Buch, Englisch, 236 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 453 g
Building a Lasting Career in Game Music
Buch, Englisch, 236 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 453 g
ISBN: 978-1-032-89413-3
Verlag: Taylor & Francis
The Long Game is a wraparound ‘no nonsense’ guide to the technical, creative, and business skills needed to succeed in the game music industry.
Drawing on three decades of professional experience, Tom Salta covers the full terrain of a working composer’s life: how interactive and adaptive music actually works, how to build and implement scores for non-linear media, and how to navigate the business side — contracts, pitching, networking, and getting paid fairly. At the center of the book is a first-of-its-kind case study walking through the complete scoring of Deathloop, from initial brief to final delivery. Beyond these themes, the deeper subject of the book is the person doing the work — the mindset, resilience, and personal habits that separate composers who last from those who don’t.
The Long Game will be an invaluable resource to game audio professionals and musicians looking to branch out into the field of game music composition, as well as those studying courses such as Composition for Digital Games or Composition for New Media.
Zielgruppe
Further/Vocational Education, Professional Practice & Development, Professional Reference, and Undergraduate Advanced
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Digitale Musik
- Geisteswissenschaften Musikwissenschaft Musikwissenschaft Allgemein Musiktheorie, Musikästhetik, Kompositionslehre
- Geisteswissenschaften Musikwissenschaft Musikwissenschaft Allgemein Musikalische Akustik, Tontechnik, Musikaufnahme
- Wirtschaftswissenschaften Wirtschaftssektoren & Branchen Medien-, Informations und Kommunikationswirtschaft Musikindustrie
Weitere Infos & Material
Introduction PART I — Foundations Introduction Chapter 1 — Foundations for a Creative Career PART II — The Art & Craft of Game Music Introduction Chapter 2 — Interactive Music 101 Chapter 3— Implementation & Adaptive Scoring Chapter 4 — The Creative Process PART III — The Business of Game Music Introduction Chapter 5 — Composer & Audio Lead Dynamics Chapter 6 — Pitching & Presenting Chapter 7 — Networking Chapter 8 — The Business Infrastructure PART IV — Case Study Chapter 9 — Scoring AAA — Deathloop PART V — Personal Mastery & Growth Introduction Chapter 10 — Personal Mastery Chapter 11 — Mentoring Moments CONCLUSION Chapter 12 — You’re Ready




