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Index
About This eBook
Title Page
Copyright Page
Praise for Writing Interactive Music for Video Games
Dedication Page
Contents
About This Book
Acknowledgments
About the Author
Introduction
Welcome
Games and Popular Culture
Scoring for Games
Intended Audience
Game Development Teams
Audio Teams
Game Players
Structure of the Book
Part I: Scoring for Games
Part II: Fundamental Video Game Scoring Techniques
Part III: Advanced Video Game Scoring Techniques
Part IV: Bringing Music into the Game
Part V: The Business of Scoring Music for Video Games
Part VI: Conclusion and Appendixes
Digital Tools
Companion Website
Conventions Used in This Book
Part I: Scoring for Games
Chapter 1. The Language of Music Storytelling in Games
What Makes a Video Game Unique?
Passive versus Active Interaction
Variable Length of Experience
Number of Plays
Game Mechanics
Pacing, Synchronization, and Flow
Multiple Story Paths and Repeatability
Technology
Types of Music within Games
Extra-Diegetic Music (Underscore)
Diegetic Music (Source Music)
Music as Gameplay
Player Customized Music
Exploring Music Function within Games
Synchronization and Integration of Music
Serendipitous Sync
Music Conceptualization
1. Gather and Assess Materials
2. Prioritize Primary Music Objectives
3. Create an Asset List
4. Define Interactive Elements in the Score
5. Create a Supporting Audio Style Guide
6. Create an Audio Design Document
7. Revise
Analysis and Critique of a Game Score
Review
Exercises
Chapter 2. Breaking Down the Language of Interactive Music
What Is Interactive Music?
Types of Interactive Music
Improvisational Construction: Variation and Form
Real-Time Composition and Arranging
Performance-Based Dynamics and Tempo Changes
Experimental Composition Techniques
Instrument Design and User Interactive Performance
Control Inputs
The Composer’s Toolbox
Cue Switching and Musical Form Adaptation
Dynamic Mixing
Tempo and Rhythmic Manipulation
DSP and Effect Application
Stinger and Musical Flourish Additions
Instrumentation and Arrangement Alteration
Harmonic Approach, Melodic Adaptation, and Note Manipulation
Review
Exercises
Chapter 3. Spotting the Game
The Game Production Process
The Spotting Process
The Goals of a Video Game Music Score
Outlining the Emotional Context and Narrative Arc
Structuring Interactive Music throughout Gameplay
Synchronization
Video Game Scoring Techniques
Noninteractive Game Score
Horizontal Resequencing
Vertical Remixing
MIDI Scores
Advanced Interactive Scores
Music Control Inputs
Repetition, Randomization, and Surprise
Review
Exercises
Chapter 4. Working with a Game Development Team
Who’s in Charge?
Game Development Teams
Audio Teams
Finding the Composer
Collaborating and Approving the Music
Defining the Tone and Voice of a Game
Assessing the Music
Preparing for Music Production
Team Workflow
Setting Schedules and Milestones
Considering the Technology
Sharing Documents
Collaboration Technology
Game Testing
Review
Exercises
Chapter 5. Video Game Composition over the Past 40 Years
Why Video Game History Is Important
The Dawn of Coin-Operated Machines
Musical Machines
Gambling and Slot Machines
Novelty Machines, Shooting Games, and Racing Games
Pinball Machines
