Steve Horowitz, Scott Looney

The Essential Guide to Game Audio

The Theory and Practice of Sound for Games. Sprachen: Englisch. 23,8 cm / 18,9 cm / 1,7 cm ( B/H/T )
Buch (Softcover), 254 Seiten
EAN 9780415706704
Veröffentlicht März 2014
Verlag/Hersteller CRC Press

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Beschreibung

This is the only book out there that deals with the technical details of sound for social, casual, mobile and cloud gaming markets. Including Unity, iOS, Android, HTML5 and more.

Portrait

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. Since 1991, he has literally worked on hundreds of titles, including a ten year run as the audio director at Nickelodeon Digital, where he garnered both Webby and Broadcast Design awards. Horowitz also has 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). Currently living in San Francisco, with his wife and son, he composes, teaches, lectures, consults, plays bass and continues to release strange and beautiful new sounds on an unsuspecting world. 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 ten years. He pioneered interactive online audio courses for the Academy Of Art University, and has also taught at Ex'pression College, Cogswell College, and Pyramind Training. As a musician and composer, 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. He has also performed at numerous experimental festivals, designed custom instruments, and created performance interfaces utilizing sensors and microcontrollers. 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. He lives in Berkeley.

Inhaltsverzeichnis

Level 1: AAA (Animation, Art, Audio) - Making Sense of Sound For Games Level 2: On the Road - to NOW!- A Brief History of Games and Game Audio Level 3: My Non-Linear Life - Audio For Interactive Environments Level 4: What Is Hip? Styles and Genres - Welcome to Acronym Hell Level 5: Bleeps, Blops, Clicks, and Pops - Sound Design In Games Level 6: Compose Yourself! - The Art of Composing for Games Level 7: Do you Hear That Voice In My Head? - Voice Over For Games Level 8: Meet the Middleman: Understanding Audio Middleware Level 9: The Early Bird Gets the Worm- Preparing your Audio Level 10: 'Silly Human...' - How Game Engines Think Level 11: Unify My World - Audio in Unity 3D Level 12: Unity Too - Basic Audio Implementation in Unity 3D Level 13: Back To The Future -The World Of Mobile And Web Games Level 14: Show Me The Money-Getting a job in sound for games

Hersteller
Libri GmbH
Europaallee 1

DE - 36244 Bad Hersfeld

E-Mail: gpsr@libri.de

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