Leading with Sound: Proactive Sound Practices in Video Game Development
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Leading with Sound is the must-have companion guide to working on video game projects. Focused on the creative, collaborative, philosophical and organizational skills behind game sound and eschewing the technical, this book celebrates the subjects most essential to leading with sound in video game development at any level. Refuting the traditional optics of sound as a service in favour of sound as a pro-active visionary department, , this book examines each of the four food-groups of dialogue, sound design, music and mix, not through the usual technical and production lenses of ‘how’ and ‘when’, but the essential lens of ‘why’ that enables leadership with sound. Leading with Sound is essential reading for aspiring sound designers, inside and outside of the classroom, as well as experienced professionals in the game industry. Cover Half Title Title Page Copyright Page Table of Contents List of figures Acknowledgements PART I: Ports of entry What is this book about? 1. The big four: Understanding the four food-groups of audio (and how they inter-relate) 2. What drives the mix of your game? 3. Taking a psychological approach to sound categorisation 4. What is a game developer? 5. What is game audio? 6. What you may be missing: Vision to drive your tools and pipelines 7. Communication essentials: Managing expectations of quality (the ‘L’ scale) 8. Audio in concept PART II: Sound design 9. Working with sound: Building from nothing: the importance of rules 10. Higher level is better 11. What is causing these sounds and where are they located?: Diegetic, non-diegetic and trans-diegetic sound 12. Ambiguity and clarity 13. Sound design: Designing for three audiences (player, spectator, creator) 14. Sound playback dynamics: Thinking horizontally, vertically and diagonally about asset design 15. Designing a moment: Temporality in interactive sound design 16. Leading with sound: Spectacle and immersion PART III: Music 17. Music as creative crutches: Reaching for music too soon and too late 18. Defining the sound: Towards an iconic music design 19. The shape of emotion: We can’t feel emotion all the time 20. Diegetic, non-diegetic and trans-diegetic musical spaces 21. Non-diegetic space in recorded music 22. Leading with music: Music as spectacle throughout production and post-release PART IV: Voice 23. Early dialogue development 24. The sound of voice 25. Casting philosophies (auditions, recording, iteration) 26. Let’s do it again: Understanding and anticipating iterative cycles in dialogue development 27. Rethinking dialogue production 28. Leading with voice: Leveraging the spectacle of performance PART V: The mix 29. Mix essentials 30. Philosophy of the mix: Narrative dynamics (pushing, pulling, shaping) 31. Some defining terminology and features of non-linear mixing 32. Mix consistency 33. Building the mix 34. Planning and surviving the major milestone and final mixes 35. Leading with the mix PART VI: Fade out 36. Studio culture 37. Game audio studio spaces: Architectural problems in video game sound 38. Games are for everyone: Accessibility, options and customisation in audio for gamers 39. From invisible to visible: Finding our place, between vision and service Bibliography Index
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