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Music production budgeting in game development.
Hello. I'm grateful you decided to take part in this survey. This polls purpose is scientific and results will be published to game dev community via forums and facebook groups.
Main goal of this poll is to find out role and place of music in game development. Hopefully results of this survey will help not only composers to fit in needs of developers, but also game developers to compare their experiences in music production planning and budgeting with others.
We all want the same thing, to create better games.
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* Indicates required question
What is Your profession
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game developer
game producer
audio director
CEO / studio owner
I'm one man game dev studio
Other:
What is your country ?
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Your answer
Do you estimate separate budget for sound design, voice acting and music or one budget for all audio works ?
*
separate budget for different audio professions
one budget for entire audio
You hire (choose multiple options if needed)
*
one audio worker to cover all audio needs
composer
multiple composers
sound designer
multiple sound designers
audio programmer
audio director
sound engineer ( for mixing and mastering)
sound editor
music editor
field sound recordist
Other:
Required
At which game development stage do You hire composer ( 0 = preproduction, 5 - once entire gameplay is ready)
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pre production
1
2
3
4
5
beta stage
How music budget is estimated in you studio ? Which scenario is most accurate? You can add custom answer.
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CEO or other head of department estimates budget and no one knows how
CEO with other supervisor ( game producer, audio director etc.) estimate a budget based on their knowledge and experience
CEO or other head of department estimate a budget, based on composer’s fee and recording session costs.
CEO or other head of department estimate a budget, based on multiple composers offers
Other:
What is your preferred way to calculate music production expenses ?
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€ per minute of finished music (composed, recorded, mixed, mastered)
€ per finished track / music asset / music loop (composed, recorded, mixed, mastered)
€ per minute of music (composer’s fee excluding recording sessions, mixing etc.)
€ per track (excluding recording sessions, mixing etc.)
flat fee for composer and all additional expenses (recordings, mixing etc.)
flat fee for composer excluding additional expenses (recordings and other stages paid separately)
Other:
How much music is usually in your games ?
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Less than 10 minutes
10 - 30 minutes
30 - 60 minutes
1-2 hours
more than 2 hours
What is your most common budget for music ? (including recording sessions, adaptive music programming, mixing, mastering ). If it's not fixed value, please type percentage of game's budged which cover music production expenses.
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None. We don’t pay for music
Less than 1000 €
1000 € - 5000 €
5000 € - 10 000 €
10 000 € - 50 000 €
50 000 € - 100 000 €
100 000 - 500 000 €
more than 500 000 €
Other:
Do you prefer composer to cover all music production costs (recording studio, musicians, orchestrator, copyist, recording engineer etc.) with his / her fee ?
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Yes I prefer paying flat fee to composer for entire music production
No I prefer paying separately to composer and third-parties
I buy library music. I don't need a composer or any of that
Do you prefer composer to work on adaptive music system and deliver working (WWISE, FMOD, Elias etc.) project ?
Yes. I prefer composer to deliver fully functional adaptive music system
No. I prefer composer to deliver audio files only (loops, stems)
Clear selection
What is your usual deal with composer ?
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I buyout all music copyrights from composer (composer is not allowed to use his/her music in any way)
I buyout all music copyrights from composer, however composer maintain right to publish music in portfolio
I pay for exclusive license (composer keeps rights to music and soundtrack release)
I pay for non-exclusive license ( composer is allowed to sell music to third-parties)
I buyout all music rights but I share profits from game sales with composer
I buyout all music rights but I share profits from soundtrack sales with composer
I don’t pay to composer upfront. I share profits from game with composer
I use intern composer and don’t pay for music
I use library music (commercial or free)
I use AI software which makes music
Other:
How much in your opinion is 1 day long recording session (8 hours) with single musician in a middle class recording studio ?
less than 100 €
100 € - 500 €
500 € - 1000 €
1000 € - 5000 €
5000 € - 10 000 €
10 000 - 50 000 €
more than 50 000 €
Clear selection
How much in your opinion is 1 day long recording session (8 hours) with 48 piece orchestra ?
1000 € - 5000 €
5000 € - 10 000 €
10 000 € - 50 000 €
50 000 € - 100 000 €
100 000 € - 500 000 €
more than 500 000 €
Clear selection
In your opinion what is fair fee for composing 3 hour long game music (just for composer’s work, excluding live recordings and other expenses)
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Less than 1000 €
1000 € - 5000 €
5000 € - 10 000 €
10 000 € - 50 000 €
50 000 € - 100 000 €
more than 100 000 €
In your opinion what is fair buyout rate for all music copyrights ?
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None! Composer should transfer all copyrights without additional payments.
1 - 10 % of composing fee
10 - 50 % of composing fee
50 - 99 % of composing fee
100 % of composing fee
In Your opinion how much music can be recorded, during one hour long recording session with full orchestra ?
1 hour
40 - 50 minutes
30 - 40 minutes
30 - 20 minutes
20 - 10 minutes
10 minutes or less
Clear selection
Low budget productions are often based on samples and virtual instruments instead of live recordings. What do you think, how much composers spend on music software and samples in one year to be able to produce hi quality orchestral / acoustic based music using virtual instruments.
It's possible to make good sounding orchestral music with free samples and software
10 - 50 €
50 - 100 €
100 - 200 €
200 - 500 €
500 - 1000 €
1000 - 2000 €
2000 - 5000 €
more
Clear selection
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