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Tobi Weiss | Composer

Music Composer
@filmandgamemusic
Composer for Film, Games & Trailers. Based in Bremen, DE. Exploring the intersection of organic & synthetic audio. Latest work / Contact 👇
  • Music & Artists
  • Following 1.1K
  • Followers 123K
  • Engagement 0.26%
  • Avg comments 43

About Tobi Weiss | Composer

Tobi Weiss | Composer (@filmandgamemusic) is a Music Composer creator on Instagram, also filed under Music & Artists. The account has 122,985 followers and 2,530 published posts. Recent posts average 294 likes and 43 comments, an engagement rate of 0.26%.

An audience of 123K puts Tobi Weiss | Composer in the mid-tier, between 100,000 and 1 million followers. Set against 1,136 accounts followed, the audience works out to about 108 followers per account Tobi Weiss | Composer follows. Tobi Weiss | Composer carries Instagram's verified badge and uses an Instagram professional account. Flinque files Tobi Weiss | Composer under Music Composer, with Music & Artists as a secondary category.

The Instagram bio for Tobi Weiss | Composer runs to 19 words. Emoji sit alongside the words. The latest activity Flinque has on record for Tobi Weiss | Composer dates from April 2026.

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2,530 Posts

Of the 10 most recent posts shown for Tobi Weiss | Composer, 9 are videos and 1 is a carousel. That mix leans toward videos. With 2,530 posts published, Tobi Weiss | Composer's archive runs well past the 2,000 mark. Against the audience, that is roughly 49 followers for each post published. Tobi Weiss | Composer also keeps 35 story highlights on the profile. All 10 carry captions, averaging 228 words each. The captions are written mainly in English. Words that recur across them include it’s, still, first, soundtrack and production. The captions tag #musicproducer, #producers, #gamecomposer, #vgm and #attackontitan.

270 instrument tracks, 30 hours, 2 minutes of music and about 80% of that happened in a single week:

I started working on the honor of kings x attack on titan tracks back in january — 4 character themes in total, eren, mikasa, levi and annie. The first ~3 months we made it through maybe 20% of the production. Then everything happened at once in one week in april, which is unfortuantely pretty standard for big productions like this. The more people in the approval chain, the more the bottlenecks stack up. It's ok though, because that's what you can prepare for in advance with fluid schedules and good buffer tiem management (i also worked on other projects during this time)

That week was also when both orchestra recordings took place — vienna synchron stage and fame's studio. I had to finish my digital versions (brass + strings alone were already ~30 instrument tracks because of the layering and support track stuff i always do), a colleague orchestrated them based on my compositions — so essentially translating my cc1/cc11/velocity/vibrato automations into actual notation (i have no idea abotu stuff like that) — sent me the score + a sound example for feedback, and then it went straight into the recording session. Which was a slightly surreal experience & one of my childhood dreams. U spend weeks on these tiny automation curves and then suddenly there's a real brass section playing exactly what you had in your head.

The final version then doubled the live rec with the digital at specific points. both for more pressure (pretty much standard practice) and bc some of the effects i wanted — stutter edits, full-octave pitch bends, that kind of thing — actually sound more interesting when you layer the unnatural with the natural.

Oh and of course the 200+ hybrid instruments and synths.

The eren track is 2 minutes. The animation was composed on picture. The 1.5 minutes that follow though were strictly narrative-based — detailed story brief, no visual reference. It reminded me of a few years back where i wrote a full soundtrack for a novel. That was huge fun too tbh, still one of my fav projects i wrked on.

#gamecomposer #vgm #attackontitan #gamedev #o
the best-paid project of my career was also the one i’m most relieved is over.

let me explain:
a few years ago a major AAA game dev company hired me. well-paid. prestigious. exactly the kind of project i’d been telling myself i wanted for a decade. the feedback loop was genuinely some of the most technically valuable i’ve ever had. client was satisfied. and when it was done — i felt bad about the whole thing.

took me a while to understand why.
in the AA/AAA space, things are professional to the point of being cold. nobody has time to be passionate about the music. there are approval chains, ROI metrics, feature checklists. which makes complete sense — a lot of careers depend on that game shipping. that’s just how it works at scale.
but i’d spent years working with 1-5 person indie teams. and with those teams, the whole dynamic is different. i’ve gotten voice messages at 11pm saying “dude that cello thing made me tear up a little.” and idk — that’s why i make music. not to deliver a technically acceptable audio asset on time.

the gaming industry gets romanticized a lot, esp on social media. what doesn’t get shown: the isolation of big studio work, the “composer as vendor” dynamic that’s completely standard at a certain level, the creative distance that comes with scale.

i’m not saying AAA work is wrong — it’s just not for me. and i think it’s worth saying that clearly, bc a lot of aspiring composers chase the “big deal” without knowing what it actually feels like from the inside.

the teams i want to work with are the ones where a great outcome matters more than a clean process. those teams don’t always have the money. but the relationship survives the first project — which means the second one is almost always better.

