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Free Ebook The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers

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Free Ebook The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers

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The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers

The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers


The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers


Free Ebook The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers

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The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers

Review

"Aaron Marks' experience and insight into the inner workings of the game audio world make this book an invaluable resource." -- Greg O'Conner Read, founder and editor, Music4Games"Aaron is truly a game audio expert and a great teacher." -- Jack Buser, computer and game initiative engineer, Dolby Laboratories"An exhaustive and indispensable resource for game audio from initial concept to cashing the royalty checks." -- Jennifer Olsen, senior editor, Game Developer magazine"I'm in awe at the amount and caliber of the content! Bravo!" -- - Dave Miner, Canada"Somebody gag this guy! He's giving away all our secrets!" -- Chance Thomas, game composer and president, HUGEsound"You've written a great book that has completely shown me the light. -- - Jonathan BrickleyI actually had tears in my eyes a couple of times, I think this book is what I needed." -- - Adam DiTroia

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About the Author

Music had always been a part of Aaron Marks' life. But it wasn't until 1995, when his overgrown hobby became On Your Mark Music Productions, that he began selling it to the world. He started with the local radio and television scene, composing jingles and scoring public service announcements. With his sights set firmly on Hollywood, he bumped into the games industry. Ever since that fated redirect, he has been cranking out music and sound effects for games. His credits include a PlayStation 2 game, five CD-ROM game projects, 56 on-line casino games, a dozen touch-screen arcade games, and numerous multimedia projects. As an occasional diversion, Aaron sidelines as a writer for Game Developer magazine, Gamasutra.com, and Music4Games.net.

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Product details

Series: Gama Network Series

Paperback: 318 pages

Publisher: Focal Press (October 2001)

Language: English

ISBN-10: 1578200830

ISBN-13: 978-1578200832

Product Dimensions:

7.2 x 1 x 9.2 inches

Shipping Weight: 1.6 pounds (View shipping rates and policies)

Average Customer Review:

3.9 out of 5 stars

29 customer reviews

Amazon Best Sellers Rank:

#4,802,313 in Books (See Top 100 in Books)

This book focuses more on the business side of game audio. If you are looking for a 'how to' guide for composing and sound design, this is not the book for you.However, for anyone interested in making a living by creating game audio content, this is a must read. Everything from networking, pricing your services, to standard contracts are covered. Of particular interest were the interviews throughout the book. Some more famous personalities, such as 'The Fat man' were interviewed, as well as some lesser known composers and sound designers. Some of them list what gear and software they use. I was surprised at both the spartan and the over the top set ups that some of these guys have.The disc that comes with the book has some very useful content. Perhaps the best was the demos provided. If you are serious about composing, listen to these demos, they will give you an idea of what skill level you will need if you want to get any jobs.Just a side note, at the end of the book Aaron suggests that you send him an email. I did, and got an encouraging response back from him. So he isn't just pretending to be a nice guy in the book, he really is!

There is a vast wealth of knowledge in this book which has proved incredibly useful for me. It covers everything from the process involved in game production to the business skills you will need to be successful not to mention what is required of a game audio professional. It also has a lot of interviews from working composers and sound designers who give very insightful information into how they became successful and their opinions on the industry, as well as the techniques they use. Note that it is not a guide on how to compose music, how to use DAW's, or detailed technical information on the physical process of recording. This is a book that covers the business side of the industry, from negotiating fees and salaries and gaining industry contracts to the legalities of writing for games and assumes a certain level of technical competency on the part of the reader.If you are remotely interested in making your way in the game audio industry, I would consider this book a "must have" for business research.

This book details everything from the very beginning of game audio in the 70s to today, it gives you history lessons, tips and tricks, software to recommend, has audio creator interviews and tons of cool things about game audio. I bought this for a game course I was taking and I did learn ALOT about game audio, it was also nice seeing how audio has changed from the 8 bit era to today.

This book has surprisingly little information in it for its size. Most of the chapters read like they are trying to use as many words as possible to say everything so they can stretch the book out. The information itself is mostly common sense information. Unfortunately I had to get it from class, and I'm sure that is the only reason it sells decently. Very little that we did in the course actually came from the book. It was more or less busy work to read the thing.

Mr. Marks uses an informative yet casual tone to keep you both interested and grinning as you turn from page to page. The information contained in this book is incredibly detailed and he gives a practical basis for all situations you could find yourself in, as well as some anecdotes, examples, and fun along the way. If only text books read like this...This book is definitely for someone who is interested in game audio of any level, regardless of if it's for the indie game or the AAA industry. It's best geared towards someone hoping to make a possible career out of music and sound for games and interested in learning what opportunities are available, as well as what the environment, pricing, and sorts of equipment in the industry are standard (although with the way technology is going, the tech part is getting outdated rapidly).

Marks provides a facinating peek inside the world of audio content development in the computer game industry. With a casual and friendly style, he covers a broad range of topics in his book, from basic equipment setup to negotiating contracts for freelance work (and much more, of course). Having recently become a freelancer myself, I found his advice both helpful and inspiring.All in all, this book bolsters Marks' credentials as a professional musician and businessman, and comes highly recommended to anyone interested in getting some excellent and no doubt hard-earned advice.

I bought this book on recommendation of a friend in the video game industry. Be away of what this book is and what it isn't. This is not a book on how to write audio for video games. This is an introductory book to audio and its role in the video game industry, and how to get into the industry. This book contains no technical information, as one might hope, about computer audio technologies such as Direct music or any others. If you already know how digital audio, MIDI, and mixers work then most of this book will bore you to tears. I have no doubt that, if you are looking for the information which is in this book it is good. The presentation is longwinded and very centered around the author rather than the topic itself it seems. At times, the book seems to lose all relevance to the audio industry. The interview with established video game artists are interesting, however I didn't find in them anything that I hadn't learned by playing around for a hours with recording techniques. In conclusion, there are better books on the market in all regards except for the video game audio industry notes. For that I have found no better source, however it is wrapped in information which I already know, and that I found nearly impossible to sit through.

This book WILL NOT teach you how to do anything. It's not instructional. It's more along the lines of composers talking about what they use and their success in the business. Which was basically what I needed to some degree.

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The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers PDF

The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers PDF

The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers PDF
The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers PDF
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