Book description
“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.”
—Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios
All You Need to Know to Create Great Video Game Music
Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee.
Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation.
Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing.
Coverage includes
Overcoming the unique challenges of writing for games
Composing music that can adapt in real time to player actions
Developing thematic ideas
Using audio middleware to create advanced interactive scores
Working effectively with game development teams
Understanding the life of a video game composer
Managing contracts, rights, estimating, and negotiation
Finding work
The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.
Table of contents
- About This eBook
- Title Page
- Copyright Page
- Praise for Writing Interactive Music for Video Games
- Dedication Page
- Contents
- About This Book
- Acknowledgments
- About the Author
- Introduction
-
Part I: Scoring for Games
- Chapter 1. The Language of Music Storytelling in Games
- Chapter 2. Breaking Down the Language of Interactive Music
- Chapter 3. Spotting the Game
- Chapter 4. Working with a Game Development Team
- Chapter 5. Video Game Composition over the Past 40 Years
-
Chapter 6. Historical Perspective of Experimental Music
- The Beginning of Interactive Music
- Pre-Twentieth Century
- 1900–1950
-
Post-1950s
- John Cage: Music of Changes (1951) and 4’33 (1952)
- Pierre Boulez: Structures I (1952)
- György Ligeti: Musica Ricercata II (1953)
- Morton Feldman: Projections (1953)
- Karlheinz Stockhausen: Klavierstücke XI (1956)
- Krzysztof Penderecki: Threnody to the Victims of Hiroshima (1960)
- Terry Riley: In C (1964)
- Earle Brown: Calder Piece (1966)
- Alvin Lucier: I Am Sitting in a Room (1969)
- Steve Reich: Clapping Music (1972)
- Review
- Exercises
-
Part II: Fundamental Video Game Scoring Techniques
- Chapter 7. Composing and Editing Music Loops
- Chapter 8. Horizontal Resequencing
- Chapter 9. Vertical Remixing
- Chapter 10. Writing Transitions and Stingers
- Chapter 11. Using Sound Design Techniques in Music
- Chapter 12. Music as a Gameplay Element
-
Part III: Advanced Video Game Scoring Techniques
- Chapter 13. MIDI and Virtual Instruments
- Chapter 14. Real-Time Tempo Variation and Synchronization
- Chapter 15. Advanced Dynamic Music Manipulation Techniques
- Chapter 16. Aleatoric Performance Techniques for Video Games
- Chapter 17. Algorithmic and Generative Music Systems
- Chapter 18. Using Middleware to Create Advanced Compositions
- Chapter 19. Creating a Custom Music Solution
-
Part IV: Bringing Music into the Game
- Chapter 20. Composing Music with a Digital Audio Workstation
- Chapter 21. Live Recording, Session Preparation, and Mixing
- Chapter 22. Mixing and Exporting Audio Files to the Game Engine
- Chapter 23. Implementation and Programming
- Chapter 24. Large-Scale Music Development
-
Part V: The Business of Scoring Music for Video Games
- Chapter 25. The Life of a Video Game Composer
- Chapter 26. Contracts, Rights, and Work for Hire
- Chapter 27. Creating an Estimate
- Chapter 28. Contract Negotiation Tactics
- Chapter 29. How Composers Find Work
- Chapter 30. The Challenges of Working as a Composer
- Part VI: Conclusion and Appendixes
- Index
Product information
- Title: Writing Interactive Music for Video Games: A Composer’s Guide
- Author(s):
- Release date: September 2014
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780133563528
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