Originally Posted by Edward Shnapper
Hey man, I was wondering how you were able to get into this position? Did you know people in the industry? Why don't you get any royalties?
For the first two questions: I had done a lot of music with and for the guy who ended up running the game company. He knew my work from producing and recording his music. Not only that, he got to know my work ethic and knew I would deliver on time. This turns out to be an important concern.
I encourage people to be honest in their dealings, work at 100% and don't burn bridges. When I worked on his music he wasn't in any position to do this for me, but a few years later he popped up again and asked me to contribute. You never know where these things go. Luck = opportunity + preparation
The royalty question: I own the music exclusively. The company did a non-exclusive royalty free license with me. They only get to use it for this game (on any platform they develop it for) and only for (I think) five years. They don't have sync rights though, so any advertisements they do they have to pay me for.
The upshot to this is that I get to sell my music and license it elsewhere. I think the only thing beyond that I agreed to was if I sell the rights they get first option to buy from me, but I'm pretty sure anyone buying the exclusive rights to a composition wouldn't want to buy something already used in worldwide distribution.
The downside is that a non-exclusive, royalty free license doesn't pay a lot.
I have had a few other things go out here and there through a library. If you're getting established, the best way is to get your product up to snuff and get a library to put it out there for you. You make less (usually 50%), but it's a great exposure. Otherwise, working hard with good people can end up being it's own reward too!