Freelance Composer, Sound Designer, Audio Engineer
Chase Bethea is a freelance Composer/Sound Designer/Audio Engineer for Video Games and a variety of other Media. In his beginning career, Chase worked as an intern at Mobotory Games in 2011 while simultaneously going to school for his AA in Music Theory and Composition. He graduated with his AA from Audio Engineering from Los Angeles Recording School in 2007, his AA in Music Theory and Composition from Moorpark College in 2015 and his BM in Media Composition from California State Northridge in 2017 all with Honors.
Chase has received many accolades throughout his career. In 2010, he won Best Music in Motion Graphic and Poetry Award. In 2013, Chase’s score from the successful flash Horror game, “I Can’t Escape” (developed by Fancy Fish Games) received an honorable mention in the Indie Game Magazine. His second soundtrack for the game “Cubic Climber” earned a Noteworthy on Destructoid.com. In 2016, Chase was nominated for Artists of the Year – Independent Composer by VGMO in the entire industry. Chase also signed publishing deals with Sumthing Else Music Works and Materia Collective. His music has been featured on multiple podcasts such as Pixelated Audio, Video Game Island, 8bitx Radio and streamed on Spotify, Pandora, Deezer and many more.
Video game programs in schools are on the rise but students aren’t getting the business foundation and early professional development they need. People from a variety of other backgrounds have long-held dreams of working in games, but don’t think they can (or should) quit their day jobs to go indie. As for procuring studio employment? Even before the very recent devastation with Telltale, Capcom, and other large studios, Indeed was reporting that video game job postings declined 65% and the Bureau of Labor Statistics reported that less than 65,000 people are employed in the United States in game dev roles with only 6% in job growth expected by 2024. This isn’t even getting into the statistics on indie games, though with Steam releasing 180 games per week post-Greenlight it’s safe to say competition is fiercer than ever, and these traditional paths of “just get a job at a studio” or “don’t quit your day job while you go indie” are not going to cut it anymore.