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viii | |
Acknowledgements |
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ix | |
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1 | (62) |
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3 | (7) |
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1 The big four: Understanding the four food-groups of audio (and how they inter-relate) |
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10 | (12) |
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2 What drives the mix of your game? |
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22 | (2) |
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3 Taking a psychological approach to sound categorisation |
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24 | (6) |
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4 What is a game developer? |
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30 | (8) |
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38 | (8) |
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6 What you may be missing: Vision to drive your tools and pipelines |
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46 | (5) |
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7 Communication essentials: Managing expectations of quality (the `L' scale) |
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51 | (4) |
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55 | (8) |
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63 | (50) |
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9 Working with sound: Building from nothing: the importance of rules |
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69 | (3) |
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10 Higher level is better |
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72 | (5) |
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11 What is causing these sounds and where are they located?: Diegetic, non-diegetic and trans-diegetic sound |
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77 | (7) |
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84 | (9) |
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13 Sound design: Designing for three audiences (player, spectator, creator) |
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93 | (5) |
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14 Sound playback dynamics: Thinking horizontally, vertically and diagonally about asset design |
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98 | (6) |
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15 Designing a moment: Temporality in interactive sound design |
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104 | (5) |
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16 Leading with sound: Spectacle and immersion |
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109 | (4) |
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113 | (30) |
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17 Music as creative crutches: Reaching for music too soon and too late |
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117 | (5) |
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18 Defining the sound: Towards an iconic music design |
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122 | (3) |
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19 The shape of emotion: We can't feel emotion all the time |
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125 | (4) |
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20 Diegetic, non-diegetic and trans-diegetic musical spaces |
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129 | (5) |
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21 Non-diegetic space in recorded music |
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134 | (6) |
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22 Leading with music: Music as spectacle throughout production and post-release |
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140 | (3) |
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143 | (18) |
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23 Early dialogue development |
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145 | (2) |
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147 | (4) |
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25 Casting philosophies (auditions, recording, iteration) |
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151 | (3) |
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26 Let's do it again: Understanding and anticipating iterative cycles in dialogue development |
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154 | (2) |
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27 Rethinking dialogue production |
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156 | (3) |
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28 Leading with voice: Leveraging the spectacle of performance |
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159 | (2) |
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161 | (40) |
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165 | (6) |
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30 Philosophy of the mix: Narrative dynamics (pushing, pulling, shaping) |
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171 | (5) |
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31 Some defining terminology and features of non-linear mixing |
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176 | (7) |
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183 | (3) |
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186 | (6) |
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34 Planning and surviving the major milestone and final mixes |
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192 | (4) |
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196 | (5) |
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201 | (14) |
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203 | (3) |
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37 Game audio studio spaces: Architectural problems in video game sound |
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206 | (3) |
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38 Games are for everyone: Accessibility, options and customisation in audio for gamers |
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209 | (3) |
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39 From invisible to visible: Finding our place, between vision and service |
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212 | (3) |
Bibliography |
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215 | (1) |
Index |
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216 | |