Game Music And Sound Design Mit Press 2008
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Karen not only gives us an overview of the history of audio in video games, she also explains the technology behind it. Both sides are not so deeply explained that you learn everything in this
Usually, I don't review academic or college books, but I thought it was important to comment on this one, as it is a subject that many people can be interested in without even studying / working in the area, as it is a very small field of study. And nowadays, it's a very relevant topic (video game music).Karen not only gives us an overview of the history of audio in video games, she also explains the technology behind it. Both sides are not so deeply explained that you learn everything in this book without any other references, but these days, many people understand the basics of computers (technology), so it becomes understandable. To add to Karen's ideas and explanations, I suggest looking for the infinite YouTube videos of enthusiasts demonstrating the sounds and changes in videogames.
I like the book, it's great, don't get me wrong. I just think that Karen isn't as objective when it comes to separating her texts. The (very) long text format per chapter is a little difficult to understand, considering she's a pioneer in her field of study and we have no other reference when reading her. So I suggest looking for other basic texts or even posts from videogame enthusiast blogs. The Red Bull Music Academy series "Diggin' In The Carts" is recommended here as a supplement (available for free on YouTube).
Also, I find the order of the chapters very unhelpful to the rookie crowd. And considering that it is a very small area in terms of research, and Karen Collins is the number 1 reference in the world on ludomusicology, she could have paid more attention to this fluidity. She seems like a wonderful teacher who knows a lot, but whose class is a bit all over the place due to her clear enthusiasm, haha, so you need to have a little patience.
So regarding that there is no literature on ludomusicology in my country, I thought this book was great!
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Overall, I found answers for roughly a quarter from all my questions, but also found an interesting section on procedural sound gene
I read Game Sound by Karen Collins in a rush, so maybe my review is too harsh: I wanted to understand how sound is produced for (computer and video) games, how different game genres typical for indie game dev can use sound, what are the typical processes for outsourcing sound production, and what are the main free tools I could use in a start-up or student setting.Overall, I found answers for roughly a quarter from all my questions, but also found an interesting section on procedural sound generation.
On the positive side, the book covers an interesting and necessary set of topics: Chapters 1-4 set the problem and cover the history of game sound (a bit shallow); Chapter 5 presents the main process for producing game sound (similar but not identical to film sound production); Chapter 6 discusses the inter-licensing of doing between games and the proper music industry (very, very dry); Chapter 7 (mistitled to seem broad, vs the actual content) discussed mainly immersion and why it is not easy to achieve with traditional methods; Chapter 8 (the best, in my opinion) discusses the need for compositional approaches, especially procedural, for game sound, and surveys many previous and current techniques in this area; and Chapter 9 concludes.
I also liked the references, although not so many that I found new (so, my fault). I found really useful material in the chapter about procedural sound generation, so this explains my overall positive rating (which goes contrary to the overall tone of my review).
On the negative side, besides the imbalanced writing style (the dry passages do not match the otherwise good technical writing), the coverage of the subject is imbalanced and often plain shallow. A few examples: a few games, all big-budget and corresponding to AAA titles, are used in most (if not all) explanations; although Chapter 7's title seems to indicate that "genre" will be covered extensively, there is little beyond MMORPG, action, and FPS games; etc. The consequence of this imbalance is that very popular game genres, from casual to action-RTS (MOBAs, including DotA2), are omitted; there is also, for my personal curiosity, the issue of not answering to my main questions.
Other issues, such as the shallow treatment of the material in tables, and the scarcity of quantified elements (sizes, counts outer prettiest, breakdowns of expected durations for various production steps, rates of completion or other metrics of success, etc.) make this text perhaps less suitable for learning about the actual production of sound. It may also prevent even drier text at points, so perhaps it is to much to ask.
To conclude: a good, no-frills, at points dry and at others shallow introductory course.
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While relatively old, it still poses relevant questions that I am sure have been taken up in later works both by Collins but also by other scholars. I most enjoyed the first chapters detailing the historical developments of video game audio as it highlights very well that the style of analysis suitable for understanding game audio in the past is severely contingent on understanding the influence of the technological possibilities. It is only in the 2000s and onwards that game audio and music can be seen as a distinct art form on its own - where game audio finds its conventional art form approaches.
It is a field in continuous development, which of course inevitably renders this book outdated. But not yet, and perhaps never, given its excellent introductory account of the history.
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(I know I've liked a book when I spend time in the notes and bibliography sections. :-) ) The theory, practice, and history of computer game music. Includes many sheet music examples.
(I know I've liked a book when I spend time in the notes and bibliography sections. :-) ) ...more
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Game Music And Sound Design Mit Press 2008
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