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Book Description

The Game Audio Strategy Guide is a comprehensive text designed to turn both novices and experienced audio designers into technical game audio pros. Providing both a theoretical foundation and practical insights, The Game Audio Strategy Guide offers a thorough look at the tools and methods needed to create industry-quality music and sound design for games. The text is supported by an extensive companion website, featuring numerous practical tutorials and exercises, which allows the reader to gain hands-on experience creating and implementing audio assets for games.

The Game Audio Strategy Guide is the essential manual for anyone interested in creating audio for games, inside or outside the classroom.

Table of Contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Dedication
  6. Table of Contents
  7. Foreword
  8. Preface
  9. Acknowledgements
  10. INTRODUCTION
    1. 1. Getting Started
      1. Our Goals for this Textbook
      2. Overview and Learning Outcomes
      3. Who Should Read this Book?
    2. How to Use this Book
      1. Requisite Knowledge
      2. Theoretical Framework
      3. Practical Framework, A.K.A. Companion Website (Sound Lab)
      4. Visiting Artist’s Tips
      5. Key Terms
      6. Further Reading
    3. Game Audio
    4. Game Development Roles Defined
    5. Essential Soft Skills and Tools For Game Audio
    6. Production Cycle and Planning
      1. Research
      2. Making Use of Downtime
  11. PART I: Sound Design
    1. 2. The Basics of Nonlinear Sound Design
      1. What is Nonlinear Sound Design?
      2. The Sound Design Process
      3. Challenges in Nonlinear Sound Design
      4. Exploring Immersion and Interactivity
      5. Essential Skills for Sound Designers
    2. 3. Designing Sound
      1. Dynamic Audio
      2. Sound Effects
      3. The Function of Sound in Games
      4. Designing the Sonic Palette
      5. Choosing the Right Source for Your Sonic Palette
      6. Sourcing Audio from Libraries
      7. Sourcing Sounds through Synthesis
      8. Sourcing Audio through Studio and Field Recording
      9. Field Recording
      10. Microphone Choice and Placement
      11. Performing Sound with Props
      12. Location Scouting and Preparation
      13. Designing Sound Effects
      14. Sound Design Techniques
      15. Effects Processing as a Sound Design Tool
      16. Putting It All Together
      17. Summary
    3. 4. Voice Production
      1. Dialogue vs. Voice-Over
  12. PART II: Music
    1. 5. The Basics of Nonlinear Music
      1. What is Nonlinear Music?
      2. Challenges of Nonlinear Music Writing
      3. Essential Skills for the Game Composer
      4. Exploring Music as an Immersive Tool
      5. Diegetic vs. Non-Diegetic Music
      6. Production Cycle and Planning
      7. Working with a Team
      8. Platforms and Delivery
    2. 6. Composing Music
      1. Generating Musical Ideas and the Creative Cycle
      2. Starting Points for Musical Composition
      3. Composing Game Music
      4. Form and Structure in Game Music
    3. 7. Arranging and Orchestration for Games
      1. Genre and Style Considerations
      2. Foundations of Musical Texture in Games
      3. Arranging and Orchestrating Using Samples
      4. Templates
      5. Template Planning
      6. The Orchestral Instruments
      7. Writing for String Samples
      8. Writing for Woodwind and Brass Samples
      9. Writing for Choir Samples
      10. Writing for Percussion Samples
      11. Writing for Full Sampled Orchestra
      12. Advanced Orchestration and Arranging for Live Ensembles
      13. Working with Synthetic Timbres
      14. Other Styles of Arranging in Game Music
  13. PART III: Implementation
    1. 8. Audio Implementation
      1. Implementation Basics
      2. Dialogue Systems
      3. Dynamic Mix Systems
      4. Resource Management and Performance Optimization
      5. Testing, Debugging, and QA
    2. 9. Music Implementation
      1. Approaching Implementation
      2. Arranging and Orchestration as Implementation
      3. Advanced Vertical Techniques
      4. Advanced Horizontal Techniques
      5. Adding Randomness and Variation
      6. Composing Complex Adaptive Systems Using Middleware
      7. Aesthetic Creativity and Composing Outside the Box
      8. Tools for Experimentation
      9. Pure Data
      10. Simplicity vs. Complexity in Game Music
  14. PART IV: Business and Networking
    1. 10. The Business of Games, Part I: What Do We Do Now?
      1. Career Development: Overview and Philosophy
      2. Selecting Tangible Goals
      3. The Pyramid of Sustainability
      4. Career Paths in Game Audio
    2. 11. The Business of Games, Part II: Gigs, Gigs, Gigs!
      1. Networking and Creating Value
      2. Demonstrating Value
      3. Finding Work
      4. Business and Price Considerations
      5. The Final Bid
      6. Navigating Contracts
    3. 12. Your Game Audio Strategy Guide
      1. Audio Creator as Game Developer
  15. Index
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