Tip: when you start thinking about your budget for the music, or sfx for that matter, keep this in mind (I couldn't come up with a better visualization then this familiar graph).
• A word about my prices •
I get asked a lot about my prices and that's why I decided to dedicate this page to that.
So why is it so hard to come up a ballpark figure. Well, because it's based on so many things and factors:
* Meaning do you want a simple loop based electronic tracks or a massive orchestral track?
Now the thing is, I want to work with you, trust me. And there is usually one way or another we can come to an agreement. I don't do free work, but what I usually do is a shared revenue until the value for the music is reached.
So what is shared revenue: You see, when a composer makes music for a movie, tv-series, a pop song e.tc they get Royalties. Royalties is something that the broadcasters of film and radio is paying collecting societies and the amount varies depending on the amount of viewers or listeners they have.
With games however there's nothing equal to this. So that's why I and some people in this business take a certain percentage of sales once the game is released. How much varies and is up to each and everyone to decide, as long as everyone is happy.
Further one can also take a higher percentage until the value of the music is reached and once the value is reached the percentage get's lowered or removed all together.
So, once we've settled for a budget this is the usual timeline for me (and for most people in this area). Another reason why pricing is difficult, this timeline can range betweem one day or several months.
So there you have the gist of it, why it's so difficult setting a price without discussing and talking with you first.
I hope this helps you in your endeavor and answers some questions. And this is nothing special to me, I just made it a bit more visual. But most composers struggle with this and we just want to come up it something that everyone is happy with :)