I've asked this once before about a year ago, but I'm not sure if it was
here, or on Usenet... and either way, nobody had an answer...
Take for example, a music heavy game like Space Channel 5, or Sonic
Adventure. Mizuguchi or Naka go to Wavemaster and say, "Hey, we need x
amount of songs for this game."
Now, Wavemaster is of course Sega's music development studio... but how did
they operate both before, and after the individual teams were given budgets?
Before then, was it first come, first serve, and you got all the music you
wanted for free and Sega's entire budget paid for it? And afterwards, since
I assume Wavemaster was then responsible for their own budget just like the
other teams, did they basically charge the teams that needed music per song
or something? "No, no Naka, that'll be a million yen for your soundtrack."
It's something none of us here probably know the answer to, but I'm really
curious about it.
here, or on Usenet... and either way, nobody had an answer...
Take for example, a music heavy game like Space Channel 5, or Sonic
Adventure. Mizuguchi or Naka go to Wavemaster and say, "Hey, we need x
amount of songs for this game."
Now, Wavemaster is of course Sega's music development studio... but how did
they operate both before, and after the individual teams were given budgets?
Before then, was it first come, first serve, and you got all the music you
wanted for free and Sega's entire budget paid for it? And afterwards, since
I assume Wavemaster was then responsible for their own budget just like the
other teams, did they basically charge the teams that needed music per song
or something? "No, no Naka, that'll be a million yen for your soundtrack."
It's something none of us here probably know the answer to, but I'm really
curious about it.