How to Be a Record Producer in the Digital Era

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The insider’s guide to becoming an insider. Want to become a record producer? Get this book. It’s the authoritative, up-to-the-minute guide to getting what it takes to become a success in today’s exciting, hyper-competitive music business. For musicians interested in hands-on record production, for aspiring pros, for anyone with an interest in the business aspects of producing, author Megan Perry has the full inside story. With full information on developing skills, building a clientele, and managing a business, plus interviews from industry insiders and tips on negotiating with record labels, artists’ managers, and artists themselves, How to Be a Record Producer in the Digital Era is the go-to guide for any aspiring music pro.
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About the author

Megan Perry, the author of "Wired: Musicians' Home Studios," has worked at NRG Recording Studios and Moir/Marie. Her writing and photography are seen in "Rolling Stone, Guitar Player, Revolver, "and other top music publications. She lives in Seattle.

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Additional Information

Publisher
Billboard Books
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Published on
Jun 2, 2010
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Pages
256
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ISBN
9780307875259
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Language
English
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Genres
Business & Economics / Industries / Entertainment
Music / Business Aspects
Music / Recording & Reproduction
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Content Protection
This content is DRM protected.
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Eligible for Family Library

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Finalist for the 2016 Los Angeles Times Book Prize, the 2016 J. Anthony Lukas Book Prize, and the 2015 Financial Times and McKinsey Business Book of the Year

One of Billboard’s 100 Greatest Music Books of All Time

A New York Times Editors’ Choice

ONE OF THE YEAR'S BEST BOOKS: The Washington Post • The Financial Times • Slate • The Atlantic • Time • Forbes

“[How Music Got Free] has the clear writing and brisk reportorial acumen of a Michael Lewis book.”—Dwight Garner, The New York Times

What happens when an entire generation commits the same crime?

How Music Got Free is a riveting story of obsession, music, crime, and money, featuring visionaries and criminals, moguls and tech-savvy teenagers. It’s about the greatest pirate in history, the most powerful executive in the music business, a revolutionary invention and an illegal website four times the size of the iTunes Music Store. 

Journalist Stephen Witt traces the secret history of digital music piracy, from the German audio engineers who invented the mp3, to a North Carolina compact-disc manufacturing plant where factory worker Dell Glover leaked nearly two thousand albums over the course of a decade, to the high-rises of midtown Manhattan where music executive Doug Morris cornered the global market on rap, and, finally, into the darkest recesses of the Internet.

Through these interwoven narratives, Witt has written a thrilling book that depicts the moment in history when ordinary life became forever entwined with the world online—when, suddenly, all the music ever recorded was available for free. In the page-turning tradition of writers like Michael Lewis and Lawrence Wright, Witt’s deeply reported first book introduces the unforgettable characters—inventors, executives, factory workers, and smugglers—who revolutionized an entire artform, and reveals for the first time the secret underworld of media pirates that transformed our digital lives.

An irresistible never-before-told story of greed, cunning, genius, and deceit, How Music Got Free isn’t just a story of the music industry—it’s a must-read history of the Internet itself.
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Americans spend more money on video games than on movie tickets. Masters of Doom is the first book to chronicle this industry’s greatest story, written by one of the medium’s leading observers. David Kushner takes readers inside the rags-to-riches adventure of two rebellious entrepreneurs who came of age to shape a generation. The vivid portrait reveals why their games are so violent and why their immersion in their brilliantly designed fantasy worlds offered them solace. And it shows how they channeled their fury and imagination into products that are a formative influence on our culture, from MTV to the Internet to Columbine. This is a story of friendship and betrayal, commerce and artistry—a powerful and compassionate account of what it’s like to be young, driven, and wildly creative.

“To my taste, the greatest American myth of cosmogenesis features the maladjusted, antisocial, genius teenage boy who, in the insular laboratory of his own bedroom, invents the universe from scratch. Masters of Doom is a particularly inspired rendition. Dave Kushner chronicles the saga of video game virtuosi Carmack and Romero with terrific brio. This is a page-turning, mythopoeic cyber-soap opera about two glamorous geek geniuses—and it should be read while scarfing down pepperoni pizza and swilling Diet Coke, with Queens of the Stone Age cranked up all the way.”—Mark Leyner, author of I Smell Esther Williams
The volume is an edited book of 25 articles that have appeared in Proceedings of the U.S. Naval Institute. The material looks at naval leadership and ethics with respect to the individual leader and how the values and actions of the leader affect military cohesion, mission success, and the military profession of arms. It moves beyond the “right and wrong” of personal ethics to look at the broader field of professional military ethics. The book recognizes the diversity of experience, perspective, and opinions that are found in the sea services and argues that diversity does not preclude acceptance of common core values and standards of performance within any unit.