The Ascent of the Arcade Machine
Circuits
The Programmable Sound Generator and the Rise of Melody
Laserdisc Games
The Golden Age of Arcades
Social Arcade Games
The Game Console Revolution
Cartridge-Based Consoles
CD-ROM–Based Consoles
128-Bit and DVD-ROM–Based Game Consoles
The Evolution of PC Gaming
MOD Files
MIDI Scores (SMF) and Sound Cards
iMuse
CD-ROM/Redbook Audio
The Rise of Handheld and Network Games
Handheld Game Systems
Internet Games
Mobile and Cell Phone Games
The Advancement of Audio Middleware
The Beginnings of Audio Middleware
Publisher Tools
Standards
Modern Middleware
The Evolution of the Modern Gaming Platform
Game Engines, Indie Games, and Distribution
Game Distribution and Future Cloud Computing
Review
Exercises
Chapter 6. Historical Perspective of Experimental Music
The Beginning of Interactive Music
Pre-Twentieth Century
J. S. Bach: The Art of Fugue (1740s)
Amadeus Mozart: Musikalisches Würfelspiel (1787)
1900–1950
Marcel Duchamp: Erratum Musical (1913)
Charles Ives: Concord Sonata (1919)
Arnold Schoenberg: Variations for Orchestra, Op. 31 (1928)
Henry Cowell: Rhythmicon (1930) and The Banshee (1925)
Paul Hindemith: The Craft of Musical Composition (1937)
Pierre Schaeffer: Études de Bruits (1948)
Post-1950s
John Cage: Music of Changes (1951) and 4’33 (1952)
Pierre Boulez: Structures I (1952)
György Ligeti: Musica Ricercata II (1953)
Morton Feldman: Projections (1953)
Karlheinz Stockhausen: Klavierstücke XI (1956)
Krzysztof Penderecki: Threnody to the Victims of Hiroshima (1960)
Terry Riley: In C (1964)
Earle Brown: Calder Piece (1966)
Alvin Lucier: I Am Sitting in a Room (1969)
Steve Reich: Clapping Music (1972)
Review
Exercises
Part II: Fundamental Video Game Scoring Techniques
Chapter 7. Composing and Editing Music Loops
The Art of Looping Music
Musical Construction, Connections, and Cadences
Audio Editing
Zero Crossing Points
Waveform Shape and Direction
Transient and Legato Elements
Music Tempo, Meter, and Performance
Reverb Tails and Long Decays
Crossfading
Auditioning Your Finished Loops
Review
Exercises
Chapter 8. Horizontal Resequencing
Sequencing Music in Real Time
Crossfading Scores
Transitional Scores
Branching Scores
Composing for Horizontal Resequencing
Harmonic and Tempo Considerations
Working within the DAW
Delivery
Review
Exercises
Chapter 9. Vertical Remixing
Remixing Music for Intensity
Deciding How Many Layers to Use
Types of Vertical Remixing
Additive Layers
Individually Controlled Layers
The Art of Fading Layers In and Out
Fade Times
Layer Anatomy
Nonsynchronization of Layers
Composing for Vertical Remixing
Review
Exercises
Chapter 10. Writing Transitions and Stingers
Enhancing without Interrupting
Connecting Two Pieces of Music
Crossfading
Transitioning
Transition Matrixes
The Concept of Musical Interruption
Composing Transitions
Synchronized Transitions
Nonsynchronized Transitions
Transition Construction and Considerations
Ambient (Rubato) versus Rhythmic
Tempo Considerations
Harmonic Considerations
Introducing Destination Music
Repeating Transitions
Example Transitions
Using and Placing Stingers
Synchronized Musical Stingers
Nonsynchronized Musical Stingers
Review
Exercises
Chapter 11. Using Sound Design Techniques in Music
What Is Sound Design?
