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Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry.
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Working with Sound is an exploration of the ever-changing working practices of audio development in the era of hybrid collaboration in the games industry.
Dieser Download kann aus rechtlichen Gründen nur mit Rechnungsadresse in A, B, BG, CY, CZ, D, DK, EW, E, FIN, F, GR, HR, H, IRL, I, LT, L, LR, M, NL, PL, P, R, S, SLO, SK ausgeliefert werden.
Produktdetails
- Produktdetails
- Verlag: Taylor & Francis
- Seitenzahl: 228
- Erscheinungstermin: 1. Juni 2023
- Englisch
- ISBN-13: 9781000882933
- Artikelnr.: 67654527
- Verlag: Taylor & Francis
- Seitenzahl: 228
- Erscheinungstermin: 1. Juni 2023
- Englisch
- ISBN-13: 9781000882933
- Artikelnr.: 67654527
Rob Bridgett is a British-Canadian Audio Director, Mix Supervisor, Sound Designer and Recordist based in Newfoundland. In 1993, Rob attended Derby University to study cinema and media and was one of the first to graduate from the 'Sound Design for the Moving Image' Master's degree programme at Bournemouth University in 1999. Having worked as a director in the games industry since 2001 (Vivendi Games, Activision Blizzard, Square Enix, PlayStation), Rob has become a committed advocate for 'leading with sound' and 'sound as design'.
Part I: Introduction 1. Continual Change 2. Forever Changes Part II: Remote
Revolutions 3. Working with Sound: The (Present) Future of Development 4.
L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated
Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote
9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III:
Understanding Sound Work: Cinematization 11. First-Principles: Genre and
Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The
Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative
Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17.
Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19.
Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters
23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio
Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo
Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29.
Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First
Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and
Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A
Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games
38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives
Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII:
The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45.
Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and
Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools,
Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range
Part VIII: The Continual Work of Sound 55. Good Enough - Isn't 56. The
Ubiquity of Entertainment
Revolutions 3. Working with Sound: The (Present) Future of Development 4.
L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated
Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote
9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III:
Understanding Sound Work: Cinematization 11. First-Principles: Genre and
Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The
Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative
Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17.
Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19.
Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters
23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio
Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo
Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29.
Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First
Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and
Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A
Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games
38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives
Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII:
The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45.
Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and
Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools,
Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range
Part VIII: The Continual Work of Sound 55. Good Enough - Isn't 56. The
Ubiquity of Entertainment
Part I: Introduction 1. Continual Change 2. Forever Changes Part II: Remote
Revolutions 3. Working with Sound: The (Present) Future of Development 4.
L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated
Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote
9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III:
Understanding Sound Work: Cinematization 11. First-Principles: Genre and
Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The
Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative
Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17.
Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19.
Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters
23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio
Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo
Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29.
Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First
Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and
Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A
Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games
38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives
Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII:
The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45.
Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and
Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools,
Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range
Part VIII: The Continual Work of Sound 55. Good Enough - Isn't 56. The
Ubiquity of Entertainment
Revolutions 3. Working with Sound: The (Present) Future of Development 4.
L-Levels 5. Live Reviews: Time to Listen 6. Diversity of Work 7. Integrated
Audio and The Double Edged Sword of Audio Quality 8. Guerilla-Style Remote
9. The Pendulum Shift 10. The Evolving Role of Audio Leadership Part III:
Understanding Sound Work: Cinematization 11. First-Principles: Genre and
Style 12. Three Factors: Game Genre, Entertainment Genre, and Style 13. The
Long Shadows of Cinema 14. Hollywood Sound Part IV: Understanding Creative
Work 15. Sound Images: Ambiguity and Clarity 16. Sound Motifs 17.
Ambiguity: Language in Collaboration 18. Designing a Game for Sound 19.
Creative Techniques 20. Audio Tools 21. Quality 22. Emotional Parameters
23. Why we Might be Doing 66% Too Much Work 24. Long-Term Pillars for Audio
Quality 25. Working with Future-Aware Structures 26. Working in a Post-Silo
Era 27. Breaking Down the Walls: New Terrains 28. Social Sound Design 29.
Haptic Design Part V: Spatial Work 30. Surround and Spatial Sound 31. First
Wave Consumer Integration into Surround 32. IMAX 33. Ride Film: Shock and
Awe 34. Pushing the Consumer Sound Envelope 35. Spatial Music 36. A
Positive Future for Spatial Audio in Games 37. Off-Screen Sound in Games
38. Diegetic Devices: Music and Voice in Third-Person Listener Perspectives
Part VI: Planning Sound Work 39. Time 40. Money 41. In The Loop Part VII:
The Mix 42. Working with the Mix 43. Creative Principles 44. Techniques 45.
Standards 46. Planning 47. Roles and Responsibilities 48. Outreach and
Communication 49. Thinking Beyond the Technical 50. Plan to Mix 51. Tools,
Techniques and Pipelines 52. Fresh Ears 53. Consistency 54. Dynamic Range
Part VIII: The Continual Work of Sound 55. Good Enough - Isn't 56. The
Ubiquity of Entertainment