The volume includes articles by Admiral Arliegh Burke and Vice Admiral James B. Stockdale that speak from long personal experience regarding the topics of integrity and moral courage. Articles throughout the book stress the effects of leadership ethics on a unit’s combat readiness and ability to person successfully its missions. Also found in the book are articles that pertain to ethics and emerging military technologies, ethics and civil-military relations, and ethics with respect to leadership in specific historical events such as the failure of leadership in the Iraqi prison at Abu Graib.

The focus of the volume is not “bad apples” in the service but rather the development of “good apples” in a “good barrel.” It argues that regardless of rank or position, leaders in the Navy can affect mission readiness and mission success through ethical leadership and personal example. In so doing, every leader also strengthens the profession of arms. Further, the articles taken collectively contend that ethics is integral to leadership and that attempts to compartmentalize ethics or separate it from leadership is a failure to fully understand the requirements and expectations of those in the profession of arms. Every member of the armed services has been entrusted with a special confidence by the American people that require commitment to the ideals and values of the Constitution. This spans American naval history, culture, and political perspectives and provides naval leaders an honored and unique position in American society. Trust assumes ethical behavior, ethical decision making, ethical warfighting, and ethical leadership.

A BEST BOOK OF THE YEAR: NPR, Slate, Publishers Weekly, Goodreads

Following the success of The Accidental Billionaires and Moneyball comes Console Wars—a mesmerizing, behind-the-scenes business thriller that chronicles how Sega, a small, scrappy gaming company led by an unlikely visionary and a team of rebels, took on the juggernaut Nintendo and revolutionized the video game industry.

In 1990, Nintendo had a virtual monopoly on the video game industry. Sega, on the other hand, was just a faltering arcade company with big aspirations and even bigger personalities. But that would all change with the arrival of Tom Kalinske, a man who knew nothing about videogames and everything about fighting uphill battles. His unconventional tactics, combined with the blood, sweat and bold ideas of his renegade employees, transformed Sega and eventually led to a ruthless David-and-Goliath showdown with rival Nintendo.

The battle was vicious, relentless, and highly profitable, eventually sparking a global corporate war that would be fought on several fronts: from living rooms and schoolyards to boardrooms and Congress. It was a once-in-a-lifetime, no-holds-barred conflict that pitted brother against brother, kid against adult, Sonic against Mario, and the US against Japan.

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NATIONAL BESTSELLER

Developing video games—hero's journey or fool's errand? The creative and technical logistics that go into building today's hottest games can be more harrowing and complex than the games themselves, often seeming like an endless maze or a bottomless abyss. In Blood, Sweat, and Pixels, Jason Schreier takes readers on a fascinating odyssey behind the scenes of video game development, where the creator may be a team of 600 overworked underdogs or a solitary geek genius. Exploring the artistic challenges, technical impossibilities, marketplace demands, and Donkey Kong-sized monkey wrenches thrown into the works by corporate, Blood, Sweat, and Pixels reveals how bringing any game to completion is more than Sisyphean—it's nothing short of miraculous.

Taking some of the most popular, bestselling recent games, Schreier immerses readers in the hellfire of the development process, whether it's RPG studio Bioware's challenge to beat an impossible schedule and overcome countless technical nightmares to build Dragon Age: Inquisition; indie developer Eric Barone's single-handed efforts to grow country-life RPG Stardew Valley from one man's vision into a multi-million-dollar franchise; or Bungie spinning out from their corporate overlords at Microsoft to create Destiny, a brand new universe that they hoped would become as iconic as Star Wars and Lord of the Rings—even as it nearly ripped their studio apart.

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“The industry bible” (Los Angeles Times), now updated, essential for anyone in the music business—musicians, songwriters, lawyers, agents, promoters, publishers, executives, and managers—trying to navigate the rapid transformation of the industry.

For more than twenty years, All You Need to Know About the Music Business has been universally regarded as the definitive guide to the music industry. Now in its ninth edition, this latest edition leads novices and experts alike through the crucial, up-to-the-minute information on the industry’s major changes in response to today’s rapid technological advances and uncertain economy.

Whether you are—or aspire to be—a performer, writer, or executive, veteran music lawyer Donald Passman’s comprehensive guide is an indispensable tool. He offers timely, authoritative information from how to select and hire a winning team of advisors and structure their commissions and fees; navigate the ins and outs of record deals, songwriting, publishing, and copyrights; maximize concert, touring, and merchandising deals; understand the digital streaming services; and how to take a comprehensive look at the rapidly transforming landscape of the music business as a whole.

The music industry is in the eye of the storm, when everyone in the business is scrambling to figure out what’s going to happen to the major labels and what it will mean for the careers of artists and business professionals. No musician, songwriter, entertainment lawyer, agent, promoter, publisher, manager, or record company executive—anyone who makes their living from music—can afford to be without All You Need to Know About the Music Business. As Adam Levine, lead singer and guitarist of Maroon 5, says, “If you want to be in music, you have to read this book.”
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