Sound Design
The course focuses on the aesthetics, techniques and workflows of postproduction sound for screen media, connecting picture-led editing with animation and basic creative audio. Students develop critical listening and practical skills in dialogue editing (incl. production assessment, replacement/VO/ADR), effects and backgrounds, Foley for animated/CG sequences, music editing, and final mixing in a professional Digital Audio Workstation (DAW). Fundamentals of signal flow, gain structure and metering are covered, together with delivery practices for editorial handoffs and review. A compact module introduces game/creative concepts using middleware.
Topics include:
- Soundtrack components and roles; perspective, continuity and storytelling
- Gain structure, metering (incl. broadcast/web loudness principles) and headroom management
- Dialogue editing: production assessment, noise management, VO/ADR; lip‑sync considerations for animation
- Effects and backgrounds: recording/selecting, layering for CG/animation and live‑action; performing/recording Foley
- Music editing and basic temp scoring to picture
- Creative sound shaping with EQ, dynamics and reverb; clarity vs. impact
- Conforming to picture updates; session organisation, naming, versioning and exports/deliverables (stems, review mixes)
- Pipeline collaboration across departments (editorial, VFX/CG, animation, game design); asset management
- Intro to interactive audio: core concepts in Wwise/FMOD (events, parameters, routing, simple dynamic mixing)
Software & facilities: Instruction uses Pro Tools or Reaper; optional demonstrations with Wwise/FMOD and a Unity/Unreal scene. Sessions are conducted on‑campus and/or online; labs may be individual or small‑group depending on facilities and assignment design.
Learning outcomes (E-LAER):
After completing the course, the student:
Knowledge
- has knowledge of how dialogue, effects/backgrounds and music combine to create a unified soundtrack for picture, with emphasis on Film/TV/Creative Media
- has knowledge of gain structure, metering and loudness concepts for linear media, with awareness of web/games practices
- has knowledge of Foley, ADR/VO and the sonic characteristics of common recorded materials for live-action and animated scenes
- is familiar with DAW-based creative processing (EQ, dynamics, reverb) to shape clarity, perspective and emotion
- knows delivery and editorial hand‑off principles (session organisation, stems/exports, review formats) for Film/TV; is aware of middleware concepts for interactive sound
Skills
- can operate a DAW to construct, edit and mix a complete soundtrack for a short Film/TV/Creative Media scene
- can assess production dialogue, identify usable elements, and prepare/record replacements (VO/ADR), including lip-sync for animation
- can record/select, edit and layer effects and backgrounds appropriate to live‑action and CG/animated picture, including Foley
- can edit and place music to picture, maintaining perspective, continuity and emotional intent
- can deliver correct exports (stems, stereo mix) and documentation; can implement a simple interactive audio scene using middleware (events/parameters) at an introductory level
General competence
- can plan and execute a workflow from spotting to final mix under time constraints and interdisciplinary collaboration
- can justify sound choices in relation to picture, narrative and audience across linear and interactive contexts
- has insight into professional habits in post‑production work: critical listening, attention to detail, version control and clear communication
- can reflect on ethics and authorship in sound editing/mixing (credits, library use, AI tools) and communicate choices to collaborators
Portfolio (MA) Individual (100/100) consisting of 2 elements:
Mandatory element (50/100):
- Film/TV/Creative Media scene: full dialogue/effects/backgrounds/music edit and final stereo mix with documentation (session screenshots/notes; stems).
Elective element (50/100):
- Animated/CG short scene with Foley, ADR/VO (where relevant) and final stereo mix;
OR
- Simple interactive mini-scene (Unity/Unreal) implemented with middleware (e.g., Wwise/FMOD) demonstrating events/parameters and basic dynamic mixing, with a recorded playthrough and project notes.
Graded: A-F.