Basic Synthesis
Sound Generator
Filters
Envelopes
Low-Frequency Oscillator
Audio Signal Processing
Techniques for Creating Sound Design
Recording Live Instruments for a Sampling Session
Sending Sounds into Infinite Reverb
Using Speakers to Add Acoustic Resonance
Using DSP to Create Unusual Sounds
Review
Exercises
Chapter 12. Music as a Gameplay Element
Engaging Players with Music
Music Games
Beat Matching
Performance Simulation
Music Mixing and Adaptivity
Memory Matching
Music Creation and Construction
Level Design, Construction, and Adaptation
Instruments in Interfaces and the Game World
Diegetic Music in Video Games
Music Approaches in Other Games
Review
Exercises
Part III: Advanced Video Game Scoring Techniques
Chapter 13. MIDI and Virtual Instruments
An Alternative to Prerendered Audio
Working with MIDI-Based Scores
Using Virtual Instruments
Review
Exercises
Chapter 14. Real-Time Tempo Variation and Synchronization
Immersing the Player through Tempo
Varying Tempo Based on Game Events
Tempo Changes with Prerendered Audio
Tempo Changes with MIDI or MOD
Tempo Synchronization
Phrase Synchronization
Review
Exercises
Chapter 15. Advanced Dynamic Music Manipulation Techniques
Weighing More Expensive Options
Melodic Manipulation and Reinterpretation
Ensemble, Rhythmic, and Style Alteration
Embellishment and Fills
Motivic Elements in a Running Score
Dynamic Reharmonization and Chord Mapping
Building an Event-Driven Sequencer
Review
Exercises
Chapter 16. Aleatoric Performance Techniques for Video Games
What Is Aleatoric Composition?
Aleatoric Techniques
Pitch
Rhythm, Tempo, and Form
Articulations, Instrumentation, and Dynamics
Review
Exercises
Chapter 17. Algorithmic and Generative Music Systems
Using Algorithmic and Generative Music
Generating Music
Composer-Defined Rule Sets
Knowledge-Based Musical Intelligence
The Rules of Game Composition
Mapping the Harmonic and Rhythmic Framework
Melodic and Thematic Development
Chord Construction, Counter-Melodies, and Supporting Instruments
Mapping Control Inputs to Music
Applying Algorithmic Composition
Review
Exercises
Chapter 18. Using Middleware to Create Advanced Compositions
Simplifying Composition with Middleware
Using Multiple Interactive Techniques
Creating Scores Using a Middleware Engine
Intelligent Music Engines
Looping within a Middleware Engine
Variation and Randomization
Random Playlists, Track Variation, and Alternative Start Points
Time Variation
Review
Exercises
Chapter 19. Creating a Custom Music Solution
Solving Problems with Custom Solutions
Limitations of Interactive Techniques
Teaching a Computer the Rules of Music
Selling the Idea to the Developer
Shaping an Interactive Musical Engine
Prototyping the Idea
Design and Specification
Implementation in the Game
Review
Exercises
Part IV: Bringing Music into the Game
Chapter 20. Composing Music with a Digital Audio Workstation
Getting Started with a DAW
Choosing a Sequencer
Sequencing Standard MIDI Files
MOD File Sequencing
Sequencer Setup and Track Layout
Sample Rate and Bit Depth
Track Layout, Submixes, and Stems
Planning for an Interactive Score
Looping
Vertical Remixing
Horizontal Resequencing
Auditioning the Transitions between Cues
Organizing the Musical Cues
Transitioning between the DAW and the Game
Review
Exercises
Chapter 21. Live Recording, Session Preparation, and Mixing
Elevating the Score with Live Musicians
Preparing, Orchestrating, and Arranging
Preparing Sequences for an Orchestrator or Arranger
Session Preparation and Planning
Determine the Recording Order of Cues
Multitracking
Sequence Preparation
Preparing for What Can Go Wrong
Exporting a Sequence to Another DAW
Session Flow and Practices
Time Management
Final Mixing and Editing
Musicians and Recording
Union Contracts
Musician Expenses
Musician Releases
Recording Studio Expenses
Review
Exercises
Chapter 22. Mixing and Exporting Audio Files to the Game Engine
Considerations for Mixing Music for Games
Bouncing and Exporting Master Files
File Formats and Compression
Audio File Compression Formats
Game Audio Formats
Surround Mixing within Games
Review
Exercises
