Book picks similar to
A Composer's Guide to Game Music by Winifred Phillips
music
non-fiction
games
video-games
Playing the Piano for Pleasure.
Charles Cooke - 1941
Here is a book that will be enjoyed by all pianists not only for the stimulating advice it provides, but also for the style with which it is written.
Harmonic Experience: Tonal Harmony from Its Natural Origins to Its Modern Expression
William Allaudin Mathieu - 1997
W. A. Mathieu, an accomplished author and recording artist, presents a way of learning music that reconnects modern-day musicians with the source from which music was originally generated. As the author states, "The rules of music--including counterpoint and harmony--were not formed in our brains but in the resonance chambers of our bodies." His theory of music reconciles the ancient harmonic system of just intonation with the modern system of twelve-tone temperament. Saying that the way we think music is far from the way we do music, Mathieu explains why certain combinations of sounds are experienced by the listener as harmonious. His prose often resembles the rhythms and cadences of music itself, and his many musical examples allow readers to discover their own musical responses.
My Grammar and I... Or Should That Be Me?: How to Speak and Write It Right
Caroline Taggart - 2008
Avoid Grammatical Minefields with this Entertaining GuideConfused about when to use "its" or "it's" or the correct spelling of "principal" and "principle"? My Grammar and I...or Should That Be me? is a refresher course for anyone who has ever been stumped by spelling confusion, dangling modifiers, split infinities, or for those who have no idea what these things even are.Clever, informative, and fun, this delightful little handbook offers practical and humorous guidance on how to avoid falling into language pitfalls.* Sentence Structure: Let's ponder the subject or object: Is it "I" or is it "me"?* Parts of Speech: "whose" or "who's"? "which" or "that"?* Punctuation: So where does that comma go, anyway?* Spelling and Confusables: There are times when the spelling "rules" confuse.* Elements of Style: You'll find there's lots more to know about grammar.* ...and for grammar know-it-alls, there are entertaining "Smart Aleck" tidbits throughout.
Modern Recording Techniques
David Miles Huber - 1986
But to do it well, you need familiarity with a wide array of equipment and techniques. This book covers them all. It delivers practical (and occasionally passionate) advice on everything from studio acoustics to jitter, miking drum sets to producing surround sound. The authors take you inside the modern studio, from its physical layout to the recording process and participants roles. After a surprisingly useful primer on sound and hearing, they turn to equipment: mikes, digital audio (and when to use analog tape instead); MIDI, amps, consoles, speakers, and more. You ll find in-depth, practical guidance on synchronization, noise reduction, mastering, manufacturing CDs -- really, just about any facet of recording you re interested in. Bill Camarda, from the July 2005 href="http://www.barnesandnoble.com/newslet... Only
Super Mario: How Nintendo Conquered America
Jeff Ryan - 2011
Nintendo has continually set the standard for video-game innovation in America, starting in 1981 with a plucky hero who jumped over barrels to save a girl from an ape. The saga of Mario, the portly plumber who became the most successful franchise in the history of gaming, has plot twists worthy of a video game. Jeff Ryan shares the story of how this quintessentially Japanese company found success in the American market. Lawsuits, Hollywood, die- hard fans, and face-offs with Sony and Microsoft are all part of the drama. Find out about: * Mario's eccentric yet brilliant creator, Shigeru Miyamoto, who was tapped for the job because was considered expendable. * Minoru Arakawa, the son-in-law of Nintendo's imperious president, who bumbled his way to success. * The unexpected approach that allowed Nintendo to reinvent itself as the gaming system for the non-gamer, especially now with the Wii. Even those who can't tell a Koopa from a Goomba will find this a fascinating story of striving, comeuppance, and redemption.
The Recording Engineer's Handbook
Bobby Owsinski - 2004
From using microphones to deciding on EQ settings, choosing outboard gear to understanding how, when and why to process your signal, the seemingly never-ending choices can be very confusing. Professional Audio's bestselling author Bobby Owsinski (The Mixing Engineer's Handbook, The Mastering Engineer's Handbook) takes you into the tracking process for all manner of instruments and vocals-- providing you with the knowledge and skill to make sense of the many choices you have in any given project. From acoustic to electronic instruments, mic placement to EQ settings, everything you need to know to capture professionally recorded audio tracks is in this guide.
Dungeons and Desktops: The History of Computer Role-Playing Games
Matt Barton - 2008
This genre includes classics such as Ultima and The Bard's Tale as well as more modern games such as World of Warcraft and Guild Wars. Written in an engaging style for both the computer game enthusiast and the more casual computer game player, this book explores the history of the genre by telling the stories of the developers, games, and gamers who created it.
