
The Complete Guide to Game Audio
For Composers, Musicians, Sound Designers and Game Developers
Résumé
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 |
Avantages Eyrolles.com
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