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Music Production from Zero

Produce, mix and release finished tracks I'm happy to put my name on.

Starting level: beginner8h / week4 phases

This is a starting point — make it yours

Use this goal to build your own roadmap — tailored to you and starting fresh.

1

One DAW, badly

Gear and plugin research is the great procrastination of music production. Pick one DAW, use stock plugins only, and make noise.

  • Pick one DAW and refuse to reconsider for six months~2h

    Ableton, Logic, FL Studio, Reaper, or the free tiers of several. They are all capable of professional results and the choice matters far less than the commitment. Reaper is cheap and runs on anything.

    Done when: it is installed and you have not read a single comparison article since.

  • Learn the six things you'll use daily~8h

    Recording, MIDI editing, arrangement view, mixer, automation, and export. Ignore the other 90% of the software until something you're making needs it.

    Done when: you can go from empty project to exported audio without a tutorial.

  • Finish a sixty-second piece of music today~4h

    It will be bad. Finish it anyway. Drums, bass, one melodic part, export. The habit of finishing is the single highest-value thing in this entire roadmap and it should start immediately.

    Done when: an exported audio file exists that has a start and an end.

  • Learn just enough theory to stop guessing~10h

    Major and minor scales, how chords are built, and four progressions that work. This is a fortnight's work and removes most of the random note-hunting that makes beginner tracks aimless.

    Done when: you can build a chord progression in a chosen key without trial and error.

2

Sound and arrangement

Why beginner tracks sound thin and go nowhere: the sounds are untreated and the arrangement never changes.

  • Learn synthesis by rebuilding sounds you like~12h

    Oscillators, filters, envelopes, LFOs. Pick five sounds from tracks you admire and recreate them approximately with one stock synth. Presets teach nothing about why a sound works.

    Done when: five sounds are recreated from scratch and you can explain each one's envelope.

  • Learn EQ and compression by ear, on your own material~12h

    EQ for carving space between instruments, compression for controlling dynamics. Learn what over-compression sounds like by deliberately overdoing it — you need the reference point.

    Done when: you can identify a muddy frequency range by ear and fix it.

  • Analyse the arrangement of five tracks you love~6h

    Mark the timestamps: what enters, what drops out, where the energy shifts. Almost all of them will have a change roughly every eight or sixteen bars. Beginner tracks are static and this is why.

    Done when: five annotated arrangement maps exist with timestamps.

  • Finish three more tracks, each around three minutes~25h

    Full arrangements with an intro, a change, and an ending. Finishing badly and often beats perfecting one project file for a year — every one of these teaches more than the last.

    Done when: three exported tracks exist, each with a real arrangement.

3

Mixing

Making the parts fit together. Mostly balance and space, rather than the plugin chains the internet is preoccupied with.

  • Learn gain staging and mix at a sensible volume~6h

    Leave headroom, mix quietly, and check on multiple systems including a phone speaker. Loud mixing flatters everything and is why mixes fall apart the next morning.

    Done when: you have mixed a track at low volume and it still translates on three systems.

  • Learn to build depth with reverb, delay and panning~10h

    Send effects rather than inserts, short reverbs for closeness, longer for distance. Depth is what separates a mix that sounds like a room from one that sounds like a stack of samples.

    Done when: you can place three elements at clearly different apparent distances.

  • Mix one track against a reference, level-matched~8h

    Load a professionally mixed track in a similar style, match the loudness, and A/B constantly. Level-matching is essential — louder always sounds better and will fool you every time.

    Done when: your mix and the reference sit convincingly close at matched loudness.

  • Learn what mastering does and when to pay someone~6h

    Final polish and loudness for distribution. Understand streaming loudness normalisation, and that a bad mix cannot be mastered into a good one. Know when your own attempt is good enough and when it isn't.

    Done when: you have mastered one track yourself and can articulate what a professional would improve.

4

Releasing

Music nobody hears is a hobby, which is fine — but if you want it heard, releasing is its own skill.

  • Finish an EP of four tracks to a consistent standard~30h

    Consistency across the four matters more than any single track being excellent. It is also the first time you will feel like a producer rather than someone learning software.

    Done when: four finished, mixed tracks exist that sound like they belong together.

  • Get honest feedback before releasing~5h

    A producer community, a friend with good ears, a feedback thread. Ask what confuses them rather than whether they like it — praise is pleasant and useless.

    Done when: three people have given feedback and you have acted on at least one point.

  • Release it properly through a distributor~6h

    DistroKid, Amuse or similar puts you on streaming services. Learn about metadata, ISRCs, release dates and artwork requirements — the admin is dull and gets the release rejected if wrong.

    Done when: the EP is live on at least one streaming service.

  • Write down what you learned and start the next one~3h

    The gap after a release is where people stop. Note what you would do differently and open a new project the same week — momentum is far easier to keep than to rebuild.

    Done when: the notes exist and a new project file has something in it.