Book picks similar to
Writing Interactive Music for Video Games: A Composer's Guide by Michael Sweet
music
games
game-design
p-s-batch-2
Jazzology: The Encyclopedia of Jazz Theory for All Musicians
Robert Rawlins - 2005
A one-of-a-kind book encompassing a wide scope of jazz topics, for beginners and pros of any instrument. A three-pronged approach was envisioned with the creation of this comprehensive resource: as an encyclopedia for ready reference, as a thorough methodology for the student, and as a workbook for the classroom, complete with ample exercises and conceptual discussion. Includes the basics of intervals, jazz harmony, scales and modes, ii-V-I cadences. For harmony, it covers: harmonic analysis, piano voicings and voice leading; modulations and modal interchange, and reharmonization. For performance, it takes players through: jazz piano comping, jazz tune forms, arranging techniques, improvisation, traditional jazz fundamentals, practice techniques, and much more! Customer reviews on amazon.com for Jazzology average a glowing 5 stars! Here is a typical reader comment: The book's approach is so intuitive, it almost leads you by the hand into the world of jazz. Certainly jazz is freedom of expression, but you have to know what you're doing and this book is the tool for that ... (it) should be standard in every high school with a jazz program and every college lab band.
The Dream Architects: Adventures in the Video Game Industry
David Polfeldt - 2020
He shares what it's like to manage a creative process that has ballooned from a low-six-figure expense with a team of a half dozen people to a transatlantic production of five hundred employees on a single project with a production budget of over a hundred million dollars.A rare firsthand account of the golden age of game development told in vivid detail, The Dream Architects is a seminal work about the biggest entertainment medium of today.
Twisting My Melon
Shaun Ryder - 2011
As lead singer of the Happy Mondays, he turned Manchester into Madchester, combining all the excesses of a true rock'n'roll star with music and lyrics that led impresario Tony Wilson to describe him as 'the greatest poet since Yeats'. The young scally who left school at fifteen without ever learning his alphabet had come a very long way indeed. Huge chart success and a Glastonbury headline slot followed, plus numerous arrests and world tours - then Shaun's drug addiction reached its height, Factory Records was brought to its knees and the Mondays split.But was this the end for Shaun Ryder? Not by a long shot. Two years later he was back with new band Black Grape, and their groundbreaking debut album topped the charts in possibly the greatest comeback of all time. Even his continuing struggle with drugs did not stem the tide of critically acclaimed tracks and collaborations as he went on to prove his musical genius time and again. And then there was the jungle...Rock'n'roll legend, reality TV star, drug-dealer, poet, film star, heroin addict, son, brother, father, husband, foul-mouthed anthropologist and straight-talking survivor, Shaun Ryder has been a cultural icon and a 24-hour party person for a quarter of a century. Told in his own words, this is his story.
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.
Synthetic Worlds: The Business and Culture of Online Games
Edward Castronova - 2005
People of all ages and from all walks of life now spend thousands of hours—and dollars—partaking in this popular new brand of escapism. But the line between fantasy and reality is starting to blur. Players have created virtual societies with governments and economies of their own whose currencies now trade against the dollar on eBay at rates higher than the yen. And the players who inhabit these synthetic worlds are starting to spend more time online than at their day jobs. In Synthetic Worlds, Edward Castronova offers the first comprehensive look at the online game industry, exploring its implications for business and culture alike. He starts with the players, giving us a revealing look into the everyday lives of the gamers—outlining what they do in their synthetic worlds and why. He then describes the economies inside these worlds to show how they might dramatically affect real world financial systems, from potential disruptions of markets to new business horizons. Ultimately, he explores the long-term social consequences of online games: If players can inhabit worlds that are more alluring and gratifying than reality, then how can the real world ever compete? Will a day ever come when we spend more time in these synthetic worlds than in our own? Or even more startling, will a day ever come when such questions no longer sound alarmist but instead seem obsolete? With more than ten million active players worldwide—and with Microsoft and Sony pouring hundreds of millions of dollars into video game development—online games have become too big to ignore. Synthetic Worlds spearheads our efforts to come to terms with this virtual reality and its concrete effects. “Illuminating. . . . Castronova’s analysis of the economics of fun is intriguing. Virtual-world economies are designed to make the resulting game interesting and enjoyable for their inhabitants. Many games follow a rags-to-riches storyline, for example. But how can all the players end up in the top 10%? Simple: the upwardly mobile human players need only be a subset of the world's population. An underclass of computer-controlled 'bot' citizens, meanwhile, stays poor forever. Mr. Castronova explains all this with clarity, wit, and a merciful lack of academic jargon.”