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Audio for Games: Planning, Process, and Production
book

Audio for Games: Planning, Process, and Production

by Alexander Brandon
October 2004
Intermediate to advanced
240 pages
5h 28m
English
New Riders
Content preview from Audio for Games: Planning, Process, and Production

Preproduction

Now that we've come to grips with what a DPM is and why you need one, let's examine what it entails.

Technology

Although many processes are linear in nature, including the writing of this book and the act of reading it, we need to remember that some aspects of design as well as technology are best worked on simultaneously, at the beginning of a game project. In an ideal world, a game's design would be complete before any of the technology was developed, but the game industry is a business, and multitasking isn't just an exciting capability of a 1980s operating system anymore.

The first factor to consider is your audience. You need to know what platforms you'll be working on before you can do anything else. Believe it or not, the ...

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Publisher Resources

ISBN: 0735714134Purchase book