THE COMPLETE GUIDE TO GAME AUDIO For Composers, Musicians, Sound Designers, and Game Developers Aaron Marks CMP BOOKS Lawrence, Kansas 66046 CMP Books CMP Media LLC 1601 West 23rd Street, Suite 200 Lawrence, Kansas 66046 USA Designations used by companies to distinguish their products are often claimed as trademarks. In all instances where CMP is aware of a trademark claim, the product name appears in initial capital let- ters, in all capital letters, or in accordance with the vendor’s capitalization preference. Readers should contact the appropriate companies for more complete information on trademarks and trade- mark registrations. All trademarks and registered trademarks in this book are the property of their respective holders. Copyright © 2001 by CMP Media LLC, except where noted otherwise. Published by CMP Books, CMP Media LLC. All rights reserved. Printed in the United States of America. No part of this publi- cation may be reproduced or distributed in any form or by any means, or stored in a database or retrieval system, without the prior written permission of the publisher; with the exception that the program listings may be entered, stored, and executed in a computer system, but they may not be reproduced for publication. The programs in this book are presented for instructional value. The programs have been carefully tested, but are not guaranteed for any particular purpose. The publisher does not offer any warran- ties and does not guarantee the accuracy, adequacy, or completeness of any information herein and is not responsible for any errors or omissions. The publisher assumes no liability for damages result- ing from the use of the information in this book or for any infringement of the intellectual property rights of third parties that would result from the use of this information. Editor: Michelle O’Neal Layout Design & Production: Michelle O’Neal Cover Art Design: Michael Striler Cover Layout Design: Damien Castaneda Distributed in the U.S. and Canada by: Publishers Group West 1700 Fourth Street Berkeley, CA 94710 1-800-788-3123 ISBN: 1-57820-083-0 “Aspiring sound designers and composers regularly ask me what it takes to break into this indus- try. Now I can say read The Complete Guide to Game Audio!” — Darryl S. Duncan, President & CEO, GameBeat, Inc. “An exhaustive and indispensable resource for game audio from initial concept to cashing the royalty checks.” — Jennifer Olsen, Senior Editor, Game Developer magazine “A fountainhead of valuable insight, this book thoroughly demystifies the art of game music and sound like no other.” — Jon Holland, game composer and sound designer “Finally, a comprehensive guide for anyone interested in game audio!” — Mark Temple, game producer and President, Enemy Technology “Aaron is truly a game audio expert and a great teacher. This book will help anyone aspiring to succeed in the biz.” — Jack Buser, Computer and Game Initiative Engineer, Dolby Laboratories “This impressive guide is a great resource for anyone just starting out in the business, as well as professionals already working in the industry.” — Keith Arem, game composer, sound designer and President, PCB Productions “If you’re considering game audio creation as a profession, or just curious about how it’s done... BUY THIS BOOK NOW!” — Tommy Tallarico, game composer and President, Tommy Tallarico Studios “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.net “A ‘must have’ book for anyone considering a career in game audio.” — Will Davis, game composer, sound designer, and President, Audio-Development Ltd., United Kingdom “This will surely become the bible of any up and