Where to find music gigs for games (2026)
The short answer: composers find game music gigs on IndieGuild (a free profile, a Job board where every role says paid, rev share or hobby, and role alerts by email), Work With Indies (indie studio jobs, with an Audio category), r/gameDevClassifieds for paid gigs and r/INAT for rev share teams, the hiring channels of game dev Discord servers, SoundBetter, Fiverr and Upwork, and itch.io game jams. To get your music in front of devs, put short game-ready tracks on a profile they browse, post a [FOR HIRE] thread, and link your Bandcamp, SoundCloud or YouTube from there. The fastest gigs come from answering roles that are already open.
If you make music and want it in games, this is where the work actually shows up, what each place is good for, the catch, and how to land something quickly.
Full disclosure: I founded IndieGuild, so it's on this list, and it's first. I've tried to be fair about everything else too, and I've put IndieGuild's downside right next to the others.
The list
-
IndieGuild
Good for: letting indie devs find you and getting roles sent to you. You make a free profile with music devs can play right on the page, tag each sample by scene, mood and genre, and list your rates and what you're open to. Devs can play your tracks over their own gameplay clip in the Gameplay studio. Studios post roles on the Job board, each labeled paid, rev share or hobby, and you can pitch one with a sample in a couple of clicks. Turn on role alerts and new music roles land in your inbox. There's also Jam Crew for finding a jam team, and the Roundtable, a free spotlight with three audio seats that turn over twice a week. It's free and takes no cut.
Downside: it's new, so there are fewer roles today than on the big boards and marketplaces. Use it alongside one or two of the places below, not instead of them.
-
Work With Indies
Good for: real jobs at indie studios. It's a job board only for indie games, with an Audio category, a weekly email digest of new jobs, and a Discord for career advice. Studios pay to post (from $49, per their site), so listings tend to be proper roles.
Downside: you're applying alongside everyone else, audio roles come up less often than art or programming, and many want shipped credits. Treat it like a job hunt with a tailored reel.
-
r/gameDevClassifieds and r/INAT
Good for: r/gameDevClassifieds is where devs post [PAID] gigs and where you can post your own [FOR HIRE] thread with your reel and rates. r/INAT ("I need a team") is for rev share and hobby projects. Even if you never post, browsing the newest posts every day is free, and composer requests show up regularly.
Downside: lots of composers answer the same posts, so speed and fit matter. Read each sub's rules before posting, and watch for scams: nobody legit asks you to pay to apply.
-
Discord hiring channels
Good for: meeting devs where they already hang out. Many game dev servers have a hiring, collab or for-hire channel; big general servers include Brackeys, GDL Game Dev League and Game Dev Network, and your engine's community server is worth joining too. Being a familiar, helpful name in a server gets you remembered when someone needs music.
Downside: every server sets its own channels and rules for hiring and self-promo, and they change, so read them after you join. Posts scroll away fast, and you often need to be a regular before anyone pays attention.
-
SoundBetter
Good for: a curated marketplace for music production talent, with a Game Audio category where clients look for "original songs, beats, SFX, and dialogue for your game." Good if you also produce, mix, master or sing, since a lot of work there is song-based.
Downside: most buyers come from the music production side, not games, so expect more songs and trailer tracks than loops and stingers. Fees aren't clearly stated publicly, so check before you sign up.
-
Fiverr and Upwork
Good for: steady paid work with payment handled. On Fiverr you sell a fixed-price gig ("I will compose music for your indie game") and buyers come to you. On Upwork clients post jobs and you send proposals. Both protect you if a client doesn't pay.
Downside: huge competition on price, fees on your earnings, and Upwork makes you spend Connects to send proposals. Most buyers aren't game devs, so put "game music" and a looping track right at the top of your listing.
-
itch.io and game jams
Good for: fast credits and meeting devs by making something together. Most jams on itch.io have a community tab where teams post "looking for a composer." itch.io also has Soundtracks and Game assets sections, so you can release a pack of loops (free or paid) where devs already shop for audio, and link it from everywhere else.
Downside: jams are usually unpaid and short-term, and asset packs bring in small amounts unless they catch on. Think of both as ways to get credits and get noticed, not as rent money.
-
Bandcamp, SoundCloud and YouTube
Good for: a home for your full catalog. A soundtrack-style album on Bandcamp, a SoundCloud playlist of game tracks, or a YouTube video of your music over gameplay footage all make easy links to drop in a pitch.
Downside: devs rarely browse these looking for a composer, so they work as your portfolio, not as a gig board. Put them behind the places devs actually search, and keep a short "game reel" playlist at the top so nobody has to dig.
-
Game audio and VGM communities
Good for: learning, feedback and the slow kind of networking that leads to work later. r/GameAudio runs a monthly thread for sharing your own game audio work. VI-Control is a big forum for media composers. G.A.N.G. (the Game Audio Network Guild) is a non-profit for game audio people with events, local chapters and a job opportunities page.
