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SpookyStatic

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About SpookyStatic

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    Glass Joe (+10)
  1. Thanks! I don't have a mailing list set up yet, but if you PM me your e-mails (anybody who is interested) I'll add them to it when I get one set up (probably July). Thanks again for your interest!
  2. Oh, I see. Still pretty cool though. As to the job, I think Tuberz McGee has this covered. He whipped up a great sample I had to listen to like twenty times because it was such a cool mix; I think he really gets it and has passion for the genre ideas we discussed. So, unless he gets eaten by a grue, I think this job is taken. Thanks guys! Expect to hear more around August (hopefully).
  3. Dannthr, Yeah, comic book rates are still like that; comics are a lot simpler, so it's easy to know what to expect, and any variation from page to page tends to average out really easily. Comic artists also tend to have a trademark style, and don't have to do anything else if they don't want to- they have more freedom to just do what they do. Game assets are much more complicated, partially because you can't just have a couple artists collaborating- you need dozens. That takes detailed references and style guides, and every project can be drastically different with regards to requirements.
  4. Maybe at the very very top of the business. In art, most artists who are not directly employed by a game development studio work in art studios full time, or part time from home for some, and that's kind of like an agent, because the studio finds work and then delegates. This because most games have a big spike in asset production at the end (same with music), and they're on a deadline so they need it fast; the freelance ones usually do not have agents (even the more famous ones)- it's more the opposite, where the studio has a recruiter and manager for outsourcing. It's not quite Hollywood,
  5. Yeah... I know what that's like. When I was doing freelance, I'd get that sometimes. I hate asking people to change things- not only because it wastes time, but because an artist needs to have influence over her or his work. That's why I try to find somebody with style I think fits. Not always easy, though. It's safe to assume I'm going to be a pain in the ass too- the only difference being that I have personal experience with pretty much the same thing, so I'll feel bad about it and apologize rather than acting like it's your fault for not reading my mind. Somebody offered to give it
  6. Likewise. Thank you for your insight. Unfortunately, since this is just a demo- and the project may not be greenlit if there's not a lot of interest- that's not something that makes sense here. Though, that's true of every lofty promise from any developer, whether they intend to go through with the game or not, since most fail. I could offer to pay a larger balance IF the project gets the go ahead. And it's fair to say that the quality of the music will have an influence on how people perceive the trailer and concept as a whole. So, if the musician does a better job, there's a better
  7. Yes, which is why I posted here rather than contacting Danny Elfman directly For the most part, you get what you pay for, obviously. I've seen plenty of offers for free music from kids on game development sites who just want to contribute to something (green enough that they haven't been burned 20 times by putting their hearts into failed projects yet)- there are a few diamonds in there, though, if you have time to search for them. But then, that's the issue- how much time I have to search for quality at a low price, vs. how much money I have available. How much time do I have to give fee
  8. Frankly, I'm not sure what people want to charge. I guess I could say: Make an offer. I'm willing to negotiate. I don't have a big budget for this, but I can budget whatever it will take to get it done. I saw somewhere somebody mention $10 per song. Seems a little low to me, since it can take a few hours to make a piece, and I may need several revisions to get the right sound. $1,000 would really be pushing it, since I've seen a lot lower for good work. I may have just been lucky before, though. I really don't want to pay $1,000 for this. If the price is too high, I'll have to shop
  9. Hi, We're working on a demo video/trailer (not a playable demo- mostly art and stuff) for an adventure game. Of course, the game may or may not be made, pending a number of factors (public response, investors, etc). We're in pre-production, and there are a lot of unknowns at this point. We'd like to put a theme to it (a full piece, partly for the trailer, partly to inspire our artists), and some composition for the voice presentation that precedes the art part (little bits of dramatic music). The trailer is a little campy and dramatic, kind of like Doctor Who; the humour is generally insp
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