—The Economist “Synthetic Worlds is a surprisingly profound book about the social, political, and economic issues arising from the emergence of vast multiplayer games on the Internet. What Castronova has realized is that these games, where players contribute considerable labor in exchange for things they value, are not merely like real economies, they are real economies, displaying inflation, fraud, Chinese sweatshops, and some surprising in-game innovations.”—Tim Harford, Chronicle of Higher Education
Games of Empire: Global Capitalism and Video Games
Nick Dyer-Witheford - 2009
No longer confined to a subculture of adolescent males, video games today are played by adults around the world. At the same time, video games have become major sites of corporate exploitation and military recruitment.In Games of Empire, Nick Dyer-Witheford and Greig de Peuter offer a radical political critique of such video games and virtual environments as Second Life, World of Warcraft, and Grand Theft Auto, analyzing them as the exemplary media of Empire, the twenty-first-century hypercapitalist complex theorized by Michael Hardt and Antonio Negri. The authors trace the ascent of virtual gaming, assess its impact on creators and players alike, and delineate the relationships between games and reality, body and avatar, screen and street.Games of Empire forcefully connects video games to real-world concerns about globalization, militarism, and exploitation, from the horrors of African mines and Indian e-waste sites that underlie the entire industry, the role of labor in commercial game development, and the synergy between military simulation software and the battlefields of Iraq and Afghanistan exemplified by Full Spectrum Warrior to the substantial virtual economies surrounding World of Warcraft, the urban neoliberalism made playable in Grand Theft Auto, and the emergence of an alternative game culture through activist games and open-source game development.Rejecting both moral panic and glib enthusiasm, Games of Empire demonstrates how virtual games crystallize the cultural, political, and economic forces of global capital, while also providing a means of resisting them.
Scales, Chords, Arpeggios and Cadences: Complete Book
Willard A. Palmer - 1994
Includes an in-depth 12 page explanation that leads to complete understanding of the fundamentals of major and minor scales, chords, arpeggios and cadences plus a clear explanation of scale degrees and a two-page guide to fingering the scales and arpeggios. In addition, several "enrichment options" are provided with exercises such as harmonizing scales, accelerating scales expanding scales and much more These excellent all-inclusive books teach scales, chords, arpeggios, and cadences at three different levels. The FIRST book (#11761) accommodates the learning pace of younger students such as those in Alfred's Basic, Level 2. The BASIC book (#5754) is slightly more in-depth, presenting scales, chords, arpeggios, and cadence studies in all the major and minor keys. The COMPLETE book (#5743) features everything in the BASIC book, plus extra features like a 12-page explanation that leads to complete understanding of the fundamentals of major and minor scales, chords, arpeggios, and cadences; a clear explanation of scale degrees; and a two-page guide to fingering the scales and arpeggios
Complete Kobold Guide to Game Design
Wolfgang Baur - 2012
The Complete Kobold Guide to Game Design offers 240 pages of in-depth essays on what makes RPGs tick. Get time-tested advice from the top designers in the industry. This compilation includes all three volumes of the Kobold Guide to Game Design series—now with all-new material by Wolfgang Baur, Mike Stackpole, and others! From core rules and magic systems to fantasy adventures, monster design, playtesting, and much more, these 40 essays cover every aspect of RPG design in clear, accessible language, to show you what it takes. The City Book Review called it "highly recommended for gaming nerds everywhere"! Pick up the Complete KOBOLD Guide to Game Design today, and starting designing your RPG tonight! Winner, 2012 Gold ENnie Award, Best RPG-Related Accessory
Dice Games Properly Explained
Reiner Knizia - 2000
The collection ranges from early games right up to newly invented games. The rules of all games are explained lucidly, and the tactical advice given is explicit.
Taylor Swift - Fearless: Easy Guitar with Notes & Tab
Taylor Swift - 2009
Grammy-nominee Taylor Swift was the top-selling artist of 2008. This matching folio to her chart-topping CD features easy guitar arrangements with tab for the crossover hit single "Love Story" and a dozen more: The Best Day * Breathe * Change * Fearless * Fifteen * Forever & Always * Hey Stephen * Love Story * Tell Me Why * The Way I Loved You * White Horse * You Belong with Me * You're Not Sorry.
