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The Complete Guide to Game Audio
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The Complete Guide to Game Audio

The Complete Guide to Game Audio

For Composers, Musicians, Sound Designers and Game Developers

Aaron Marks

318 pages, parution le 25/07/2001

Résumé

This comprehensive guide gives readers with basic music compositional skills the information they need to become commercially viable artisans. In addition to providing a foundation of prerequisite technical skills, including basic audio considerations and sound file formats, the book teaches the business skills needed to work successfully as an audio technician in the game development business. How-to features take the reader step-by-step, from purchasing the right equipment, understanding the various game platforms, and composing music and creating sound effects specifically for games, to the ins and outs of marketing, producing demo reels, determining fees, bidding projects, and negotiating contracts.

Table of Contents

Foreword xv
The Industry Now xvi
About the Author xix
Acknowledgments xxi
Chapter 1 An Introduction to Game Audio 1
1.1 Insert Quarter Here 1
1.2 The Bleeps and Bloops of Yesteryear 3
1.3 Where Sound is Now 4
1.4 Where Sound is Going 6
1.5 Chances of Finding Work 6
1.6 The Rewards 7
1.7 Let's Go Get 'em 12
Chapter 2 Essential Skill Sets and Tools 13
2.1 Important Skills 13
2.2 Tools of the Trade 23
2.3 Preparing your Studio for Surround Sound 37
Chapter 3 Getting Organized and Ready for Business 45
3.1 Understanding the Business of Game Composing 45
3.2 Composing vs. Sound Design 48
3.3 In-house Audio vs. Independent Contractor 48
3.4 Audio Demo Reel 56
3.5 Determining Your Costs 64
3.6 Organization is Key 71
Chapter 4 Finding and Getting the Jobs 75
4.1 Marketing 75
4.2 Where to Look for Clients 87
4.3 Finding Your Niche 91
4.4 Networking Basics 95
Chapter 5 The Bidding Process 99
5.1 How Much Do You Charge? 99
5.2 Let's Play 20 Questions 100
5.3 Asking the Right Questions 101
5.4 Pre-Production Made Simple 106
5.5 Contract Payment Options 108
5.6 Speculative Demos 109
5.7 The Bid Submission 111
5.8 There is Still More 115
Chapter 6 Making the Deals 117
6.1 Understanding Industry Contracts and Terminology 118
6.2 Negotiable Contract Points 127
6.3 Navigating Negotiations 134
6.4 Change Orders and Reworks 141
6.5 Sample Agreements and Contracts 142
6.6 Conclusion 163
Chapter 7 Setting the Stage 165
7.1 Company Liaisons 165
7.2 Meetings with the Game Development Team 169
7.3 Pre-compositional Considerations 172
7.4 'Gotchas' and Other Things to Watch Out For 182
7.5 Conclusion 186
Chapter 8 Creating Music for Games 187
8.1 Game Music Varieties 188
8.2 Exercises to Create Fitting Game Music 193
8.3 Some Technical Considerations 199
8.4 Musical Details to Reconsider 202
8.5 Compositional Methods 205
8.6 Recording Methods 210
8.7 Editing Music 215
8.8 Conversions 219
Chapter 9 Creating Sound Effects for Games 221
9.1 The Creative Aspects of Sound Design 221
9.2 Types of Sound Design 222
9.3 Editing Methods 229
9.4 Sound Design in the Production Cycle 244
9.5 Specific Sound Design Questions to Answer 245
9.6 Determining Necessary Sounds 247
9.7 Creating Original Sound Effects That Fit 254
9.8 Presenting the Final Work 259
9.9 Conclusion 260
Chapter 10 Blending the Total Soundscape 261
10.1 Maintaining Consistency in Production with Audio Elements 263
10.2 Quality Control 269
10.3 Conclusion 272
Chapter 11 Game Platforms and Their Audio Development Issues 273
11.1 Sony PlayStation 2 274
11.2 Nintendo GameCube 276
11.3 Microsoft Xbox 277
11.4 CD-ROM Games 281
11.5 Web-based Games--Java and Flash 283
11.6 GameBoy Advanced 284
11.7 Coin-Op Games 286
11.8 Conclusion 288
Chapter 12 For the Developer 289
12.1 Understanding Sound 290
12.2 Working with Contractors 294
12.3 Getting to Work 299
12.4 The Next Step 303
12.5 Production Nightmares 304
12.6 Conclusion 306
Chapter 13 Game Over? Not Hardly 307
Appendix A The Grammy's and Other Game Audio Awards 309
A.1 Who's Eligible? 310
A.2 NARAS Details 310
A.3 Applying 311
A.4 Other Game Music Award Possibilities 311
Index 313
What's on the CD-ROM? 330

Extrait du livre

Caractéristiques techniques

  PAPIER
Éditeur(s) CMP Books
Auteur(s) Aaron Marks
Parution 25/07/2001
Nb. de pages 318
Couverture Broché
Intérieur Noir et Blanc
EAN13 9781578200832

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