- Paperback: 240 pages
- Publisher: New Riders (7 Oct. 2004)
- Language: English
- ISBN-10: 0735714134
- ISBN-13: 978-0735714137
- Product Dimensions: 18.7 x 1.2 x 23.2 cm
- Average Customer Review: 2 customer reviews
- Amazon Bestsellers Rank: 1,503,307 in Books (See Top 100 in Books)
Audio for Games: Planning, Process, and Production (New Riders Games) Paperback – 7 Oct 2004
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Tired of video games in which the sound lags far behind the rest of the user's experience? If so, and if you're ready to do better, you need this forward-looking volume! In these pages, sound artist extraordinaire Alexander Brandon provides a broad-ranging exploration of how game audio is created today and how it should be done in the future in order to create groundbreaking audio. After providing a map of the audio development process in Chapter 1, Alexander discusses the basic preproduction, workflow, production, post-production, and technology issues audio designers must address today. Then, after a post-mortem analysis of the audio development process for a game that's currently on the market, Alexander takes a good, hard look at the heights to which video-game audio can be taken in chapters on ideal workflow, technology, and production. Throughout, the focus is on the practical advice you need to create better (and better!) sound!
Top customer reviews
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Be advised, this book doesn't teach you how to compose or record (well, it touches to certain details about it), it teaches you how to work in a game development environment with its explaining of workflows, progress charts, integration details and essentials, communication examples with Audio Directors and such. It also features interviews with developers such as Warren Spector to give some additional idea about how things work.
Together with the books of Aaron Marks, Audio for Games is a great insider guide for new sound people who are willing to learn how things move within the gaming industry and production cycle.
Most helpful customer reviews on Amazon.com
This has the most specific information on getting organized in a real development environment and is the only book of it's kind with this type of information. I have several other books on Audio development for games and none of them address the project management aspect that this one does. Grab a used copy if you can.