Personally I love a lot of the original chiptune stuff, especially NES stuff. A lot of it is quite genius in how they've circumvented the limitations of the hardware. I also like some of the more recent composers like Yasunori Mitsuda.
Currently looking into it, actually. It's been my dream for years.
The industry is extremely hard to break into without knowing the right people, though - unless you're the master of the universe or some shit, good luck applying into one of those companies. Not only that, but they mostly only make mobile games around here and no AAA; I can only imagine what it's like abroad.
If you're like me and don't have your foot in the door, the best way I can think of (if you think your stuff is worth the effort) is to create an indie game with your music in it, then greenlight it to get the name around. If your idea is really good, you could try crowdfunding it. I'm actually writing a story for a game myself, although that's not just to get my music out there - the fact that I've been making soundtrack music is mostly just convenient.
At least that way, you have all the artistic freedom you want. It doubles as a negative side as well - it can easily become an eternity project like the solo albums a lot of us try to write. Best to find at least a few other people to form a team, and trust your instincts. You don't want your kick-ass music in a game that's horrible in every other sense.
The point of having demo tracks and montages online is to demonstrate your skill and variety. The point is not that anyone is going to license a particular track for their game. The likelihood of theft is low and the likelihood of theft by a legitimate party (i.e. a business with money) is pretty much zero. The bottom line though is that if you won't post demos and won't do spec work then there is no chance you are going to break into games as a composer. Honestly if you're so fearful of having a couple of pieces stolen I suspect that you either aren't prolific enough or are too cherishing of your material to write for client driven mediums like games and film where stuff will constantly get rejected, thrown out or rewritten.
^ perfect
I never understood why someone would be afraid to get his/her music "stolen".
Did that ever happen to anyone in this era where you have all the files to prove your work, prove your own sound, even through many styles, etc.
Killer attitude. I didn't mean to come off dickish it's just a "your own worst enemy" situation. I recommend trying to write a little something every day and throwing up little tidbits. You need to demo a style range and also an ability to write great themes but you don't need to post complete pieces (though you obviously need to be able to write them).Hmm... You're right, I think the trick is just to do more and avoid getting too attached to the stuff. Thanks!