The Service Culture Handbook: A Step-by-Step Guide to Getting Your Employees Obsessed with Customer Service
Jeff Toister - 2017
They encourage each other, proactively solve problems, and constantly look for ways to go the extra mile. In short, imagine a workplace culture where employees were absolutely obsessed with customer service. The Service Culture Handbook is a step-by-step guide to help you develop a customer-focused culture in your company, department, or location. Whether you’re just beginning your journey, or have been working on culture for years, this handbook will prepare you to take the next step. You’ll receive actionable advice, straightforward exercises, and proven tools you can utilize immediately. Learn the one thing that forms the foundation of every great culture. Discover what customer-focused companies do differently to engage their employees. And explore ways to strategically align every facet of your organization with outstanding service. Creating and sustaining a customer-focused culture is a never-ending journey that takes hard work, dedication, and commitment. The Service Culture Handbook is an indispensable resource to help you and your employees stay headed in the right direction. Praise for The Service Culture Handbook: "The Service Culture Handbook provides the poignant inspiration and practical instruction for the difficult work of transforming a service culture into one that is distinctive, successful, and permanent." —Chip R. Bell, author of Kaleidoscope: Delivering Innovative Service That Sparkles "Though research continues to uncover the astonishing impact of customer-focused cultures on customer loyalty and business results, few organizations know how to get there. Jeff Toister unlocks that mystery through this practical (and fun to read!) guide to developing a culture that really works." —Brad Cleveland, founding partner and former CEO, International Customer Management Institute
Game Feel: A Game Designer's Guide to Virtual Sensation
Steve Swink - 2008
The language could be compared to the building blocks of music (time signatures, chord progressions, verse)—no matter the instruments, style or time period—these building blocks come into play. Feel and sensation are similar building blocks where game design is concerned. They create the meta-sensation of involvement with a game.The understanding of how game designers create feel, and affect feel are only partially understood by most in the field and tends to be overlooked as a method or course of study, yet a game's feel is central to a game's success. This book brings the subject of feel to light by consolidating existing theories into a cohesive book.The book covers topics like the role of sound, ancillary indicators, the importance of metaphor, how people perceive things, and a brief history of feel in games.The associated web site contains a playset with ready-made tools to design feel in games, six key components to creating virtual sensation. There's a play palette too, so the designer can first experience the importance of that component by altering variables and feeling the results. The playset allows the reader to experience each of the sensations described in the book, and then allows them to apply them to their own projects. Creating game feel without having to program, essentially. The final version of the playset will have enough flexibility that the reader will be able to use it as a companion to the exercises in the book, working through each one to create the feel described.
The Endless Journey: 50 Years of Pink Floyd
Mick Wall - 2014
Earlier this year he published the Kindle-only No.1 bestseller, Paranoid, a dark, twisted and frequently hilarious memoir of his time working at the heavy end of the music business in the 1970s and 80s.Now comes his sensational Kindle-only biography of Pink Floyd, The Endless Journey: 50 Years Of Pink Floyd. Timed to coincide with The Endless River, the first all-new Pink Floyd album for 20 years, this is the book Wall describes as “The one I’ve been waiting all my life to write.”As the book explains, ‘Spread across four sides of music The Endless River is very much a Pink Floyd album in the historic, legendary sense. One meant to be listened to as one, long continuous, flowing piece.’As David Gilmour comments on the official Pink Floyd website, “I think the way the three of us, me, Nick and Rick have something when we play together, that has a magic that is louder than words.”This book is a tribute to that magic. The story of Pink Floyd, then and now, ebbing and flowing, like the tides of the moon, across time and space, to bring you to now.
A Vulgar Display of Power: Courage and Carnage at the Alrosa Villa
Chris Armold - 2007
evil. Heavy Metal guitarist, Dimebag Darrell Abbott, was attacked and murdered on stage, December 8th, 2004 at the Alrosa Villa Nightclub. Erin Halk, Jeff Thompson and Nathan Bray each lost their lives trying to help Dimebag and others from the attack of an armed madman. While Dimebag is certainly a part of the story contained within the book, the focus is squarely on the background of Halk, Bray & Thompson, in addition to the killer, his motives and the actual incident at the venue. "A Vulgar Display Of Power: Courage And Carnage At The Alrosa Villa" is a deep, moving story which does an amazing job of honoring the memories Jeff, Nate, Erin, and Darrell. Of the victims who lost their lives, Nathan Bray is the only person who is survived by a wife and child. MJS Music Publications is contributing proceeds from every copy sold to a college fund set up for his son, Anthony. Music History/True Crime/Biography 352 pages, 240+ pictures.
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.