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Writing Interactive Music for Video Games PDF

512 Pages·2015·5.05 MB·English
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A COMPOSER'S GUIDE Writing INTERACTIVE MUSIC for VIDEO GAMES Michael SWEET About This eBook PUR san open, inde Jandel fet fo eBooks. 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Many of the designations used by manufacturers anu sellers w Uistinguish lhwir predicts are chained as Trademarks, Where llige asigatins pea i this book, and the publisher was aware af a uademark claint, the desigmacions Ihave been printed wit intial capital leters ot in all capitals "2, which isa continuation of this ‘The author andl publisher have taken care in the preparation af this book, but snake nt expressed implied eran ranly if any Rind an assume ud responsibility far ettors or omissions, Na Tabilcy is assunned for incidental or ccytsequencial damages in connection with or arising aut of de use ofthe Jnlormaion or programs contained herein, For intoravainn about huying this Lille in bulk quantities, ve Gor special sales pportunies (hich may incadeelecoanicvtsons cstom cover desis, and content particulat to your business, training goals, matketing focus. or traning interest), please contact our eneporate sales cepriment A ceorpsalen@pearscned. cam or (800) 302-2419, tor govermenesslesingues, please comtact serum peaonel om Fear esti all sales a international @pearsened. corn, fa the US. please rian Visits om the Web: informit.comaw Librury of Congress Carelagingia-Publicetion Daw Suvel, Michael, aut ‘Wricing,inceractive music for video games : a compaser’s guide / Michael Sweet ayes crn Tutus igre eleven: and ine ISBN 978-0-321 961557 pb alk. pape) 1. Video game music—Insttuction and study, 1. Iide, ‘MIG. v58584 2014 me a2 zoLaq2san4 ‘Copyright © 2015 Pearson Hducation, Ine All rights reserve. Printed in the Unite States oF America. This publieatinn is protected by eapyright, und permission inust be alizined fon Uke publisher prior to any prohibited reproduction, storage i a retieval system, oF ‘ansmission in any form ot by any tneans. electronic. mechanical, plnincopying, resorting cr keine, Ta bain person eve materi fhom ts work: please stbmita wnten request Peatson Educeion, nc, enmissions Department. me Lake Stet Upper Sad Kiver, New lerséy SAFER, ry may Te yor nes 16 201) 2963250 ISDN-13: 978-0.221.96158-7 ISBN-do: 0-82-96 150-7 ‘ext pie inthe Loited States on recycled paper at RX onnelley in Graterbyille, nl Frise ping, Setanta 2014 ditor-in-Chiet Mark L.'Laub Enceu Lama Lewin Development Editor 1g Eulioe Jen ae Project Kelitor Flieabetly Ryan Packager ‘Anna Popick Copy Falitor Fil Tabhs Anna Papick ‘Technical Reviewers ‘Chuck Deut Baul Tips TBrian Schmidt Editorial Assistant Olivia Basegio Cover Designer ‘Chat Prasersith Compasitor Shepherd. Ine Praise for Writing Interactive Music for Video Games ‘Behind every great game expetience is an interactive score that sfines the emotional through ol # game. Writiay lererortive Masi or Video ames wl she yu ie foreleg score, ftom basic concepts to sophisticaad techniques. Its ‘with advice from some of the greatest video game composers, ‘working today, and seriten wih the clarity ain! insight that feanies Trine experience ‘Tracy Fullerton, Director, USC Game Innovation Lab “suichael Sweet's book provides a much-needed text chat walks @ ceempner thigh all of the catea cinsoneions shen Fs Slurig to wren the wie gan dusty. Nou simpy "how to’ uta “hyo” tha dives deep ito the sesthetis nd est practices of welling an interactive scoveTinough his yeals of Selim tbe nists an your of ten hing, he Wale tring ingelivy sr eqmuprctensive discussion i easing inva oe Scores, Professor Sweet brings ogether the mute and alts, the dnusiness, and perinent hisorical moments—all while secing composer” expevations lor wrldng in the incty, There av Hater auk che fu yu tea re ge understand wing for gaines Jeanine Cowen, Vice President for Curticulum and Program Innovation, Acatlemic Altair, Berklee College of Music “Viichael Swett demonstrates formidable depuh and head a InoWledge related to adaptive music, Te advoity covers both che creative aod technical components critical to being successful in this Feld. This bach is # musi-reg for neweusmers and ragerewca nent ging ant nora he ata ‘widea game composition.” Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Sutin lear, amet cae ies a ile ith ial naman, Thi is amis-read for any caniposer serious about scaring for garnes. Je you want to know what makes game music unique. look no further; this book will take you tothe nest level!” Steve Maroy, Conptnie “the processes and ecniques for composing fr games bas ‘ypleaiy been aback at of stange tenae and byzanene Provecar. rin tteractoe Msi or Video umes meus The sas you fe ool sth wh caning tu fw fame: and presents them in an easy-to-undersiand sway, from tbe Creative and technical sues to nang Bids and dealing eit Contracts: An excellent resoure for both he proestona and ‘Spin Gonpeney ts Peak shold fe se ager intrested ning mus for games, —Brian Schmidt, Executive Director, GameSoundCon, and President, Game Auli Network Guild “Viichavl Sow! has wvilien a thorough and aamiprehensive guide fox any composer or audio professional wishing to understand the technical anc creative aspects of scoring video pames. Students and professinnals a all levels sll fil his book valuable anv ‘soll worth veal Garry Schyman, Composer, Bioshock seties, Middflexearth ‘Shadow of stordor, Dante's tnferno, and Xcomn the Bureaet Dreclassfied: anil Adjunet Prolessear, CSC's SMPTY Program The Addison-Wesley Game Design and Development Series Fe Adkison- Wesley “isi inortiecolsviafgamedesgn far comple at of we publinsins. sential References for Game Dealgners and Developers hase prt gldes, writ by ditrgulshed profesor and industry gues cover bac tones of gine dei and developmen ing trghtervard, cemnree-sinse spproch. Th books eneourge rear toe things cn thei adhe lor thane, mang iter for anyone tao hw to design ad develop dial anes for Both computers and ob dices. Gar Inwemngam | ssusioossty | Safar PEARS! dedicate thi hook w all my farmer, coreent, ad fouure suns, wha ‘continue to surprise me every semester with thelr latent and abity 20 ‘each me equally abou Bfe, music, oad supporting one another.

Description:
“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios   All You Need to Know to Create Great Video Game Music   Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee.   Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation.   Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing.   Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work   The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.
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