The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers (Paperback)

Aaron Marks

  • 出版商: CMP Books
  • 定價: $1,050
  • 售價: 2.8$299
  • 語言: 英文
  • 頁數: 318
  • 裝訂: Paperback
  • ISBN: 1578200830
  • ISBN-13: 9781578200832
  • 相關分類: 遊戲設計 Game-design
  • 立即出貨(限量) (庫存=1)

買這商品的人也買了...

商品描述

Turn your musical passion into a profitable career with this essential guide to the business and technical skills you need to succeed in the multi-billion dollar games industry. Step-by-step instructions lead you through the entire music and sound effects process ?from developing the essential skills and purchasing the right equipment to keeping your clients happy. Learn everything you need to:

Find the jobs. Identify your niche, implement a business and marketing plan that includes a great demo reel, and plug into the established network to find clients.
Make the deals. Make the bidding and contract process work for you by knowing the standard industry terminology, understanding how to set fees, and employing non- confrontational negotiating tactics to reach sound agreements that establish acceptable boundaries for change orders, reworks, payment options, and other essentials.
Create music and sound effects for games. Master the exacting specifications for composing music and creating sound effects on the various gaming platforms and systems.

The companion CD-ROM features audio and cinematic examples, demos of useful sound editing and sequencing programs, and sample business contracts.

Table of Contents

Forward

Chapter 1    An Introduction to Game Audio

  • Insert Quarter Here
  • The Bleeps and Bloops of Yesteryear
  • Where Sound is Now
  • Where Sound is Going
  • Chances of Finding Work
  • The Rewards
  • Let's Go Get 'em

Chapter 2    Essential Skill Sets and Tools

  • Important Skills
  • Tools of the Trade
  • Preparing Your Studio for Surround Sound

Chapter 3    Getting Organized and Ready for Business

  • Understanding the Business of Game Composing
  • Composing vs. Sound Design
  • In-house Audio vs. Independent Contractor
  • Audio Demo Reel
  • Determining Your Costs
  • Organization is Key

Chapter 4    Finding and Getting the Jobs

  • Marketing
  • Where to Look for Clients
  • Finding Your Niche
  • Networking Basics

Chapter 5    The Bidding Process

  • How Much Do You Charge?
  • Let's Play 20 Questions
  • Asking the Right Questions
  • Pre-Production Made Simple
  • Contract Payment Options
  • Speculative Demos
  • The Bid Submission
  • There is Still More

Chapter 6    Making the Deals

  • Understanding Industry Contracts and Terminology
  • Negotiable Contract Points
  • Negotiating Negotiations
  • Change Orders and Reworks
  • Sample Agreements and Contracts
  • Conclusion

Chapter 7    Setting the Stage

  • Company Liaisons
  • Meetings with the Game Development Team
  • Pre-compositional Considerations
  • 'Gotchas' and Other Things to Watch Out For
  • Conclusion

Chapter 8    Creating Music for Games

  • Game Music Varieties
  • Exercises to Create Fitting Game Music
  • Some Technical Considerations
  • Musical Details to Reconsider
  • Compositional Methods
  • Recording Methods
  • Editing Music
  • Conversions

Chapter 9    Creating Sound Effects for Games

  • The Creative Aspects of Sound Design
  • Types of Sound Design
  • Editing Methods
  • Sound Design in the Production Cycle
  • Specific Sound Design Questions to Answer
  • Determining Necessary Sounds
  • Creating Original Sound Effects that Fit
  • Presenting the Final Work
  • Conclusion

Chapter 10    Blending the Total Soundscape

  • Maintaining Consistency in Production with Audio Elements
  • Quality Control
  • Conclusion

Chapter 11    Game Platforms and Their Audio Development Issues

  • Sony PlayStation 2
  • Nintendo GameCube
  • Microsoft Xbox
  • CD-ROM Games
  • Web-based Games - Java and Flash
  • GameBoy Advanced
  • Coin-Op Games
  • Conclusion

Chapter 12    For the Developer

  • Understanding Sound
  • Working with Contractors
  • Getting to Work
  • The Next Step
  • Production Nightmares
  • Conclusion

Chapter 13 Game Over? Not Hardly

Appendix A The Grammy's and Other Game Audio Awards

Index

商品描述(中文翻譯)

將您的音樂熱情轉化為有利可圖的職業生涯,這本必備指南將教您在價值數十億美元的遊戲行業中取得成功所需的商業和技術技能。逐步指導您完成整個音樂和音效製作過程,從培養必要技能和購買合適的設備到讓客戶滿意。學習您需要的一切內容包括:


尋找工作。確定您的專長,制定包括出色的示範錄音帶在內的商業和營銷計劃,並接入已建立的網絡以尋找客戶。


達成交易。通過了解行業標準術語、設定費用以及使用非對抗性談判策略,使競標和合同過程為您工作,達成確定可接受的變更訂單、重做、付款選項和其他必要條件的協議。


為遊戲創作音樂和音效。掌握在各種遊戲平台和系統上創作音樂和音效的嚴格規格。

附帶的光碟-ROM包含音頻和電影示例,有用的音頻編輯和序列程序演示以及商業合同樣本。


目錄


前言

第1章  遊戲音頻簡介



  • 在這裡插入硬幣

  • 昔日的嗶嗶聲和嗡嗡聲

  • 聲音的現在

  • 聲音的未來

  • 找到工作的機會

  • 回報

  • 讓我們開始吧


第2章  必備技能和工具



  • 重要技能

  • 行業工具

  • 為環繞聲準備您的工作室


第3章  組織和準備就緒



  • 了解遊戲作曲的商業

  • 作曲與音效設計

  • 內部音頻與獨立承包商

  • 音頻示範錄音帶

  • 確定您的成本

  • 組織至關重要


第4章  尋找和獲得工作



  • 營銷

  • 尋找客戶的地方

  • 找到您的專長

  • 基本網絡


第5章  競標過程



  • 您要收多少費用?

  • 讓我們玩20個問題

  • 提出正確的問題

  • 簡化前期製作

  • 合同付款選項

  • 投機性示範

  • 競標提交

  • 還有更多


第6章  達成交易



  • 了解行業合同和術語

  • 可協商的合同要點

  • 談判談判

  • 變更訂單和重做

  • 樣本協議和合同

  • 結論


第7章  設定舞台



  • 與公司聯絡

  • 與遊戲開發團隊會面

  • 作曲前的考慮事項

  • 需要注意的事項

  • 結論


第8章  為遊戲創作音樂



  • 遊戲音樂的種類

  • 創作適合遊戲的音樂的練習

  • 一些技術考慮事項

  • 重新考慮的音樂細節

  • 作曲方法

  • 錄製方法

  • 編輯音樂

  • 轉換


第9章  為遊戲創作音效



  • 聲音設計的創意方面

  • 聲音設計的類型

  • 編輯方法

  • 製作周期中的聲音設計

  • 需要回答的具體聲音設計問題

  • 確定必要的聲音

  • 創作適合的原創音效

  • 呈現最終作品

  • 結論


第10章