Course description for 2026/27
Sound for Creative Media
FTV1035
Course description for 2026/27

Sound for Creative Media

FTV1035
An introduction to the fundamentals of sound for screen and interactive media. Students learn to capture clean source audio, develop critical listening skills, and shape sound for purpose—from dialogue and effects recording to editing and delivery for film/TV and interactive contexts.

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.

Restricted to students at the Bachelor studies in Games and Entertainment Technology, CG art and Animation, Film and TV production and connected study programs at our international partner institutions.

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
In addition to the semester fee and curriculum literature, it is assumed that the student has a laptop computer at his/her disposal.
Mandatory
Short lectures, demonstrations, guided labs (recording, DAW editing, introductory implementation), ear‑training exercises, and structured feedback. Organised as weekly sessions and/or intensive workshops with help‑session office hours.
The study program is evaluated annually by the students through course evaluations and study program evaluation. These evaluations are included as part of the university's quality assurance system

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.