186 THE GAME PRODUCTION HANDBOOK, 2/E
game, either by using a CD or MP3 files. So if someone wants to listen to
classical music instead of heavy metal while racing cars, the option is avail-
able. If your game includes this feature, you might choose not to spend as
much money licensing popular music since it is likely many players will per-
sonalize the game experience with their own music selections.
Audio formats: Which music formats will your game support? There are
several formats to choose from, each with different pros and cons. In gen-
eral, the sound designer and audio programmer will want to support the
format that gives the best quality sound and stays within the memory limita-
tions. For example, MIDI files are used for cell phone games; the sound is
not the best quality, but it does not take much space to store several min-
utes of MIDI music. Other digital audio formats available with higher sound
quality include WAV, ADPCM, Redbook Audio, and MP3.
Schedule and Staffing
Whether you plan to license music tracks or hire a composer, you need to deter-
mine the music needs well before your game reaches beta. By beta, it is usually
too late to commission a composer for original music, because you will not be
able to find someone who works on such short notice. If you do, it is unlikely the
quality of the work will be as high as it can be, due to the limited time. It will
also be too late to start negotiating with music publishers on which tracks you are
interested in licensing.
Alpha is a good time to start approaching music publishers for licensed tracks or
for sending out bid packages to potential composers. If you hire an external composer,
make sure the contract specifies that the work he is doing is a “work for hire.” This
means that your company owns the IP rights to the music, not the composer. Please
refer to Chapter 4 “Legal Information,” for more information about work for hire.
If you have an in-house composer available to do work on your project, it can
be tempting to manage this person without a formal deliverable schedule, since
you can go speak to him any time you want. However, this is not recommended.
As with any team member, the composer needs to specifically know what his dead-
lines are so he can plan accordingly. If he needs to deliver the final music mixes by
beta, he must have scheduled milestones between pre-production and beta so he
can hit his deadlines on time. The nice thing about having an internal composer is
that they are readily available for any emergency music needs that arise on a proj-
ect. Also, any work done by an in-house composer is fully owned by his employer.
As with voiceover, it is helpful to implement placeholder music during pro-
duction to get a better idea of the final music needs and how things sound in the
game. Just don’t forget to remove any placeholder music before the game ships,
especially if you are temporarily using licensed music to which you don’t have
the rights. Also, make sure that no early marketing footage of the game features