Contents
Overview PDF
Audio:
Adaptive Music Jam / Chuck Doud, Guy Whitmore, Jason Booth
Audio Implementation Methodologies / Marc Schaefgen
Audio Production for Halo 2 / Jay Weinland, Marty O'Donnell
Breaking the Mold: Audio Innovation in Downloadable Games / Michael Sweet
Career Development: In-house, Freelance, or Part of an Audio Production Company? / Chris Hegstrom, Don Veca, Jerome Rossen, John DeBorde, Simon Amarasingham
Covering Your Assets: Music Publishing Royalties / Billy Martin, Jeff Brabec, Shawn Le Mone, Steve Schnur, Todd Brabec
Everything You Need to Know About Copyright, Performance Rights, and Music Publishing / Jim Charne
Expert Ears for the Game Pioneer / Fred Aldous, Jack Buser, Kelly Cole, Paul Klingberg
Game Audio: Are We Done? Game Audio Into the Future / Brian Schmidt
How To Produce and Promote a Game Soundtrack Album / Bob Rice, Chuck Doud, Marty O'Donnell, Nile Rodgers, Rod Abernethy
Intelligent Game Audio Mixing and Automation / Scott Selfon
Interview with the Maestro: Nobuo Uematsu (English) / Chance Thomas, Nobu Uematsu
Interview with the Maestro: Nobuo Uematsu (Japanese) / Chance Thomas, Nobu Uematsu
Mobile Phone Audio 101 for Producers / Devin Maxwell
My Amp Goes Up to 11: Audio Reference Levels and Dynamics in Games / Brian Schmidt, Dave Murrant, Fred Jones, Jory Prum, Mark Tuffy, Nick Peck
The Next Best Thing to Being There: Creating Ambience and Immersion in Games / Chuck Russom, Dave Murrant, Julian Kwasneski, Marc Schaefgen
SCREAM: A Users Perspective / Dave Murrant
Talk Dirty to Me: VO for Leisure Suit Larry / D. Chadd Portwine
Techniques for Fighting Repetition in Game Audio / Scott Selfon
What Makes Music for Games "Music for Games"? / Chuck Doud, Clint Bajakian, Jack Wall, Jared Emerson-Johnson, Peter McConnell
Vision:
Gameplay Moves Forward into the 21st Century / Peter Molyneux
The Japanese Game Industry: Past, Present, and Future (English) / Kenzo Tsujimoto
The Japanese Game Industry: Past, Present, and Future (Japanese) / Kenzo Tsujimoto