Chapter 23. Implementation and Programming
Defining the Music Framework
The Implementation Process
Game Production Methodology
Scheduling and Milestone Delivery
Managing Assets and Files
Tracking Asset Reviews and Feedback
Naming Conventions
Balancing Compression with Quality
Physical Removable Storage
Downloadable Games and Onboard Media Storage
Onboard Working RAM
Online Network Storage
Voice Considerations
Allocating Time for Programming
Setting Up the Music Framework and Interactivity
Implementing the Hooks
Integrating Middleware Solutions
Mixing and Real-Time DSP
Review
Exercises
Chapter 24. Large-Scale Music Development
Establishing a Unique Creative Direction
Unification and Planning
Organization, Revisions, and Backups
Mapping the Overarching Emotional Arc
Integration and Follow-Through
Large-Scale Interactive Music Challenges
Closed System (Games on Rails)
Open System (Open-World Games)
Combat-Triggered Musical Interactivity
Review
Exercises
Part V: The Business of Scoring Music for Video Games
Chapter 25. The Life of a Video Game Composer
A Day in the Life of a Game Composer
The Business of Scoring Games
Size of the Industry
Game Development
Game Development Education
Working In-House versus Out-of-House
In-House Composer
Part-Time Contractor
Freelance and Your Own Music Production Company
Skill Sets
Music Production Companies
Internships as Entry Points
Learning Experience
Relationships
Job Conversions
Music Libraries
Justifying Composer Fees
Additional Income Streams
Review
Exercises
Chapter 26. Contracts, Rights, and Work for Hire
The Legal Side of Composing
Non-disclosure Agreements
Music Rights and Work for Hire
The Project Contract
The Employment Contract
Demos
When Things Go Wrong
Federal Forms
Employee
Individual (Sole Proprietor)
Corporation
Review
Exercises
Chapter 27. Creating an Estimate
Proposing Your Talents and Fees
Questions for the Developer
Game-Related Questions
Audio-Related Questions
Budget-Related Questions
Using an Estimate as a Sales Pitch
The Psychology of Bidding
Price
Presentation and Delivery
The Organization of an Estimate
Breaking Music Down into Components
Interactive Music versus Linear Music
Determining How Much Music to Write
Knowing How Much to Charge
Calculating the Cost of One Minute of Music
Getting to Know the Client
Review
Exercises
Chapter 28. Contract Negotiation Tactics
Working for Less Than You’re Worth
Collaborating with Developers
Renegotiating the Estimate
Royalty Arrangements
Offering Discounts for Multiple Projects
Licensing
Additional Rights and Opportunities
Music Publishing and Performance Royalties
Guaranteed Work on Derivative Products
Screen and Box Credits
Review
Exercises
Chapter 29. How Composers Find Work
Building Relationships
Networking
Informational Interview
Video Game Conferences
Working for Free
Game Developer Organizations
Your Website and Blog
Social Networking
Cover Sheets and Résumés
Partnerships
Representation and Salespeople
Advertising and Public Relations Agencies
Review
Exercises
Chapter 30. The Challenges of Working as a Composer
Setting Expectations and Goals
Traits for Success
Passion
Speaking the Language
Belief in Yourself
Write Music for the Person Signing the Check
Reliability
Adaptability
Entrepreneurship
People Skills
Talent
Humility
Objectivity
Technical Skills
Experience
Courage
Competition
Handling Rejection and Failure
Finances
Expenses and Budgeting
Taxes
Legal Fees
Review
Exercises
Part VI: Conclusion and Appendixes
Conclusion
Where to Go from Here
The Future of Game Scoring
Appendix A. Companion Website and Supporting Software Tools
Companion Website
Composer Tools
Appendix B. Glossary
Appendix C. Game Music Canon
1970 to 1989
1990 to 1999
2000 to 2009
2010 to 2013
Appendix D. Resources
Organizations
Game Conferences
Web Resources and Podcasts
Books
Twentieth-Century Experimental Music
Film Scoring
Game Scoring
Game Audio
The Business of Game Scoring and Audio
History of Video Game Music
Adaptive and Generative Music
Audio Middleware
Game Engines and 3D Middleware
Appendix E. Composer Biographies
Index
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