American Popular Music: From Minstrelsy to MP3
Larry Starr - 2006
Using well-chosen examples, insightful commentaries, and an engaging writing style, this text traces the development of jazz, blues, country, rock, Motown, hip-hop, and other popular styles, highlighting the contributions of diverse groups to the creation of distinctly American styles. It combines an in-depth treatment of the music itself--including discussions of stylistic elements and analyses of musical examples--with solid coverage of the music's attendant historical, social, and cultural circumstances. The authors incorporate strong pedagogy including numerous boxed inserts on significant individuals, recordings, and intriguing topics; coverage of early American popular music; and a rich illustration program. Detailed listening charts explain the most important elements of recordings discussed at length in the text. The charts are complemented by two in-text audio CDs and--new to this edition--an iMix published at iTunes, which makes most of the songs immediately available to students and instructors. Features of the Second Edition * Integrates full color throughout * Provides more coverage of women artists, with new material on women in rock 'n' roll in Chapter 8 and a box on Queen Latifah in Chapter 14 * Reorganizes the discussion of post-1970s music: disco is now included with mainstream 70s pop, while hip-hop is treated in two chapters (12 and 14) in order to emphasize its significance and diversity * Adds new material on the recent alternative country music explosion * Includes new developments in music technology in the thoroughly revised concluding chapter * Offers revised and more vivid visual elements, including more than 100 new photos (most in full color) and an illustrated timeline * Provides redesigned listening guides, enhanced by an iMix published at iTunes (accessible at www.oup.com/us/popmusic) * Supplemented by a Companion Website at www.oup.com/us/popmusic (containing both student and instructor resources) and an Instructor's Manual and a Computerized Test Bank on CD * FREE with the purchase of this book: a 6-month subscription to Grove Music Online (www.grovemusic.com)--a $180 value Remarkably accessible, American Popular Music, Second Edition, is ideal for courses in American Popular Music, the History of Popular Music, Popular Music in American Culture, and the History of Rock 'n' Roll. Its welcoming style and warm tone will captivate readers, encouraging them to become more critically aware listeners of popular music.
A Little Book of Language
David Crystal - 2010
In this charming volume, a narrative history written explicitly for a young audience, expert linguist David Crystal proves why the story of language deserves retelling.From the first words of an infant to the peculiar modern dialect of text messaging, A Little Book of Language ranges widely, revealing language’s myriad intricacies and quirks. In animated fashion, Crystal sheds light on the development of unique linguistic styles, the origins of obscure accents, and the search for the first written word. He discusses the plight of endangered languages, as well as successful cases of linguistic revitalization. Much more than a history, Crystal’s work looks forward to the future of language, exploring the effect of technology on our day-to-day reading, writing, and speech. Through enlightening tables, diagrams, and quizzes, as well as Crystal’s avuncular and entertaining style, A Little Book of Language will reveal the story of language to be a captivating tale for all ages.
Playing to Win: Becoming the Champion
David Sirlin - 2005
This book walks players through the entire process: how to choose a game and learn basic proficiency, how to break through the mental barriers that hold most players back, and how to handle the issues that top players face. It also includes a complete analysis of Sun Tzu's book The Art of War and its applications to games of today. These foundational concepts apply to virtually all competitive games, and even have some application to "real life." Trade paperback. 142 pages.
The Origin of Species
Charles Darwin - 1859
Yet The Origin of Species (1859) is also a humane and inspirational vision of ecological interrelatedness, revealing the complex mutual interdependencies between animal and plant life, climate and physical environment, and—by implication—within the human world. Written for the general reader, in a style which combines the rigour of science with the subtlety of literature, The Origin of Species remains one of the founding documents of the modern age.
Atlas Obscura: An Explorer's Guide to the World's Hidden Wonders
Joshua Foer - 2016
Architectural marvels, including the M.C. Escher-like stepwells in India. Mind-boggling events, like the Baby Jumping Festival in Spain, where men dressed as devils literally vault over rows of squirming infants. Not to mention the Great Stalacpipe Organ in Virginia, Turkmenistan’s 45-year hole of fire called the Door of Hell, coffins hanging off a side of a cliff in the Philippines, eccentric bone museums in Italy, or a weather-forecasting invention that was powered by leeches, still on display in Devon, England.Atlas Obscura revels in the weird, the unexpected, the overlooked, the hidden, and the mysterious. Every page expands our sense of how strange and marvelous the world really is. And with its compelling descriptions, hundreds of photographs, surprising charts, maps for every region of the world, it is a book you can open anywhere.
The Art of Point-and-Click Adventure Games
Steve Jarrett - 2018
It will also contain extensive and exclusive interviews with the key developers, designers and artists behind some of the most beloved games and characters in the history of the medium. The book starts with a foreword by Gary Whitta (PC Gamer magazine/Rogue One: A Star Wars Story).Interviewees for the book include (in no particular order) Tim Schafer, Robyn Miller, Ron Gilbert, David Fox, Aric Wilmunder, Richard Hare, Hal Barwood, Gary Winnick, Noah Falstein, Mark Ferrari, Dave Gibbons, Jane Jensen, Simon Woodroffe, Steve Stamatiadis, Louis Castle, Gregg Barnett, Al Lowe, Brian Moriarty, Charles Cecil and Paul Cuisset - plus plenty more…As you can see from the list, the book covers titles such as King’s Quest, Myst, Toonstruck, Discworld, Blade Runner, Gabriel Knight, The Flight of the Amazon Queen, Simon the Sorcerer and of course other classics, such as The Secret of Monkey Island, The Dig, Maniac Mansion and Full Throttle. All of the most famous and iconic point-and-click adventures are going to be covered, as well as some lesser-known games and home-brew efforts.
Understanding Video Games: The Essential Introduction
Simon Egenfeldt-Nielsen - 2007
This textbook traces the history of video games, introduces the major theories used to analyze games such as ludology and narratology, reviews the economics of the game industry, examines the aesthetics of game design, surveys the broad range of game genres, explores player culture, and addresses the major debates surrounding the medium, from educational benefits to the effects of violence.Throughout the book, the authors ask readers to consider larger questions about the medium:what defines a video game? who plays games? why do we play games? how do games affect the player?Extensively illustrated, Understanding Video Games is an indispensable and comprehensive resource for those interested in the ways video games are reshaping entertainment and society. A Companion Website (www.routledge.com/textbooks/978041597...) features student resources including discussion questions for each chapter, a glossary of key terms, a video game timeline, and links to other video game studies resources for further study.