Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design: 0

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9780262033787: Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design: 0

Book by Collins Karen

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Críticas:

"Collins has written a truly encyclopedic work that wonderfully complements books on sound design in film, helping anyone in the audiovisual industry who desires to expand more confidently into teaching, designing, and producing audio in the gaming world. This book provides fascinating insights about how game audio can enhance player involvement in story, environment, and character, with specific examples on creating a more immersive, interactive experience. A monumental contribution!"--David Sonnenschein, author Sound Design: The Expressive Power of Music, Voice and Sound Effects in Cinema "Game Audio may sound to the uninitiated to be a frivolous pursuit, but it is neither simple or trivial. Game Sound shows that this art/craft/business has an elegance and a freshly blossoming history that allow it to stand with dignity and legitimacy alongside any other human endeavor worthy of academic attention."--The Fat Man, George Alistair Sanger, Legendary Game Audio Guru -- George Sanger "Game Audio may sound to the uninitiated to be a frivolous pursuit, but it is neither simple nor trivial. Game Sound shows that this art/craft/business has an elegance and a freshly blossoming history that allow it to stand with dignity and legitimacy alongside any other human endeavor worthy of academic attention." The Fat Man , George Alistair Sanger , Legendary Game Audio Guru

Reseña del editor:

A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player's actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources--including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves--to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry. She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music.

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Karen Collins
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ISBN 10: 026203378X ISBN 13: 9780262033787
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Karen Collins
Editorial: MIT Press Ltd, United States (2008)
ISBN 10: 026203378X ISBN 13: 9780262033787
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Descripción MIT Press Ltd, United States, 2008. Hardback. Estado de conservación: New. 238 x 212 mm. Language: English . Brand New Book. A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player s actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources -- including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves -- to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry.She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music. Nº de ref. de la librería AAU9780262033787

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Karen Collins
Editorial: MIT Press Ltd, United States (2008)
ISBN 10: 026203378X ISBN 13: 9780262033787
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Descripción MIT Press Ltd, United States, 2008. Hardback. Estado de conservación: New. 238 x 212 mm. Language: English . Brand New Book. A distinguishing feature of video games is their interactivity, and sound plays an important role in this: a player s actions can trigger dialogue, sound effects, ambient sound, and music. And yet game sound has been neglected in the growing literature on game studies. This book fills that gap, introducing readers to the many complex aspects of game audio, from its development in early games to theoretical discussions of immersion and realism. In Game Sound, Karen Collins draws on a range of sources -- including composers, sound designers, voice-over actors and other industry professionals, Internet articles, fan sites, industry conferences, magazines, patent documents, and, of course, the games themselves -- to offer a broad overview of the history, theory, and production practice of video game audio. Game Sound has two underlying themes: how and why games are different from or similar to film or other linear audiovisual media; and technology and the constraints it has placed on the production of game audio. Collins focuses first on the historical development of game audio, from penny arcades through the rise of home games and the recent rapid developments in the industry.She then examines the production process for a contemporary game at a large game company, discussing the roles of composers, sound designers, voice talent, and audio programmers; considers the growing presence of licensed intellectual property (particularly popular music and films) in games; and explores the function of audio in games in theoretical terms. Finally, she discusses the difficulties posed by nonlinearity and interactivity for the composer of game music. Nº de ref. de la librería AAU9780262033787

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Collins, Karen
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Descripción MIT Press Ltd, 2008. Estado de conservación: New. 2008. 1st Edition. Hardcover. An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. Num Pages: 216 pages, 50 b&w illus., 7 tables. BIC Classification: UGG; UGM. Category: (P) Professional & Vocational. Dimension: 237 x 209 x 19. Weight in Grams: 672. . . . . . . Nº de ref. de la librería V9780262033787

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Descripción MIT Press Ltd. Estado de conservación: New. 2008. 1st Edition. Hardcover. An examination of the many complex aspects of game audio, from the perspectives of both sound design and music composition. Num Pages: 216 pages, 50 b&w illus., 7 tables. BIC Classification: UGG; UGM. Category: (P) Professional & Vocational. Dimension: 237 x 209 x 19. Weight in Grams: 672. . . . . . Books ship from the US and Ireland. Nº de ref. de la librería V9780262033787

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