The Game Music Remix Series

The Fun New meta for jump-starting your game composing journey!

3d book cover

The Game Music Remix Series covers everything you need to start your own music series intented to grow an audience, attract game developers, and jump-start your game composing journey! The perfect framework for anyone starting out!

Getting Started?

I’m sure you’ve heard the typical advice when trying to start: Cold Call developers and get told “No” 50 times before one “maybe,” somehow develop a game portfolio when you haven’t worked on a game yet, give away freebies to attract developers that can “only” afford free music, or spam your music on generic platforms to get more attention than the guy doing the same thing.

On top of being tedious and straining your mental health over time, these methods lack a fundamental component to help maximize their efficiency. It lacks a Flagship Product! Think of your favorite creators, and you’ll find they’re known for a “specific” piece of content. The typical advice above doesn’t take this into deep consideration.

We understand the importance of having well-known content for marketing, attracting more work, and growing a following. And yet, we only think about its significance after we have it, notbefore!” When you’re starting, you’re not known for anything, so you “have” to take wide-reaching approaches, putting in more work.

The Game Music Remix Series helps you build Flagship Content designed to flag people to you! You can use it as a makeshift game portfolio to market starting out while simultaneously building an audience. In addition, you’ll naturally ground yourself in a game community making it easier to be searched and attract game developers “to you” instead of “you looking for them!”

The Pan Man

Take me for example, I was an average hobbyist uploading Mario Kart music and randomly decided to create a little series out of it. In making this series, many heard it and passed my name along to others in the sphere. This led to developers discovering me and asking for custom work for fangames/mods.  This is how I got my first real game project, FusionFall Legacy.

Since then, I’ve worked on other game projects and can proudly call myself a game composer instead of a hobbyist. By this point, the typical methods seemed similar to what I already had (minus a few tweaks I wish I had known before).

Above all else, I love a good remix (in some cases, more than composing) and love coming up with ways to make them. Hear for yourself:

Original:

Remix:

Original:

Remix:

Original:

Remix:

Building an extensive collection of incredibly creative remixes in your portfolio is a game-changer when you’re just starting out. This one Remix Series of Mario Kart got me 9,000+ subscribers back when I first started on YouTube and has opened the door to many exciting projects and ventures. Where could it take you?

The Guide

The Game Music Remix Series is a PDF containing four major sections to help you build your Flagship Product!

Section One (Why It Works)

A short section explaining the value of building a Remix Series while comparing it to the other methods being pushed. In this section, you’ll learn:

  • Why a Flagship Product is so valuable
  • Why other methods aren’t fun.
  • How a Remix Series helps you get clients

Section Two (Constructing Your Series)

This covers how to assemble your own Remix Series. This section covers:

  • The framework of a Remix Series
  • Components of a Remix
  • Understanding the “concept” of remixing (it’s everywhere!)
  • How to select what music/game to remix
  • Examples to jump-start your own remix series
  • Researching your idea (and why it is so important!)

Section Three (Your Marketing Vehicle)

Here, you’ll maximize the growth of your Remix Series through marketing (vital). The topics include:

  • Viewing your Series as your Primary Asset
  • Platforms to use
  • Profile optimization for your remix series
  • What to post when releasing new music (or inbetween new music)

Section Four (The Exposure Accelerator)

An exciting marketing concept I’ve learn about and don’t see covered too well in the sphere. This short section talks about:

  • Various events you can “trigger”
  • How to Out-Reach for a collaboration or shoutout from a bigger content creator.

As a small bonus, I’ve included a few personal tips and advice to help with productivity in audio production in general. Section 5 (Tips And Advice) covers this.

Take a peek inside the Game Music Remix Series eGuide:

FAQs:

Q: What exactly is this “framework” you mention?
A: In short, you’ll produce a collection of high-quality, creative, and strategically-constructed game music remixes. Each song will have a hook that naturally gravitates new on-lookers to your platform, which will grow your following over time.

Q: How long until I see progress (growing a following, developers contacting me, or general traction)?
A: That depends on a number of factors. How fast can you produce? What game are you remixing? How soon can you optimize your marketing strategy? To give a personal answer, you will see traction in 3-6 months of consistent effort.

Q: Isn’t “just” doing game remixes a bit limiting?
A: Yes, but in a good way! I address many points on this in the guide (it’s not as limiting as you’d think). Again, the goal is to leverage a game’s music to build Flagship content. After it gets stable, you can use it to lead into other services/content you offer.

Q: Do you offer refunds?
A: Of course! I offer a full 14-day money-back guarantee with no questions asked! Just shoot me an email.

If you’re ready to jump-start your game composing journey, click the “Add To Cart” button below and get ready to streamline your game composing journey!

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Royalty Free Music

You can purchase single tracks by clicking the checkbox corresponding to the track and adding it to the cart.

An automatic discount will be applied to every 3 tracks in your cart.

Maximum discount for single tracks is 50%.

Automatic discounts do not apply for pre-made bundles!

Each track is its own Non-Exclusive License allowing you to use the track for any project you want.

Unless stated otherwise, these tracks are not listing in any Content ID system, meaning that you can use them as background music on platforms like YouTube and Twitch).

I currently do not offer Exclusive Licenses for any track. Consider commissioning me if you’d like a similar track in the same style.

In all applicable circumstances, I require credit as either “Panman Music” or my full name, “Don Wakefield.”

I also request to have a link to my website or any of my 3rd party sites such as Unity Asset Store or Game Dev Market whenever possible. (This is heavily preferred but not required.)

Each single track, contains 3 .wav files and a Text file.

  • The first .wav (“A”) contains the natural start/intro with the audio tail cut off.

 

  • The second .wav (“B”) has the intro cut off and audio tail put at the start. This is best for “drag and drop” or “plug and play” methods.

 

  • The third .wav file is the sum of both “A” and “B” files.

 

  • The Text file contains the time stamps (or loop points) for the corresponding track. This is to be combined with the third .wav file so you can create your own loop if needed.

 

These values were captured from Audacity. 

Some track also include a “natural” variation. This is a natural ending of the song useful for timed cinematic sequences or credits.

The Sample Rate for most tracks is 44100 (although a few are in 48000).

Unless stated otherwise, all tracks are loopable.

Bit Rate is 1411 kb/s

 

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