needs magic when you got bootayy
yeah, screw that. who needs magic when you got bootayy
Just a word of warning to those wanna be game and film sound designers. The labor market is very project oriented. I work in IT and work on services. I attended a presentation on how a production company makes those high grossing Lego movies and the project process of it . So basically, animators and sound designers are employed as temps. They get on boarded for a few months and then off boarded as their services aren't needed. (I work in IT systems implementation end that handles the onboarding and off boarding)
At least don't ask an opinion from my girlfriend. I'm only few years older than you and she said that I'm too old to become anything anymore.
Get some skills. Learn to play something. I have a passion for my football club, but I'm not expecting to make a career from it as I cant play.Dj Fugo wrote: ↑Tue Mar 26, 2019 12:34 amNo i don't play instrument, and i'have never studied music in my lifethecontrolcentre wrote: ↑Sun Mar 17, 2019 4:52 amWhat musical experience do you have? Do you play any instruments? What sort of music do you make/want to make?
But i have a great passoin!
Well, you know what they say, the women in our lives are there to keep us grounded in reality.Distorted Horizon wrote: ↑Wed Mar 27, 2019 5:31 amAt least don't ask an opinion from my girlfriend. I'm only few years older than you and she said that I'm too old to become anything anymore.
What a lovely person..
My only comment to this is, it's good to have a new generation of creative people and young blood coming in and making new music and art.Passing Bye wrote: ↑Wed Mar 27, 2019 5:23 amEverything that is famous and well recognized is pricey, also online schools have no actual weight in real world, nobody cares for any of their certificates, maybe you will feel better about yourself to have that in your resume, if you really want any kind of connections after paying good chunk for education, there's SAE Academy and the likes, rich kids and famous lecturers, make friends with someone there.
Today you work if you know people, than if you have anything to be noticed for, passion is needed drive, but it's nothing without connections and hard work, you not being musician or engineer is limiting enough, it's cruel world out there, hard working musicians and engineers with decades of experience and full blown studios are desperate for work, more desperate they are, less work for you, because they can do everything you can and more.
Competition is strong and every day there is one new guy wanting to make a living from this art and 3 more that are doing it for far too long and now want to make some money too, I'm not trying to discourage you, but just put you in reality, it will take so many blood, sweat and tears even if you become established, as newbie, you are nowhere on map, people will have second taught to have you working for free, serious people that pay serious money, so you will probably end up doing a lot off free beats for local rappers and releases for some irrelevant labels that earn you peanuts.
Lay off all this making money with music and actually use that passion to drive you trough your journey of becoming an artist, musician or engineer, than when you actually have something to offer, than revisit this whole making money aspect and don't expect much, that way you have a chance to not fall apart and make it trough, now is just cart before the horse pretty much, making money comes after everything and it's frustrating as any other job out there, good luck.
Good post. and to add.mgw38 wrote: ↑Wed Mar 27, 2019 7:03 amThere is this theory that it takes about 10,000 hours of practice in order to become an expert regardless of what the area is. I am managing an academic department that houses one of the leading game design programs in the US and from my observations this 10,000 hour number seems about right. After about 5 years of intense training, most of our students get to the point where they can do serious stuff at a professional level. If they are very talented they might be faster, but in general 4-5 years of full time dedication is about what the average student needs.
So, you need not only passion, you also need a serious amount of dedication. Talent is a good thing to have but it is actually not that critically necessary (unless you want to become the next Jimi Hendrix, of course). For being able to produce high end professional quality work, the main thing is being able to follow through over many years of trying and not minding the continuous disappointments along the way.
The other thing that has also already been mentioned is that both game design and movie industries largely operate with freelance work these days. People generally hop from project to project and traditional employment is incredibly rare. Some people like it that way, some don't. It is generally not a career you choose because of job security or money.
Fortunately almost all the critical tools are free for non commercial use. The main game engines Unity and Unreal are free, the audio middleware Wwise is free. And even though I usually don't like Reaper all that much, it provides a fairly commercial grade game audio workflow (e.g. Reaper -> Wwise -> Unity) through the Waapi Transfer extension. And Reaper is technically not free, but people tend to treat it that way.
All these tools are now user friendly to the point that any teenager with a computer in his/her bedroom can learn commercial grade game audio development for essentially next to nothing. If I would be you I would simply set myself up with the necessary (free or almost) tools, dive into the many freely available online tutorial, give it a go and see if the passion persists.
And while it is certainly always a good idea to learn an instrument if you are doing any form of audio production, it is actually not that super important if your interest is game audio (or even movie scoring).