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

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New Riders, 2003 - Computers - 507 pages
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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.

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Contents

The Strange World
4
The Manifatso
20
End ex I Mean
28
Copyright

34 other sections not shown

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About the author (2003)

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.

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