04-17-2021, 12:26 AM
I'm not really sure where this should be posted but I had to ask it somewhere. Maybe I am missing the correct part of the forum but an admin can help me with that.
As I am more interested in working directly with game developers (giving my music exclusively rather than through libraries) I have to face the fact that I have little idea of how to properly do that. One way that comes to mind is releasing the music through a platform like Distrokid and then granting them the right to use my music through a signed agreement, either for a fee or for profit sharing. This way I keep the rights of my music and they get a document that says that they can use my music for their purposes.
Then there is the royalties part which I have yet to understand. As far as I know, as long as I am a member of a royalties collecting service, I get to receive any royalties that are generated through mostly streaming services. But what about the music that is "in" a game. How can I inform my royalty collecting service that there is a game with my music that has that many downloads. Is there even a provision for this? Does music in games collect royalties?
I would like to read your experiences with this side of the craft, which I find to be largely essential but quite obscure. In my country there was a big mess with the royalty collecting service and even though it has begun to clear a little, there is still so little information about composers who write for games. Maybe an international service like GEMA would be a better option for me?
As I am more interested in working directly with game developers (giving my music exclusively rather than through libraries) I have to face the fact that I have little idea of how to properly do that. One way that comes to mind is releasing the music through a platform like Distrokid and then granting them the right to use my music through a signed agreement, either for a fee or for profit sharing. This way I keep the rights of my music and they get a document that says that they can use my music for their purposes.
Then there is the royalties part which I have yet to understand. As far as I know, as long as I am a member of a royalties collecting service, I get to receive any royalties that are generated through mostly streaming services. But what about the music that is "in" a game. How can I inform my royalty collecting service that there is a game with my music that has that many downloads. Is there even a provision for this? Does music in games collect royalties?
I would like to read your experiences with this side of the craft, which I find to be largely essential but quite obscure. In my country there was a big mess with the royalty collecting service and even though it has begun to clear a little, there is still so little information about composers who write for games. Maybe an international service like GEMA would be a better option for me?
I'll follow back!