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Feature: 'Book Excerpt: Audio For Games: Planning, Process, and Production - Integration DPM'

In today's main feature article, Game Developer magazine columnist Alexander Brandon presents an excerpt from his recently released _Audio for Games: Planning, P...

Simon Carless, Blogger

May 11, 2005

1 Min Read
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In today's main feature article, Game Developer magazine columnist Alexander Brandon presents an excerpt from his recently released Audio for Games: Planning, Process, and Production book, approaching development process maps (DPM) from an integration perspective, and explaining how audio is connected seamlessly to a game. Alexander explains, in the introduction to the excerpt: "I explained the power of a development process map (DPM) in Chapter 1 [of the book]. In this chapter I approach the DPM from the perspective of integration: the nittygritty of how sound, music, and voice are hooked into the game. Integration is important because actually writing music means nothing if the music cuts off when the player enters a conversation or if the music doesn’t loop properly. Integration can also make the music play adaptively—that is, change according to player actions." You can now read the full Gamasutra feature on the subject (free registration required.)

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About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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