for composers who’ve worked both sides of this: what’s your honest experience been?
#composerlife #gamecomposer #indiegamedev #vgm #musicproducerlife
About a musician’s USP when trying to build a career: It’s not about audio quality - that’s only a temporary snapshot & a must have. Music that was already done hasn’t much value (when talking about tailored music prod) - it’s about the music that hasn’t been done yet: so it’s about True Creative Knowledge + Hard knowledge about the functions and roles of film/Gamemusic etc are what makes a career. That’s STH that you can’t speed run. I felt like my work was actually „worth some money” after ~10 years of working with DAWs, analysing OSTs and learning as much as possible about making music for media (because I wanted to, not because I had to - I still am and always was driven by pure curiosity and passion). And there my knowledge still wasn’t worth a lot of money, because I was still an amateur. So I was working with other amateurs, to learn even more & have some fun. A few years later, ~13 years after I began working with DAWs (7 years ago) I was able to quit my side jobs. From then I still tried to get better every single day and to learn STH new. That’s what I still do today. So what I’m saying is: Pro Audio Quality is mandatory, but worth nothing standalone. That’s why people who use AI solely are as strong competitors to us as toddlers. It’s worth nothing. Creative knowledge and true passion about music/games/whatever are the most important USP. And that’s STH you can’t fake/speed run. There may be people on social media who pretend to be awesome AF, bc it’s easy to fake a snapshot of a „skill” - but they know nothing and nobody hires them, BC it’s very obvious.
Knowledge is also STH that comes with time automatically, assuming you have this drive for learning something about your hyperfocus in every free second, as I (and every long term successful composer) have.
Tldr: the 10k hour rule is not too bad. Spending them on your fav „hobby” is a solid start. Then do 10k more & you should be pretty good already. And then never stop learning and feeling too „comfortable” with your skillset, to avoid losing your passion + stopping to improve #musicproducer #producers #musicbusiness
During the last few months I wrote the music for Eren, Annie, Mikasa and Levi in the Attack on Titan x Honor of Kings collab. I produced music for 4 on-picture character introduction animations + ingame intros, idle animation parts & other parts of the game. The orchestral parts were recorded at Fame's & Vienna Synchron Stage, after my Virtual Orchestra Arrangement was orchestrated by the VNTA Team. They also took care of the final mix and master of the soundtrack. Probably one of the most exciting projects of my career as a composer. I'm a big fan of the series - and of course its crazy good soundtrack. So composing music for this anime was quite a huge honour to me. #producers #musicproducer #attackontitan #composerlife #honorofkings
Do you want every plugin and instrument ever made? You still have a week to produce a song for my scoring competition - all the info is in the first link in bio. This track is the full version of the demotrack i composed for Gravity 2 by Heavyocity a few years ago & today it still is one of my most used cinematic instruments. Have fun! #beat #beats #beatmaker #epicmusic #production
About temp music & CEOs in game & film music: 99/100 CEOs would rather sell their children than spending a bit of extra money on things - like a good tailored and unique soundtrack - that „improve the emotional and overall impact on the recipient”. Esp. if they can also replace it with tasty generic placeholders that unfortunately never leave. A temp track stays - it’s already stuck in the head of the whoel production team, the cutters worked with it pre-picture lock, everything is built around it. Then the top tier decision makers of course are like „make something exactly like this. But different.” - different means „exactly like this”, though.

These people obviously also loooooove AI - because on the first sight, it works & is hyper awesome because you can replace expensive human beings 🥰 thing is, these alpha god decision makers know nothing about anything but their craft and they are so ultra out of touch that they don’t realise that they slowly but steadily ruin the foundation of what makes them money - people who love their products (also looking at you, EA, Blizzard, Ubisoft). And it’s so funny to me that they resist adding -,for example - awesome uniquely tailored music, which is one of the most powerful tools to „manipulate” the audience & making little areas in their subconsciou mind remember the connected product literally forever, because music as a universal language, music psychology and all these functions and roles of film and Gamemusic is powerful AF. Throw a good composer on a project, let him cook & your project will become 7x amazing. This would also result in more money earned long term. Because of memorability. But long term is a dangerous word in a business driven by stock markets
I’m so happy there are awesome indie productions, honestly:D #musicbusiness #audio #musicians #filmmusic #filmmaker
Persona 5 OST, Aria of the Soul, Snippet #persona5 #soundtrack #musicproducers #composer
I'll of course also check all of the profiles that commented under the announcement post after the Entry Deadline - but i want to be 1000% sure that i see every entry. Idk - last november this was still working and every other composer competition it worked, too. But yeah, stuff changes i guess. For the next scoring competition i'll simply create my own landing page, i guess. Waaaaaaay easier. Have fun making music - i already listened to some songs (that's when i noticed that some tags / hashtags weren't in my notifications) and what i heard so far is amazing af. Thank you to every musician who joined so far:)
Scoring Competition Update

#tobiweiss #musician #composers
It’s time for Scoring Competition Vol. 5 -
As always I’ve produced a "basement track" for you. You can download the stems and MIDI, and from there, the floor is yours: Make my idea become your music. Record and add any real or virtual instrument of your choice, sing, remix my stems - have some fun.

