Do you want to learn everything you need to know to be a fantastic video game music composer? The Game Music Handbook is for you. This book takes readers on a journey through many of the greatest video game soundscapes to date, discussing key concepts and technical practices for how to create top-level game scores. It organizes game scoring techniques into an applicable methodology that gives readers a clear picture of how to design interactive elements, conceive and create a score, and implement it into the game. Readers will gain a solid understanding of the core techniques for composing video game music, the conceptual differences that separate it from other compositional fields, as well as many advanced techniques and topics essential to excellent game music scoring. These topics include using music to design emotional arc for nonlinear timelines, the relationship between music and sound design, music and immersion, discussion of the player's interaction with audio, and more. For beginning composers, this book makes the learning process as clear as possible. However, it also offers invaluable information for intermediate to advanced readers. It includes discussion of game state and its effect on player interaction, a composer-centric lesson on programming, as well as information on how to work with version control, visual programming languages, procedural audio, and more. It also offers indispensable knowledge about advanced reactive music concepts, scoring for emergent games, music for VR, and other important topics. Overall, this book explores the practical application of player and music interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
Sports fandom--often more than religious, political, or regional affiliation--determines how millions of Americans define themselves. In We Average Unbeautiful Watchers, Noah Cohan examines contemporary sports culture to show how mass-mediated athletics are in fact richly textured narrative entertainments rather than merely competitive displays. While it may seem that sports narratives are "written" by athletes and journalists, Cohan demonstrates that fans are not passive consumers but rather function as readers and writers who appropriate those narratives and generate their own stories in building their sense of identity. Critically reading stories of sports fans' self-definition across genres, from the novel and the memoir to the film and the blog post, We Average Unbeautiful Watchers recovers sports games as sites where fan-authors theorize interpretation, historicity, and narrative itself. Fan stories demonstrate how unscripted sporting entertainments function as identity-building narratives--which, in turn, enhances our understanding of the way we incorporate a broad range of texts into our own life stories. Building on the work of sports historians, theorists of fan behavior, and critics of American literature, Cohan shows that humanistic methods are urgently needed for developing nuanced critical conversations about athletics. Sports take shape as stories, and it is scholars in the humanities who can best identify how they do so--and why that matters for American culture more broadly.
Do you want to learn everything you need to know to be a fantastic video game music composer? The Game Music Handbook is for you. This book takes readers on a journey through many of the greatest video game soundscapes to date, discussing key concepts and technical practices for how to create top-level game scores. It organizes game scoring techniques into an applicable methodology that gives readers a clear picture of how to design interactive elements, conceive and create a score, and implement it into the game. Readers will gain a solid understanding of the core techniques for composing video game music, the conceptual differences that separate it from other compositional fields, as well as many advanced techniques and topics essential to excellent game music scoring. These topics include using music to design emotional arc for nonlinear timelines, the relationship between music and sound design, music and immersion, discussion of the player's interaction with audio, and more. For beginning composers, this book makes the learning process as clear as possible. However, it also offers invaluable information for intermediate to advanced readers. It includes discussion of game state and its effect on player interaction, a composer-centric lesson on programming, as well as information on how to work with version control, visual programming languages, procedural audio, and more. It also offers indispensable knowledge about advanced reactive music concepts, scoring for emergent games, music for VR, and other important topics. Overall, this book explores the practical application of player and music interaction through the examination of various techniques employed in games throughout video game history to enhance immersion, emphasize emotion, and create compelling interactive experiences.
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