Passive Promotion

After 45 hours of work over six weeks, my song is one of the 118 approved to be in the RBN Store when it launches. My last article laid out what it takes to get your song in the game, namely a deep skill set and lots of time. While I managed to clock in well under my 60-80 hour estimate, I had a considerable head start. I’d already messed around with Reaper, my stems were ready to go, I’d played through most of Rock Band 1 and 2 on all instruments, and my Xbox 360 was already networked to my studio computer. Plus, I’ve been a full-time mastering engineer for twelve years and a computer geek all my life. Even so, without the expert guidance of the folks at creators.rockband.com, my song never would’ve made it through the pipeline. They are a wonderful group of people – true professionals in every sense of the word.

Knowing what I know now, would I do it again? Probably not. Here’s why:

  1. The authoring guidelines are rules, not suggestions. I mistakenly counted on some wiggle room. I figured if the parts made sense and felt right to play, they’d be acceptable. Not so. For example, on medium difficulty, green-blue chords are not allowed. There can be no kicks or snares between right hand time keeping gems, period. There are lots of rules, not all of them intuitive. Personally, I think that’s a good thing. My initial concern that amateurs would flood the store with flawed product was unfounded.
  2. Playtesting others’ songs can take as long as authoring your own. Authoring is a collaborative process. It takes me about an hour to playtest a song completely, on all instruments at all difficulty levels. You might need a dozen playtests to prepare your song for peer review, so you should plan to do at least that many for others. It’s not just a goodwill gesture. If you don’t actively contribute to the community, nobody will touch your songs.
  3. Hiring a professional is affordable. If you’re willing to share the royalties with an authoring company, your upfront cost can be as low as zero. There are plenty of companies eager to chart your song, with a variety of pricing structures.
  4. Professionals do a better job. Authoring is both an art and a science, and experience matters. No two companies will chart the same song the same way. Check out the expert previews on YouTube and you’ll spot considerable variation. It’s not easy to capture the magic of a real live performance.

Currently, Noble Rhythm is charting another one of my songs. They’ll take half the royalties, but no money up front. Obviously they’re a lot more optimistic about my sales potential than I am!

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Rock Band Network for Dummies?

by Brian Hazard on January 26, 2010 · 5 comments

A few weeks ago, Kevin English of eleetmusic got me in to the closed beta of Rock Band Network, which provides the necessary tools to get your songs into the game. When it launches, the RBN Store will sell those songs through the game’s interface, with 30% of the purchase price going back to the artist. Now that the beta is public, you may be eager to dive in, but let me warn you -- it’s a lot harder than I thought it would be! Authoring your first song requires a deep skill set and 60-80 hours of focused effort.

You’ll need to have:

  • Multitrack sessions of your song, including a dry vocal
  • A computer running Windows
  • An Xbox 360 with at least a 20 GB hard drive
  • Rock Band 2

You’ll most likely need to buy:

  • A premium Creators Club membership ($99/year or $49 for four months)
  • A Gold subscription to Xbox LIVE ($49.99/year)
  • Reaper Digital Audio Workstation software ($60 discounted license after a 30 day trial)

You’ll need to be able to:

  • Prepare stems from your original recordings
  • Learn a new DAW plus custom scripts
  • Play the game proficiently on all instruments at all difficulty levels (good luck if you can’t sing!)
  • Transcribe a vocal performance to MIDI, differentiating between vowels and consonants by viewing the waveform
  • Play the drums (to program the right hand/left hand animations correctly)
  • Connect your Xbox 360 to your computer

In addition to all that, you’ll be expected to test and review other members’ songs. It’s a network after all!

Believe it or not, I’m not trying to discourage you. I just want to save you the frustration of hitting a brick wall after investing your time and money. If the process seems overwhelming, you can always hire someone else to do it. The most widely promoted service so far is Tunecore’s, which charges $999. Keep in mind that the quality of the final product can vary considerably. One service might spend hours on lighting and camera work, while another might use the defaults generated by the compiler.  Authoring is both an art and a science.

Here are a couple videos of my song as it stands today, just after submitting it for playtest. I’ll post an update once the song makes it through the system. The first video shows the whole band in autoplay mode on expert difficulty, and the second just the vocals, so you can better appreciate the camera and lighting work.

More info on the authoring process here.

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My first ReverbNation street team mission

January 18, 2010

I love ReverbNation. I could write a dozen articles on the various tools they provide for artists. For now I’ll focus on one I just tried for the first time: Street Team Missions.
Whenever a fan subscribes to your mailing list, they’re given the option to join your street team. You create missions to direct your team’s [...]

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Help me win $507!

January 7, 2010

Full details are here, but to cut to the chase:
Would you please download my track? (it’s free)
http://www.reverbnation.com/playlist7?artist_id=334871
If time permits, I’d like to write about my first ReverbNation street team mission after the voting ends on Monday at 11:00 a.m. EST.
UPDATE 1/11/10: We won! I’m still planning to write about the street team this week.

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The power of no goals

January 1, 2010

I love running on New Year’s Day, if only for the change of scenery. There are dozens of new runners on the beach path, most of whom I only get to see for a week or two. Their new running shoes, still glaringly white and chemical-scented, will soon vanish into the recesses of their closets. [...]

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The case for online-only promotion

December 28, 2009

I promote to establish and nurture a genuine relationship with my fans. I measure my success by the number of subscribers to my mailing list. Notice I said mailing list, not Twitter followers or MySpace “friends.” I’m talking about the people who grant me permission through a double opt-in process to email them directly on [...]

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Why I switched to Ableton Live

December 19, 2009

Musicians might be interested to read why I switched to Ableton Live.

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Money can’t buy you love

November 30, 2009

If I had $5,000 to spend on music promotion, I certainly wouldn’t waste it on any of the following:
Ads. It’s easy to get “dazzled by the numbers” when given the opportunity to reach thousands of people. We think, “If only 1% of those people bought the album, I’d double my investment!” Don’t let the math [...]

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12 years with Taxi

October 6, 2009

Taxi is an independent A&R company, connecting musicians with labels, publishers, and music supervisors. On the 1st and 15th of every month, they provide a list of industry opportunities for members to submit songs to. Screeners forward the most suitable material for each listing to the person who requested it. I’ve been a member since [...]

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Spectral management

September 21, 2009

A few months ago, I announced I was cutting back on blogging to record a new Color Theory album. Instead, I was hired to mix three others (Exhibition by Die Brücke, The Deadliest Fairy Tales by Rain Rain, and a yet-to-be-named album for 907Britt). Since I’ve been living and breathing mixing since June, I thought [...]

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