Leading with sound : proactive sound practices in video game development /: proactive sound practices in video game development. (2021)
- Record Type:
- Book
- Title:
- Leading with sound : proactive sound practices in video game development /: proactive sound practices in video game development. (2021)
- Main Title:
- Leading with sound : proactive sound practices in video game development
- Further Information:
- Note: Rob Bridgett.
- Authors:
- Bridgett, Rob
- Contents:
- Part One: Ports of Entry 01 What is this Book About? 02 The Big Four: Understanding the Four Food-groups of Audio (and how they inter-relate) 03 What Drives the Mix of Your Game. 04 Taking a Psychological Approach to Sound Categorization 05 What is a Game Developer? 06 What is Game Audio? 07 What You May be Missing: Vision to Drive Your Tools and Pipelines 08 Communication Essentials: Managing Expectations of Quality (The ‘L’ Scale) 09 Developing Early Audio Visions Part Two: Sound Design 10 Why do we Need Sounds? 11 Working with Sound. 12 Higher Level is Better. 13 What is Causing these Sounds and Where are they Located? 14 Ambiguity and Clarity. 15 Designing for Three Audiences. (Player, Spectator, Creator) 16 Thinking Horizontally, Vertically, and Diagonally about Asset Design. 17 Designing a Moment: Temporality in Interactive Sound Design. 18 Leading with Sound: Spectacle and Immersion. Part Three: Music 19 Why do we Need Music? 20 Music as Creative Crutches: Reaching for Music Too Soon & Too Late. 21 Defining the Sound: Towards an Iconic Music Design 22 The Shape of Emotion: We Can’t Feel Emotion All the Time. 23 Diegetic, Non-Diegetic and Trans-Diegetic Musical Spaces; 24 Non-Diegetic Space in Recorded Music 25 Leading with Music: Music as Spectacle Throughout Production and Post-Release Part Four: Voice 26 Why do we Need Voice? 27 Early Dialogue Development 28 The Sound of Voice: Dialects, Culture and Meaning 29 Casting Philosophies (Auditions, Recording, Iteration)Part One: Ports of Entry 01 What is this Book About? 02 The Big Four: Understanding the Four Food-groups of Audio (and how they inter-relate) 03 What Drives the Mix of Your Game. 04 Taking a Psychological Approach to Sound Categorization 05 What is a Game Developer? 06 What is Game Audio? 07 What You May be Missing: Vision to Drive Your Tools and Pipelines 08 Communication Essentials: Managing Expectations of Quality (The ‘L’ Scale) 09 Developing Early Audio Visions Part Two: Sound Design 10 Why do we Need Sounds? 11 Working with Sound. 12 Higher Level is Better. 13 What is Causing these Sounds and Where are they Located? 14 Ambiguity and Clarity. 15 Designing for Three Audiences. (Player, Spectator, Creator) 16 Thinking Horizontally, Vertically, and Diagonally about Asset Design. 17 Designing a Moment: Temporality in Interactive Sound Design. 18 Leading with Sound: Spectacle and Immersion. Part Three: Music 19 Why do we Need Music? 20 Music as Creative Crutches: Reaching for Music Too Soon & Too Late. 21 Defining the Sound: Towards an Iconic Music Design 22 The Shape of Emotion: We Can’t Feel Emotion All the Time. 23 Diegetic, Non-Diegetic and Trans-Diegetic Musical Spaces; 24 Non-Diegetic Space in Recorded Music 25 Leading with Music: Music as Spectacle Throughout Production and Post-Release Part Four: Voice 26 Why do we Need Voice? 27 Early Dialogue Development 28 The Sound of Voice: Dialects, Culture and Meaning 29 Casting Philosophies (Auditions, Recording, Iteration) 30 Let’s do it Again 31 Rethinking Dialogue Production: Infinite Alternatives 32 Leading with Voice: Leveraging the Spectacle of Performance Part Five: Mix 33 Why do we Need to Mix? 34 Mix Essentials 35 Philosophy of the Mix: Narrative Dynamics (Pushing, Pulling, Shaping) 36 Some Defining Terminology and Features of Non-Linear Mixing 37 Mix Consistency 38 Building the Mix 39 Planning and Surviving the Major Milestone and Final Mixes. 40 Leading with the Mix: The First and Last Thing You Think About. Part Six: Fade Out 41 The Importance of a Holistic (Four-Food-group) Vision 42 Studio Culture: A Theory of Everything 43 Game Audio Studio Spaces: Architectural Problems in Video Game Sound. 44 Games are for Everyone: Accessibility, Options and Customization in Audio for Gamers. 45 Finding Our Place, Between Vision and Service. … (more)
- Edition:
- 1st
- Publisher Details:
- New York : Focal Press
- Publication Date:
- 2021
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 781.54
Video game music -- Instruction and study
Sound -- Recording and reproducing -- Digital techniques - Languages:
- English
- ISBNs:
- 9781000372731
9781000372724
9781003082521 - Related ISBNs:
- 9780367535902
9780367535872 - Notes:
- Note: Includes bibliographical references and index.
Note: Description based on CIP data; resource not viewed. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.605889
- Ingest File:
- 04_086.xml