Another Fine Day of Playing Video Games Ruined By School Composition Book

Another Fine Day of Playing Video Games Ruined By School Composition Book PDF Author: Gamer Notebooks
Publisher: Createspace Independent Publishing Platform
ISBN: 9781724829177
Category :
Languages : en
Pages : 100

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Book Description
Cool composition book for elementary or middle school student. Wide rule lined perfect bound notebook sized 7.44" x 9.69" (18.9 x 24.61 cm) featuring white exercise writing paper with grey lines and margin. Perfect back to school gift for student. Great notebook for school assignments, creative writing, poetry, and dreams.

Another Fine Day of Playing Video Games Ruined By School Composition Book

Another Fine Day of Playing Video Games Ruined By School Composition Book PDF Author: Gamer Notebooks
Publisher: Createspace Independent Publishing Platform
ISBN: 9781724829177
Category :
Languages : en
Pages : 100

Get Book Here

Book Description
Cool composition book for elementary or middle school student. Wide rule lined perfect bound notebook sized 7.44" x 9.69" (18.9 x 24.61 cm) featuring white exercise writing paper with grey lines and margin. Perfect back to school gift for student. Great notebook for school assignments, creative writing, poetry, and dreams.

I'd Rather Be Playing Video Games Composition Book Wide Ruled 100 Pages (7. 44 X 9. 69)

I'd Rather Be Playing Video Games Composition Book Wide Ruled 100 Pages (7. 44 X 9. 69) PDF Author: Gamer Notebooks
Publisher: Createspace Independent Publishing Platform
ISBN: 9781723395123
Category :
Languages : en
Pages : 100

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Book Description
Cool composition book for elementary or middle school student. Wide rule lined perfect bound notebook sized 7.44" x 9.69" (18.9 x 24.61 cm) featuring white exercise writing paper with grey lines and margin. Perfect back to school gift for student. Great notebook for school assignments, creative writing, poetry, and dreams.

I'd Rather Be Playing Video Games Composition Book

I'd Rather Be Playing Video Games Composition Book PDF Author: uniqe gaming book
Publisher:
ISBN:
Category :
Languages : en
Pages : 100

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Book Description
PERFECT FOR SCHOOL! 100 Wide Ruled Pages 8.5" X 11 Perfect Size Makes a great gift composition notebooks for boys video game high school kid game

A Composer's Guide to Game Music

A Composer's Guide to Game Music PDF Author: Winifred Phillips
Publisher: MIT Press
ISBN: 0262534495
Category : Music
Languages : en
Pages : 285

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Book Description
A comprehensive, practical guide to composing video game music, from acquiring the necessary skills to finding work in the field. Music in video games is often a sophisticated, complex composition that serves to engage the player, set the pace of play, and aid interactivity. Composers of video game music must master an array of specialized skills not taught in the conservatory, including the creation of linear loops, music chunks for horizontal resequencing, and compositional fragments for use within a generative framework. In A Composer's Guide to Game Music, Winifred Phillips—herself an award-winning composer of video game music—provides a comprehensive, practical guide that leads an aspiring video game composer from acquiring the necessary creative skills to understanding the function of music in games to finding work in the field. Musicians and composers may be drawn to game music composition because the game industry is a multibillion-dollar, employment-generating economic powerhouse, but, Phillips writes, the most important qualification for a musician who wants to become a game music composer is a love of video games. Phillips offers detailed coverage of essential topics, including musicianship and composition experience; immersion; musical themes; music and game genres; workflow; working with a development team; linear music; interactive music, both rendered and generative; audio technology, from mixers and preamps to software; and running a business. A Composer's Guide to Game Music offers indispensable guidance for musicians and composers who want to deploy their creativity in a dynamic and growing industry, protect their musical identities while working in a highly technical field, and create great music within the constraints of a new medium.