Downside: these are communities first. Most limit self-promo to certain threads, and other composers aren't your clients, so use them to get better and meet people, not to pitch.
Where to post your music so game devs find it
Devs searching for a composer mostly look in three places: profiles and directories built for game work, hiring posts, and the communities they're already in. So put your music there first, and use your other channels as backup:
- A profile devs browse. An IndieGuild profile with three or four short tracks, each tagged with the kind of game it fits ("cozy farming loop", "pixel horror chase"). Devs browsing game composers for hire see your music and rates on one page.
- A [FOR HIRE] post on r/gameDevClassifieds, and in the for-hire channel of the Discords you're active in.
- A marketplace listing on SoundBetter, Fiverr or Upwork if you want payment handled.
- A free or paid loop pack on itch.io, so devs who use your music already know your name.
- Bandcamp, SoundCloud or YouTube as the full portfolio you link from all of the above.
Make it sound like a game, not an album. A seamless loop, a menu theme, a tense or combat track and a short stinger cover what most devs need. My guide on finding game music work as a small composer goes deeper on the reel.
Need a gig fast?
- Today: publish a free profile with your best three or four game tracks and a starting rate, and turn on role alerts.
- Same day: pitch every open role on the Job board that fits, with two tracks that match that game, not your whole catalog. My guide to pitching a game dev has a first message you can adapt.
- Every day this week: sort r/gameDevClassifieds by new and answer [PAID] posts quickly, and check the hiring channels of two Discords you've joined.
- This week: sign up for a game jam so you have a fresh credit and a dev who's seen you deliver.
Which one should I use?
- You want devs to come to you: a free IndieGuild profile with role alerts on, plus a [FOR HIRE] post on r/gameDevClassifieds.
- You want a job at an indie studio: Work With Indies (sign up for its weekly digest), plus open roles on IndieGuild.
- You want payment handled for you: Fiverr or Upwork, or SoundBetter if you also produce, mix or sing.
- You have no credits yet: itch.io jams, Jam Crew on IndieGuild, and r/INAT for small rev share or hobby projects.
- You're playing the long game: pick one or two Discords and one game audio community, show up regularly, and share your progress.
Want the dev's side of this? See where indie game devs find composers. For every craft, not just music, there's how to find work as an indie game developer. And before you quote a price, read how game music is usually priced.
Frequently asked questions
Where can I find music gigs for games?
The main places are IndieGuild (a free profile, a Job board where every role says paid, rev share or hobby, and opt-in role alerts), Work With Indies (indie studio jobs, with an Audio category), r/gameDevClassifieds for paid gigs and r/INAT for rev share and hobby teams, the hiring and collab channels of game dev Discord servers, SoundBetter, Fiverr and Upwork, and itch.io game jams. Game audio communities like r/GameAudio, VI-Control and G.A.N.G. help you meet people and hear about work.
Where can I post my music so game devs find it?
Put it where devs already go looking for a composer: a free IndieGuild profile with samples tagged by scene, mood and genre, a [FOR HIRE] post on r/gameDevClassifieds, the for-hire or showcase channel of the game dev Discord servers you're active in, and a SoundBetter, Fiverr or Upwork listing if you want a marketplace to handle payment. You can also release loops and soundtracks on itch.io, where devs shop for game assets. Bandcamp, SoundCloud and YouTube are good homes for your full portfolio, but devs rarely browse them to find a composer, so link to them from the places above.
How do I get a game music job fast?
Answer posts that already exist instead of waiting to be found. Today: publish a profile with three or four short game-ready tracks and your rates, turn on role alerts, and pitch any open role that fits with two tracks that match that game. Then check the newest [PAID] posts on r/gameDevClassifieds and the hiring channels of a couple of game dev Discords every day, and reply quickly and briefly. If nothing fits yet, join a game jam this week for a fast credit.
Can I get paid game music work with no credits?
Yes, but expect smaller gigs at first. Game jams and short paid jobs from small devs are how most composers get their first credits. A short reel with a loop, a menu theme, a combat track and a stinger shows devs you understand games even before you have a shipped title.
Should I sell game music on Fiverr or Upwork?
They can bring steady work and they handle payment, but you compete on price with a huge pool, both charge fees, and Upwork makes you spend Connects to send proposals. Most buyers there aren't game devs, so put game music and game-ready loops front and center in your listing.
Is IndieGuild free for composers?
Yes. Making a profile, getting role alerts, pitching roles and messaging devs are free, and IndieGuild takes no cut of what you get paid. You and the dev agree on pay and rights directly.
Let indie devs hear your music
Make a free composer profile with your tracks, rates and what you're open to, and turn on role alerts so new music roles land in your inbox. No cut taken.
Make my free profileMore guides
- How to find game music work as a small composer
- Where indie game devs find composers
- How to find work as an indie game developer
- How to pitch a game dev (for creators)
- How game music, sound and voice acting is priced
- How to find sound design work for indie games
- All guides