Whether you’re a classic bedroom producer, a singer, a beatmaker, a metal guitar player, a synth enthusiast, or an orchestral composer, I want to hear your personal sound and passion in this. Just keep the original length and stick to the chord progression.

The Stakes: I’m ultra happy to have Heavyocity on board for this - My first "premium" plugin 15 years ago was their Evolve. Since then, they've been a staple in pretty much every soundtrack and song production I touch.

We put together an awesome prize pool for 10 winners:
- 1st & 2nd Place: The Heavyocity Premier Bundle (literally every instrument and effect they’ve ever made).
- 1st Place Bonus: We’ll finish the track together and officially release it.
- 3rd–10th Place: Hybrid Bundles of some of my fav Heavyocity VSTs and MFX Bundles.

How to Enter:
1. Join: Leave a comment below and share this post to your stories.
2. Download: Get the files and read the full rules via the first link in my bio.
3. Submit: Share your result as an Instagram Reel. Use #tobiweiss and in the first line of your caption, and make sure to tag me in the video.
If you want the Heavyocity Team to check out your entry, then you can simply tag them, too! They are not involved in the music review though. That’s my favorite part & still my job alone:)

Timeline:
Start: April 11th, 1 PM CEST.
End: May 14th, 11:59 PM CEST.
Winners: May 16th, 1 PM CEST.

As always: It’s not about “who has the most expensive VST collection” but about having fun and finding that one badass song idea by a creative musician - no matter if beginner or pro.
#musicians #composers #producers #musicproducer
I’ve been using iZotope tools in my productions for years, simply because they bridge the gap between technical mixing and creative sound design. The new Music Production Suite 8 is a solid reminder of why these tools stay in my rotation.

There's a huge amount of super useful effects, plugins and tools, but two things stood out in this session:

The Adaptability of Neutron 5:
Neutron was one of the plugins i didn't use before: It feels less like a rigid plugin and more like a custom console. You can really tailor the modules to fit your unique workflow, whether you are mixing a clean orchestral cue or a dirty hybrid beat. It adapts to what you need, rather than forcing a preset on you.

Sound Design with Guitar Rig:
Having this in the suite is a huge bonus. I rarely use it just for guitars—it’s my go-to for destroying synths and adding grit to drums. It opens up so many sound design opportunities to create textures that cut through the mix.

Ultimately, it’s just a great collection of tools that helps you solve problems faster so you can get back to writing & also a lot of tools for creative sound design.

#izotope #nativeinstruments #madewithni #musicproducer #mixandmaster

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Tobi Weiss | Composer's engagement

Tobi Weiss | Composer's engagement rate on Instagram is 0.26%, under 1%, fewer than 1 like or comment per 100 followers. On a typical post that comes to about 1 like or comment for every 385 followers. Comments stay close to likes on Tobi Weiss | Composer's posts, at 294 likes and 43 comments on average, about 6.8 likes per comment.

Engagement rate

0.26%

Avg likes
294
Avg comments
43
Interactions : followers
1 : 385

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Who is Tobi Weiss | Composer?

Tobi Weiss | Composer (@filmandgamemusic) is a Music Composer creator on Instagram, also filed under Music & Artists. Tobi Weiss | Composer carries Instagram's verified badge and uses an Instagram professional account. The Instagram bio for Tobi Weiss | Composer runs to 19 words.

How many followers does Tobi Weiss | Composer have?

Tobi Weiss | Composer has 122,985 followers on Instagram (123K). Set against 1,136 accounts followed, the audience works out to about 108 followers per account Tobi Weiss | Composer follows. With 2,530 posts published, Tobi Weiss | Composer's archive runs well past the 2,000 mark.

What is Tobi Weiss | Composer's engagement rate?

Tobi Weiss | Composer's engagement rate on Instagram is 0.26%, under 1%, fewer than 1 like or comment per 100 followers. On a typical post that comes to about 1 like or comment for every 385 followers. Comments stay close to likes on Tobi Weiss | Composer's posts, at 294 likes and 43 comments on average, about 6.8 likes per comment.

What does Tobi Weiss | Composer post about on Instagram?

Flinque files Tobi Weiss | Composer under Music Composer, with Music & Artists as a secondary category. Of the 10 most recent posts shown for Tobi Weiss | Composer, 9 are videos and 1 is a carousel. The 10 recent Instagram captions Flinque holds for Tobi Weiss | Composer repeatedly use the words it’s, still, first, soundtrack and production. Tobi Weiss | Composer's captions carry hashtags such as #musicproducer, #producers and #gamecomposer. Tobi Weiss | Composer writes those captions mainly in English. Tobi Weiss | Composer keeps 35 story highlights, which open with a free Flinque account.

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Tobi Weiss | Composer's contact details are not published on Flinque's public profile. The Instagram bio links to 1 external site, and a free Flinque account opens that link. Brands with a free Flinque account can shortlist Tobi Weiss | Composer and use Flinque's outreach tools wherever a contact route is on file.

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