coming sound designer or composer wanting to work on video games.” — Joey Kuras, sound designer, Tommy Tallarico Studios “Kudos to Marks for his candid look into the industry, and the processes behind technique and creativity behind new digital media.” — Tim Rideout, musician/composer, Canada “Somebody gag this guy! He’s giving away all our secrets!” — Chance Thomas, game composer and President, HUGEsound This Page Intentionally Left Blank Dedicated with love and affection to my wife, Cynthia, and daughter, Kristina; the two greatest girls in the world. Without their generosity and understanding, this book could not have been written. This Page Intentionally Left Blank TABLE OF CONTENTS Foreword . xv The Industry Now. xvi About the Author . xix Acknowledgments . xxi CHAPTER 1: An Introduction to Game Audio . 1 1.1 Insert Quarter Here . 1 1.2 The Bleeps and Bloops of Yesteryear . 3 1.3 Where Sound is Now . 4 1.4 Where Sound is Going . 6 1.5 Chances of Finding Work . 6 1.6 The Rewards. 7 1.6.1 Fame . 8 1.6.2 Fortune . 9 1.7 Let’s Go Get ‘em . 12 CHAPTER 2: Essential Skill Sets and Tools . 13 2.1 Important Skills . 13 2.1.1 Attitude . 13 2.1.2 Business Sense . 14 2.1.3 Marketing . 14 2.1.4 Music Skills . 15 2.1.5 Computer Knowledge . 19 vii viii — TABLE OF CONTENTS 2.1.6 Sound Design . 21 2.1.7 Voice-Overs . 21 2.1.8 Industry Knowledge . 22 2.2 Tools of the Trade . 23 2.2.1 Computers . 25 2.2.2 Interfaces . 27 2.2.3 Software . 28 2.2.4 Sequencers . 28 2.2.5 Multi-track Systems . 29 2.2.6 Sound Editors . 30 2.2.7 Mastering . 31 2.2.8 Plug-ins . 32 2.2.9 Loop Software . 32 2.2.10 Sound Modules/Keyboards . 33 2.2.11 Other Instruments . 34 2.2.12 Remote Recording . 35 2.2.13 Sound Effects Libraries . 35 2.2.14 Development Systems . 37 2.3 Preparing your Studio for Surround Sound . 37 2.3.1 Equipment and Placement . 39 2.3.2 Studio Set-up . 41 2.3.3 Surround Tips . 43 2.3.4 Dolby Support . 43 CHAPTER 3: Getting Organized and Ready for Business . 45 3.1 Understanding the Business of Game Composing . 45 3.1.1 Expectations . 46 3.1.2 Reasonable Costs . 46 3.1.3 Flavor of the Month . 47 3.2 Composing vs. Sound Design . 48 3.3 In-house Audio vs. Independent Contractor . 48 3.3.1 In-house Composing . 51 3.3.2 Independent Contractors . 54 3.4 Audio Demo Reel . 56 3.4.1 Putting Your Demo Together; The First Step . 57 3.4.2 Demo Content . 57 3.4.3 How Long is Yours? . 57 3.4.4 Demo Chic — Types of Demos . 58 3.4.5 The Presentation . 59 3.4.6 What Format is Best? . 60 3.4.7 Delivery . 62 3.4.8 Follow-ups . 62 3.4.9 Some Final Demo Reel Thoughts . 63 TABLE OF CONTENTS — ix 3.5 Determining Your Costs. 64 3.5.1 Types of Fees . 64 3.5.2 Rate Calculation . 69 3.6 Organization is Key . 71 CHAPTER 4: Finding and Getting the Jobs . 75 4.1 Marketing . 75 4.1.1 Tell Everyone . 75 4.1.2 Look Professional . 78 4.1.3 Industry Presence . 81 4.1.4 Basic Marketing Tools . 82 4.1.5 Other Resources for Marketing Success . 87 4.2 Where to Look for Clients . 87 4.2.1 Internet . 88 4.2.2 Industry Magazines and Books . 88 4.2.3 Telephone Books . 89 4.2.4 Store Shelves . 90 4.2.5 Game Developer Headhunters . 90 4.2.6 Networking . 90 4.3 Finding Your Niche . 91 4.3.1 Stay Educated . 92 4.3.2 Start Small . 92 4.3.3 Start Locally . 94 4.3.4 Getting the Break . 95 4.4 Networking Basics . 95 4.4.1 Industry Functions . 96 4.4.2 Make Yourself Available. Make Yourself Known. 96 CHAPTER 5: The Bidding Process . 99 5.1 How Much Do You Charge? . 99 5.2 Let’s Play 20 Questions . 100 5.2.1 Details, Details, Details . 100 5.3 Asking the Right Questions . 101 5.4 Pre-Production Made Simple . ..
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