Table of Contents
Forword
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
What's on the CD-ROM?
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