Video summary
How Would You Start a Composing Career in 2026 (with Anne-Kathrin Dern)? | 52 Cues Podcast #283
Main summary
Key takeaways
Main ideas, concepts, and lessons
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Traditional composer career paths are changing
- Historically: education → move to where work is → assistant roles → climb the ladder.
- “Entry points” like assistant/composer internships are disappearing, so the path now often looks different than it did a decade ago.
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Different “types” of composing reward different approaches
- Film composers are compared to leading actors:
- Typically audition and then commit to a project.
- Work is often more coherent and story-driven (themes, development, integrity).
- Applied / production music composers (music for libraries, licensing) are compared to extras/supporting actors:
- Work is more modular, with short, flexible placements.
- Compositions are licensed via contracts tied to library/project usage.
- Tracks may be used in many contexts without a long narrative arc like film/game scoring.
- Film composers are compared to leading actors:
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How long music “lives” affects income models
- Applied/library tracks can keep earning for years (even from older material), though payouts per license may be small.
- Film scoring income is often concentrated early via advances, with royalties/residuals potentially growing later depending on reuse and distribution.
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Royalties vs advances (film-specific detail)
- Contracts in film/TV/video games restrict use to that specific project (exclusivity).
- Reuse in related projects (e.g., a spin-off or franchise) is allowed only with permission, typically requiring licensing fees.
- The speaker describes a shift where royalties eventually started overtaking advances—a milestone associated with large theatrical releases and international distribution.
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Production music can be creative—but it’s a different temperament
- Production/library composers may be better suited to:
- Writing tracks without context
- Creating many versions and related pieces
- Doing work that can be “done and forgotten”
- The film/game composer perspective found this harder initially because they prefer:
- Music with story, character themes, and narrative context
- Developing an integrated soundtrack over time
- Production/library composers may be better suited to:
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“Numbers game” reality for library production
- Earning enough typically requires:
- High volume (e.g., many short variants)
- Consistent licensing over time
- Some tracks can be “evergreen,” licensed repeatedly, sometimes for only a short segment even if the track is longer.
- Earning enough typically requires:
-
A metaphor for production music work style
- Production is framed as “the mind of an artisan”:
- “Wake up, bake your donuts, sell, go home, repeat tomorrow.”
- This supports potentially part-time compatible work cycles.
- Production is framed as “the mind of an artisan”:
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Differences in creative workflow: film vs games vs production
- Film
- More linear: composer adds to an already-realized, near-finished product.
- Limited time; fewer experiments once scheduling constraints hit.
- Games
- More iterative and interactive:
- Engineers and composers exchange ideas.
- Music may be written for levels not fully built yet.
- Composer can revise based on how it plays in the actual game space.
- Includes technical requirements (layering, looping, implementation, middleware such as Wwise/FMOD).
- Often requires longer emotionally consistent pieces because players may remain in zones for 10–30 minutes.
- More iterative and interactive:
- Production/library
- More modular and versioned output, designed for repeated placements across projects.
- Film
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Technical collaboration: composers don’t always need full engine mastery
- Large studios often have:
- Their own engines and internal technical teams
- Restricted access to code
- Still, composers should understand concepts:
- Learn enough engine/middleware fundamentals to know what’s possible and ask “can the engine do this?”
- Early lessons emphasized:
- Layering
- Long-form interactive structure
- Planning and musical constraints for editing and playback systems
- Large studios often have:
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A workflow mistake example: keep guiding themes in the same key
- The speaker warns that composing related themes in many keys creates friction for music editors (arrangements become harder to export/transpose cleanly).
- Practical rule learned on the job:
- Keep themes/bible material in one key (or close/related keys).
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Education: still recommended—just not necessarily expensive
- The speaker supports education but suggests:
- Choose affordable training rather than taking on huge student loans.
- Pushback includes rejecting “don’t get an education” movements.
- Education can still provide a competitive edge and foundational skills even if internships/assistant roles are less common.
- The speaker supports education but suggests:
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Why assistant roles/internships faded
- Not primarily about money (unpaid internships were common).
