Writing Interactive Music for Video Game: A Composer's Guide Review
Relatively recently, I came into possession of the guidebook pictured above: âWriting Interactive Music for Video Games: A Composerâs Guide,â written by a Mr. Michael Sweet. As someone so interested in video game music composition that I felt the desire to write an entire Tumblr blog on the topic, Iâm sure you can tell that this guidebook sounded right up my alley. As such, I would like to use todayâs post to do something a little different and analyze this guidebook, going over its major advantages and disadvantages as it pertains to teaching video game music and whether I would recommend it to anyone interested who, like me, wants to pursue video game music and learns from guidebooks like this one.
First and foremost, as I already explained, the author of this guidebook is Michael Sweet. Upon some admittedly somewhat simplistic searching, I found that he is a very accomplished video game composer known for working with Cartoon Network, Sesame Workshop and many more on various award winning games. Heâs even known for creating the sound effect that plays alongside the Xbox 360 logo. This information, which Michael Sweet himself also comments on at various points within the guidebook, cements his credibility as a composer.
What I would consider one of this guidebookâs best elements is simply the sheer variety of subtopics that are discussed. With the knowledge of this being a book meant to aid future video game composers, one would expect its contents to be very focused on exclusively composition; Digital Audio Workstations, general music theory, connections between various game tones and various styles of music, etc. This guidebook, however, dives into many other adjacent topics one wouldnât expect to be covered, from the history of video game music over the past 40 years, to aleatoric performance techniques, to even contract negotiations.
One seemingly minor but, in my opinion, very effective method that Michael Sweet implements in this guidebook is the usage of already existing video game music to emphasize his various points. This not only acts as a very effective way to establish rapport that helps to keep the reader engaged, as many other guidebooks I have found of similar quality feel somewhat more difficult to sit through, but it also gives the audience the opportunity to listen to the various pieces for themselves and understand how each one acts as an example of the point being made.Â
Finally, I would like to complement this guidebookâs general structure. Admittedly, it isnât particularly different from a traditional textbook at first glance but aside from the video game music examples I brought up earlier, Michael Sweet also uses very casual language that makes the book seem less stagnant and monotonous than a traditional textbook. Michael Sweet also utilizes diagrams of measures of music, audio files, etc, uses ânotesâ to fill the reader in on information that might be hard to organically fit into a lesson, uses âtipsâ to advise the reader further on specific methods related to digital music workstations, and even has a handful of âcomposer perspectives" written by other composers in the field talking about their work.
So, to summarize, I enjoyed this guidebook and found it to be a very fascinating read. Michael Sweet was very informative on the topic, he covered a very large range of different topics helpful for any up and coming composer, and he implemented a style of organization within the guidebook that remained cohesive while not becoming difficult to read over an extended period of time. If you want to enter the world of video game music composition, I could not recommend a better place for you to get started on your journey.