Extra Lives

Extra Lives PDF Author: Tom Bissell
Publisher: Vintage
ISBN: 0307474313
Category : Social Science
Languages : en
Pages : 258

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Book Description
In Extra Lives, acclaimed writer and life-long video game enthusiast Tom Bissell takes the reader on an insightful and entertaining tour of the art and meaning of video games. In just a few decades, video games have grown increasingly complex and sophisticated, and the companies that produce them are now among the most profitable in the entertainment industry. Yet few outside this world have thought deeply about how these games work, why they are so appealing, and what they are capable of artistically. Blending memoir, criticism, and first-rate reportage, Extra Lives is a milestone work about what might be the dominant popular art form of our time.

Rhetoric/Composition/Play through Video Games

Rhetoric/Composition/Play through Video Games PDF Author: R. Colby
Publisher: Palgrave Macmillan
ISBN: 9781349455621
Category : Education
Languages : en
Pages : 239

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Book Description
An edited collection whose contributors analyze the relationship between writing, learning, and video games/videogaming, these essays consist of academic essays from writing and rhetoric teacher-scholars, who theorize, and contextualize how computer/video games enrich writing practices within and beyond the classroom and the teaching of writing.

Every Good Boy Does Fine: A Love Story, in Music Lessons

Every Good Boy Does Fine: A Love Story, in Music Lessons PDF Author: Jeremy Denk
Publisher: Picador
ISBN: 1761261886
Category : Biography & Autobiography
Languages : en
Pages : 383

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Book Description
A uniquely illuminating memoir of the making of a musician, in which renowned pianist Jeremy Denk explores what he learned from his teachers about classical music: its forms, its power, its meaning - and what it can teach us about ourselves. In this searching and funny memoir, based on his popular New Yorker article, renowned pianist Jeremy Denk traces an implausible journey. Life is difficult enough as a precocious, temperamental, and insufferable six-year-old piano prodigy in New Jersey. But then a family meltdown forces a move to New Mexico, far from classical music’s nerve centers, and he has to please a new taskmaster while navigating cacti, and the perils of junior high school. Escaping from New Mexico at last, he meets a bewildering cast of college music teachers, ranging from boring to profound, and experiences a series of humiliations and triumphs, to find his way as one of the world’s greatest living pianists, a MacArthur 'Genius,' and a frequent performer at Carnegie Hall. There are few writers working today who are willing to eloquently explore both the joys and miseries of artistic practice. Hours of daily repetition, mystifying early advice, pressure from parents and teachers who drove him on – an ongoing battle of talent against two enemies: boredom and insecurity. As we meet various teachers, with cruel and kind streaks, Denk composes a fraught love letter to the act of teaching. He brings you behind the scenes, to look at what motivates both student and teacher, locked in a complicated and psychologically perilous relationship. In Every Good Boy Does Fine, Denk explores how classical music is relevant to 'real life,' despite its distance in time. He dives into pieces and composers that have shaped him – Bach, Mozart, Schubert, and Brahms, among others – and gives unusual lessons on melody, harmony, and rhythm. Why and how do these fundamental elements have such a visceral effect on us? He tries to sum up many of the lessons he has received, to repay the debt of all his amazing teachers; to remind us that music is our creation, and that we need to keep asking questions about its purpose.

Writing Interactive Music for Video Games

Writing Interactive Music for Video Games PDF Author: Michael Sweet
Publisher: Addison-Wesley Professional
ISBN: 0133563510
Category : Computers
Languages : en
Pages : 513