- More about:
- The time/management cost to oversee interns
- During/after the pandemic, studios realized errands/training roles were less needed because delivery tools replace “errand labor”
- Many studios moved toward home studios, reducing the need for external technical staff and in-person interns.
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Potential entry paths when assistant jobs decline (practical options)
- Get stable employment to cover bills, then compose in parallel:
- Library music writing
- Indie film work (often not enough alone)
- Work inside studios in adjacent roles (e.g., junior execs, music supervisors/editors) to enter the professional network.
- Orbit the industry via related employment:
- Sample libraries/music software companies
- Music retail (e.g., Guitar Center) to stay near networks
- Use social media strategically:
- Online publishing (SoundCloud/YouTube/Instagram) can generate opportunities.
- Attend industry events (unions, television academy groups, beginner committees via Zoom, etc.).
- Get stable employment to cover bills, then compose in parallel:
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Networking and “being available”
- Opportunities can arrive unexpectedly if your work is visible online and you’re connected to decision-makers.
- The “keep irons in the fire” approach:
- steady output + event attendance + ongoing outreach
Methodology / instruction-like guidance
If you had to restart a composing career in 2026: actionable strategies discussed
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Get education (but avoid excessive debt)
- Choose affordable training; an arts degree can help if it’s not financially crushing.
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Don’t rely on disappearing assistant/internship pipelines
- Treat assistant roles and internships as less reliable than before.
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Secure a reliable income first
- Pick a job that covers bills, then compose alongside it:
- library music work
- indie film scoring in parallel
- teaching or studio-adjacent employment
- Pick a job that covers bills, then compose alongside it:
-
Enter the industry via adjacent studio roles
- Consider roles like:
- music supervisor
- music editor
- junior executive positions
- Goal: be in the same decision-making network as composers.
- Consider roles like:
-
Stay in “orbit” of the industry
- Work at:
- sample library/music software developers
- music retail (example mentioned: Guitar Center)
- Use proximity to keep meeting relevant people.
- Work at:
-
Build an active online presence
- Use social media deliberately (YouTube/Instagram mentioned).
- Upload work so collaborators and publishers can find you.
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Attend industry events regularly
- Join organizations and attend events in multiple cities (not only LA).
- Use online beginner committees/Zoom options where applicable.
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Create a strict weekly schedule and treat it like a business
- Example schedule structure:
- dedicate specific days to:
- writing library tracks
- events/networking
- connecting with independent filmmakers
- reaching out to game developers
- social media/video posting
- dedicate specific days to:
- Example schedule structure:
-
Adopt the right mindset depending on the genre
- For production/library:
- modular “artisan” workflow
- long-term volume licensing mindset
- For film/game:
- narrative/theme integration
- iterative collaboration (especially for games)
- For production/library:
-
For game music specifically: learn enough to collaborate, not necessarily to code
- Understand middleware concepts (e.g., Wwise/FMOD).
- Ask engineers what’s possible; test constraints early.
- Learn interactive structuring skills:
- layering
- looping
- implementation concerns
- long-form emotional consistency
-
For film music/editing workflow: keep themes in consistent keys
- Maintain a consistent “musical bible” key to reduce editing/transposition headaches (e.g., with tools like Final Cut Pro referenced in the workflow context).
Speakers or sources featured (as named in subtitles)
- Dave Croft (host of “52 Q’s Podcast”)
- Anne Catherine Durn (guest; film and game composer)
- Michael Giacchino (referenced as an example of starting inside a studio)
- John Williams (referenced as appearing at an industry event)
- Society of Composers and Songwriters (mentioned as an organization/events source)
- Full Sail (mentioned as a teaching/employment example)
- Guitar Center (mentioned as an orbit/employment example)
- Wwise and FMOD (game audio middleware)
- Final Cut Pro (editing tool referenced in the key/transposition workflow)
- 52Qs / 818 Studios (podcast/community and copyright-holder reference)
- NFL broadcasts and Discovery Channel (referenced as placement venues/where tracks earn)