The complete guide to game audio for composers, musicians, sound designers, and game developers

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 skil...

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Detalles Bibliográficos
Autor principal: Marks, Aaron (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Burlington, MA ; Oxford : Focal Press/Elsevier c2009.
Edición:2nd ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628212506719
Tabla de Contenidos:
  • Front Cover; The Complete Guide to Game Audio; Copyright Page; Contents; Foreword; The Industry Then; The Industry Now; About the Author; Acknowledgments; Chapter One: 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; Fame; Fortune; Let's Go Get 'Em; Chapter Two: Essential Skill Sets and Tools; Important Skills; Attitude; Business Sense; Marketing; Music Skills; Computer Knowledge; Sound Design; Voice-overs; Industry Knowledge; Tools for Your Business; Computer; Interfaces
  • SoftwareSound Modules, Keyboards, and Virtual Instruments; Other Instruments; Remote Recording; Sound Effects Libraries; Development Systems; Preparing Your Studio for Surround Sound; Equipment and Placement; Studio Setup; Surround Tips; Dolby Support; Chapter Three: Getting Organized and Ready for Business; Understanding the Business of Game Composing; Expectations; Reasonable Costs; Flavor of the Month; Composing versus Sound Design; In-house Audio versus Independent Contractor; In-house Composing; In-house Equipment; Independent Contractors; Audio Demo Reel
  • Putting Your Demo Together: The First StepDemo Content; How Long Is Yours?; Demo Chic: Types of Demos; The Presentation; What Format Is Best?; Delivery; Follow-ups; Some Final Demo Reel Thoughts; Determining Your Costs; Types of Fees; Rate Calculation; Organization Is Key; Chapter Four: Finding and Getting the Jobs; Marketing; Tell Everyone; Look Professional; Industry Presence; Basic Marketing Tools; Other Resources for Marketing Success; Where to Look for Clients; Internet; Industry Magazines and Books; Telephone Books; Store Shelves; Game Developer Headhunters; Networking
  • Finding Your NicheStay Educated; Start Small; Start Locally; Getting the Break; Networking Basics; Industry Functions; Make Yourself Available, Make Yourself Known; Chapter Five: The Bidding Process; How Much Do You Charge?; Let's Play Twenty Questions; Details, Details, Details; Asking the Right Questions; Pre-Production Made Simple; Contract Payment Options; Speculative Demos; Covering Your Expenses; Words of Caution; The Bid Submission; The Bid; There Is Still More; Chapter Six: Making the Deals; Understanding Industry Contracts and Terminology; Nondisclosure Agreements
  • Work-for-Hire AgreementsCopyrights; Licenses; Platforms; SKUs; Ancillary Rights; Bonuses and Royalties; Property Rights; Talent Releases; Negotiable Contract Points; Money; Licensing; Platforms; SKUs; Ancillary Rights; Bonuses and Royalties; Property Rights for Soundtrack Release; Name Credits, Logos, and Splash Screens; Final Authority; Navigating Negotiations; A Real-world Negotiation; Negotiation Pointers; Change Orders and Reworks; Sample Agreements and Contracts; Sample Nondisclosure Agreement; Sample Talent Release; Sample Contracts; Conclusion; Chapter Seven: Setting the Stage
  • Company Liaisons