The theory and practice of writing music for games - Steve Horowitz, Scott Looney

The theory and practice of writing music for games

Buch | Softcover
228 Seiten
2024 | 1. Auflage
CRC Press (Verlag)
978-1-032-53863-1 (ISBN)
74,80 inkl. MwSt
Along with music composition theory, this book includes a multitude of clearly defined hands-on projects and exercises, designed to prepare the reader to go out into the field with a complete understanding of the art and craft of music composition for games and visual media.
• Discusses a variety of topics in a simple and easy-to-understand format
• Provides a valuable resource for teachers and students, anyone who is looking to build a career in music for games
• Breaks down the fundamentals needed to build your career.
• Includes fun & practical exercises that strengthen your composer chops

Steve Horowitz is a creator of odd but highly accessible sounds and a diverse and prolific musician. Perhaps best known as a composer and producer for his original soundtrack to the Academy Award-nominated film “Super Size Me.”, Steve is also a noted expert in the field of sound for games. As audio director at Nickelodeon Digital, he has literally worked on hundreds of well known titles, projects that have garnered multiple Kid Screen, Webby, and Broadcast Design awards. Horowitz also received a Grammy Award in recognition of his engineering work on the multi-artist release, “True Life Blues: The Songs of Bill Monroe [Sugar Hill].” Best Bluegrass Album” (1996). The artist behind thirty one albums of mind bending original music, Steve currently resides in San Francisco. Scott Looney is a passionate artist, soundsmith, educator, and curriculum developer who has been helping students understand the basic concepts and practices behind the creation of content for interactive media and games for over fifteen years. He pioneered interactive online audio courses for the Academy Of Art University, and has also taught at Ex’pression College, Cogswell College, Pyramind Training, UC SantaCruz, City College SF, SF State University and Oregon State University. He has created compelling sounds for audiences, game developers and ad agencies alike across a broad spectrum of genres and styles, from contemporary music to experimental noise. In addition to his work in game audio and education, he is currently researching procedural and generative sound applications in games, and mastering the art of code.

Chp. 01 The Adaptive Composer Chp. 02 Building Blocks Chp. 03 The Composer's Toolbox Chp. 04 Music As Information Chp. 05 Cinematic Transitions Chp. 06 Living in Limbo Chp. 07 Get In The Game, Applied Musical Concepts Chp. 08 Middleware Music concepts & The Technical Composer Chp. 09 Advanced Approaches Chp. 10 Lessons Earned Section II Assignment 01 Composer Report Assignment 02 Create the Music Section of a GDD (Game Design Document) Assignment 03 (A) Setting Up YourWork Space Assignment 03 (B) Welcome To The Screen Shot Challenge Assignment 04 Notation Exploration Assignment 05 Classic To Modernity, The Art of Translation Assignment 06 Composing For Cinematics Assignment 07 Defining Form Assignment 08 Welcome to the Limbo Challenge Assignment 09 Gameplay Music Analysis Assignment 10 Breakout! Assignment 11 THE MUSIC MAZE Assignment 12 Mood Board Assignment 13 DAY & NIGHT Assignment 14 Create A Technical Design Document (TDD) Assignment 15 Create a Website and Artists statement

Erscheinungsdatum
Zusatzinfo Illustrationen
Verlagsort London
Sprache englisch
Maße 178 x 254 mm
Gewicht 453 g
Einbandart kartoniert
Themenwelt Kunst / Musik / Theater Musik
Informatik Grafik / Design Film- / Video-Bearbeitung
ISBN-10 1-032-53863-5 / 1032538635
ISBN-13 978-1-032-53863-1 / 9781032538631
Zustand Neuware
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