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Book Description
“This book is a must read for newcomers and experienced composers wanting to learn more about the art of video game composition.” —Chuck Doud, Director of Music, Sony Computer Entertainment Worldwide Studios All You Need to Know to Create Great Video Game Music Written by the developer of Berklee School of Music’s pioneering game scoring program, this guide covers everything professional composers and music students need to know about composing interactive music for video games, and contains exclusive tools for interactive scoring—tools that were previously available only at Berklee. Drawing on twenty years of professional experience in the game industry, Michael Sweet helps you master the unique language of music storytelling in games. Next, he walks you through the entire music composition process, from initial conceptualization and creative direction through implementation. Inside, you’ll find dozens of examples that illustrate adaptive compositional techniques, from small downloadable games to multimillion dollar console titles. In addition, this guide covers the business side of video game composition, sharing crucial advice about contracts, pricing, sales, and marketing. Coverage includes Overcoming the unique challenges of writing for games Composing music that can adapt in real time to player actions Developing thematic ideas Using audio middleware to create advanced interactive scores Working effectively with game development teams Understanding the life of a video game composer Managing contracts, rights, estimating, and negotiation Finding work The companion website contains software tools to help you master interactive music concepts explored in this book, with additional resources and links to learn more about scoring for games. See Appendix A for details.

Creativity, Inc. (The Expanded Edition)

Creativity, Inc. (The Expanded Edition) PDF Author: Ed Catmull
Publisher: Random House
ISBN: 0679644504
Category : Business & Economics
Languages : en
Pages : 367

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Book Description
The co-founder and longtime president of Pixar updates and expands his 2014 New York Times bestseller on creative leadership, reflecting on the management principles that built Pixar’s singularly successful culture, and on all he learned during the past nine years that allowed Pixar to retain its creative culture while continuing to evolve. “Might be the most thoughtful management book ever.”—Fast Company For nearly thirty years, Pixar has dominated the world of animation, producing such beloved films as the Toy Story trilogy, Finding Nemo, The Incredibles, Up, and WALL-E, which have gone on to set box-office records and garner eighteen Academy Awards. The joyous storytelling, the inventive plots, the emotional authenticity: In some ways, Pixar movies are an object lesson in what creativity really is. Here, Catmull reveals the ideals and techniques that have made Pixar so widely admired—and so profitable. As a young man, Ed Catmull had a dream: to make the first computer-animated movie. He nurtured that dream as a Ph.D. student, and then forged a partnership with George Lucas that led, indirectly, to his founding Pixar with Steve Jobs and John Lasseter in 1986. Nine years later, Toy Story was released, changing animation forever. The essential ingredient in that movie’s success—and in the twenty-five movies that followed—was the unique environment that Catmull and his colleagues built at Pixar, based on philosophies that protect the creative process and defy convention, such as: • Give a good idea to a mediocre team and they will screw it up. But give a mediocre idea to a great team and they will either fix it or come up with something better. • It’s not the manager’s job to prevent risks. It’s the manager’s job to make it safe for others to take them. • The cost of preventing errors is often far greater than the cost of fixing them. • A company’s communication structure should not mirror its organizational structure. Everybody should be able to talk to anybody. Creativity, Inc. has been significantly expanded to illuminate the continuing development of the unique culture at Pixar. It features a new introduction, two entirely new chapters, four new chapter postscripts, and changes and updates throughout. Pursuing excellence isn’t a one-off assignment but an ongoing, day-in, day-out, full-time job. And Creativity, Inc. explores how it is done.

Playing the Past

Playing the Past PDF Author: Zach Whalen
Publisher:
ISBN: 9780826516015
Category : Games & Activities
Languages : en
Pages : 286

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Book Description
Playing the Past brings together a group of interdisciplinary scholars to examine the complementary notions of history and nostalgia as they are expressed through video games and in gaming culture. The scope of these related concepts moves from the personal to the cultural, and essays in this collection address video game nostalgia as both an individual and societal phenomenon, connecting the fond memories many of us have of classic gaming to contemporary representations of historical periods and events in video games. From Ms. Pac-Man and Space Invaders to Call of Duty and JFK: Reloaded, the games many of us have played since childhood inform how we see the world today, and the games we make and play today help us communicate ideas about real world history. By focusing on specific games, historical periods and media ecologies, these essays collectively take an in depth look at the related topics of nostalgia for classic gaming, gaming and histories of other media, and representations of real history in video games.