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The Game Audio Tutorial [electronic book] : A Practical Guide to Creating and Implementing Sound and Music for Interactive Games by Richard Stevens and Dave Raybould.

By: Contributor(s): Material type: TextTextPublication details: Focal Pr 2011.ISBN:
  • 0240817265
  • 9780240817262
Genre/Form: Online resources: Summary: Sound can make or break a video game's success, as it elevates the experience of the game. Imagine playing a video game, and pushing a button and not hearing the click or pop (the motivating sound), or consider how much game music becomes just as much a part of the experience as game playing (think Halo). This book shows sound designers and composers how to get their first demo reel done, getting right into the heart of sound design and implementation, providing practical examples to learn from. This hands-on book guides students and professionals through the whole development process of how to create and implement sound and music for games. Stevens and Raybould offer a hugely effective teaching tool to engage students: a complete set of tools and interactive tutorials fully tested and proven to work in a University setting.
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Enhanced descriptions from Syndetics:

Design and implement video game sound from beginning to end with this hands-on course in game audio. Music and sound effects speak to players on a deep level, and this book will show you how to design and implement powerful, interactive sound that measurably improves gameplay. If you are a sound designer or composer and want to do more than just create audio elements and hand them over to someone else for insertion into the game, this book is for you. You'll understand the game development process and implement vital audio experiences-not just create music loops or one-off sound effects.

The Game Audio Tutorial isn't just a book-you also get a powerful website (www.thegameaudiotutorial.com), which includes:

Sound can make or break a video game's success, as it elevates the experience of the game. Imagine playing a video game, and pushing a button and not hearing the click or pop (the motivating sound), or consider how much game music becomes just as much a part of the experience as game playing (think Halo). This book shows sound designers and composers how to get their first demo reel done, getting right into the heart of sound design and implementation, providing practical examples to learn from. This hands-on book guides students and professionals through the whole development process of how to create and implement sound and music for games. Stevens and Raybould offer a hugely effective teaching tool to engage students: a complete set of tools and interactive tutorials fully tested and proven to work in a University setting.

Author notes provided by Syndetics

Richard Stevens

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