Sound for Creative Media
The course blends foundational theory with hands-on practice across production and post-production
Topics include:
• Sound and perception; levels, meters, gain staging; mixers and recording chains
• Microphones and technique: boom operation, lavalier placement, field vs. studio recording (dialogue/VO, SFX, ambiences)
• Ear training: critical listening and evaluation of recorded material
• Editing and asset management in a DAW; delivery formats for linear and interactive media
• Introduction to audio for interactive contexts (events, parameters) and basic middleware concepts
• Working practices: naming/versioning, loudness/levels, safety and ethics in recording
• Specialization in Games/Interactive Audio: asset authoring for events/parameters, looping/variations, simple interactive logic using middleware concepts.
After completing the course, the student:
Knowledge
- has broad knowledge of microphones, recording chains and asset types used in screen and interactive media
- has knowledge of how sound aesthetics and (where applicable) interactive systems influence audience/player experience
- knows DAW-based editing, organisation and delivery fundamentals for film/TV and interactive contexts
- is familiar with audio middleware roles and terminology (introductory level)
- has knowledge of relevant ethical/legal considerations (recording consent, IP basics for sound assets)
- has knowledge of event‑driven audio concepts (one‑shots, loops, variations) and fundamental middleware terminology
Skills
- can capture usable dialogue and sound effects in field and studio situations, including basic boom operation and mic placement
- can apply critical listening to evaluate recordings for noise, clarity and suitability
- can edit and organise assets in a DAW to technical specifications; perform basic cleanup and simple mixing
- can prepare and deliver assets to spec for linear media; can outline a basic path to interactive implementation
- can document workflows (naming, versioning, levels) that support team production
- can author and edit assets fit for interactive playback including seamless loops and parameter‑based variations
- can outline and implement a simple audio logic mock‑up (e.g., states, parameters) to demonstrate responsiveness
- can prepare and hand over asset lists, naming/versioning and loudness practice suitable for a small game prototype
General competence
- can assess production needs and plan a lightweight sound strategy under time constraints
- can collaborate and communicate effectively in a small production team using agreed workflows
- can reflect on ethical practice (recording safety, consent, attribution) and follow relevant guidelines
- can adapt to new tools and methods to develop their creative and technical practice
Portfolio (MA) (individual) (100/100).
The portfolio includes:
- Core tasks (common): field/studio recording exercise; DAW edit/cleanup; short reflective note.
- Asset set (events, loops, variations) and basic logic sketch (e.g., middleware concept or engine mock‑up) and delivery to spec. Implementation demo (engine + audio middleware) with a short reflective note.
Graded: Pass/Fail
All sources and tools are permitted unless otherwise specified in the assignment, but academic integrity rules apply
Generating responses using ChatGPT or similar generative artificial intelligence and submitting them wholly or partially as your own work is considered plagiarism.
