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The Fat Man on Game Audio George Fat Man Sanger

The Fat Man on Game Audio By George Fat Man Sanger

The Fat Man on Game Audio by George Fat Man Sanger


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The Fat Man on Game Audio Summary

The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness by George Fat Man Sanger

The guidance provided in this book is badly needed by the industry and can only come from someone who really knows and understands the intricacies, history, and challenges of game audio. George Fatman Sanger reveals both his soul and talent in this documented journey of what it takes and means to be successful with game audio. Much like big screen movies, audio can leave an audience with either a sense of intense emotion or it can destroy their overall experience. The same is true of games. Audio is a key component of game design but there are a select few who have truly mastered the art and technique of enhancing a game players overall game experience. Read this book and learn from the master. This book will reveal what it takes to be a highly sucessful audio developer. It reveals the unique problems facing the audio developer and then teaches them the most useful, efficient, and direct ways to overcome these problems. This book is unlike any other in that it not only gives readers the know-how on but it also teaches the reader how to add soul and life into their game audio by examining their personal lessons in music, science, politics, philosophy, and other life experiences. This book is an inspiration to all audio developers.

About George Fat Man Sanger

The Fat Man, George Alistair Sanger, has been creating music and other audio for games since 1983. He is internationally recognized for having contributed to the atmosphere of over 130 games, including such sound-barrier-breaking greats as Loom, Wing Commander I and II, The 7th Guest I and II, NASCAR Racing, Putt-Putt Saves the Zoo, and ATF. He wrote the first General MIDI soundtrack for a game, the first direct-to-MIDI live recording of musicians, the first redbook soundtrack included with the game as a separate disk, the first score for a game that was considered a work of art, and the first soundtrack that was considered a selling point for the game.

Table of Contents



The Strange World.


About the Author.

PERSPECTIVES.

How to Think.

The Manifatso. Lines and Mirages: Mistaken Assumptions Commonly Found at the Beginning, Middle, and End... er... I Mean, the Advanced Level of Game Audio Careers. Death and Game Audio. How to Understand Everything. Opposites, or for Every Philosophy, There Is an Equal and Opposite. Philosophy (or Rule of Thumb Wrestling). Insurmountable Problems and How to Deal with Them. The Great List of Insurmountable Problems Begins Here. The Secret Elixir.

What to Expect from an Industry Based on Games.

Things Happen Fast. Sidebar: Barefoot and in the Kitchen with DragonLord. A Simple People. What Gamers Do. Q: Where Do Competitors Come from, Mommy? A: Define Competitor. Venture Capital: Angel or Devil? The Culture of Game Audio, or if You're Gonna Be Portin', You Gotta Look. Like You're Portin', or, Better Still, Tell Me How to Be Like You, Fat. Man!!! or Lead, Follow, or Get Out of the Way. A Gallery of Greats.

A Fat-Centric History of Game Audio Hardware and Software.

The Fall from Paradise. I Actually Started It -George. General MIDI Rides to Texas. Adaptive Audio: A Report by Alexander Brandon.

TECHNIQUES AND MEDITATIONS.

Art and Its Opposite.

First Things First, Second, and Third: It's About Repetition. Why in the World Would You Want to Write Music for Games? Risk and Trivial Pursuit. Art and Judgment. The Beatles Solution. Son of Repetition: Special Consideration for Children's Games.

Money and Its Opposite.

How Much to Charge. How to Get Work. How Not to Get Work. How to Answer the Phone. The Dreaded Bidding Process. Planning for Greatness: Eliminating Schedules and Specifications.

Hitting the Road with the Rubber.

Methods (Superstitions) of Efficient Audio Production. How to Make Great Sound Effects. How to Make Great Music. Sidebar: Song, Arrangement, Recording-Knowing the Difference. An Effective Method of Simultaneous Musical Composing and Recording Using. Computer Tools to Full Advantage, or What Be the Workflow du Jour, Fat? Okay, Equipment. Rooms, Racks, and Dumb-Asses. Electronic Equipment. Creating Your Signature Sounds. Sidebar: Pipe Lengths for Building a Set of Gang-A-Bong Chimes.

Hope for the Future, in Which Perspectives, Techniques, and Meditations Collide.

Integration for Beginners. Everything Comes Together, or What Are the Remarkable, Unexpected Benefits Brought About by an Integrator? or There's a Reason They Call It. Bookending. A Christmas Wish.

Appendixes.

Projects. Bruce Sterling's Famous GDC Speech. What Didn't Happen. The Nudie Suit Story. Sound Man Saves Picture, or What It Takes to Get Work in Show Business. Curriculum Vitae. A Partial List of Games to Which The Fat Man and Team Fat Contributed. Great Fat Moments in History: An Illustrated List of Cameo Appearances by The Fat Man. Web and Print Resources.

Index.

Additional information

CIN1592730094VG
9781592730094
1592730094
The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness by George Fat Man Sanger
Used - Very Good
Paperback
Pearson Education (US)
20030710
528
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
This is a used book - there is no escaping the fact it has been read by someone else and it will show signs of wear and previous use. Overall we expect it to be in very good condition, but if you are not entirely satisfied please get in touch with us

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