Current active course description (last updated 2026/27)
Sound Design
MED2001
Current active course description (last updated 2026/27)

Sound Design

MED2001
This cross-disciplinary course introduces students to postproduction and media sound. With an emphasis on Film/TV/Creative Media storytelling, students learn to build clear, expressive soundtracks—dialogue, effects/backgrounds and music—for linear picture, and gain a short, practical introduction to sound for animation and interactive media.

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.

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.

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
In addition to the semester fee and curriculum literature, it is assumed that the student has a laptop computer at his/her disposal.
Mandatory
Teaching combines short lectures/demonstrations on postproduction theory and aesthetics with hands-on labs in DAW setup, editing and mixing to picture. A compact workshop introduces middleware concepts for interactive audio. Cross-cohort collaboration is encouraged (e.g., animators provide scenes; game students test a simple interactive prototype). Portfolio submissions are graded individually unless otherwise specified. Instruction may be organised as weekly sessions and/or intensive blocks with interim help sessions.
Evaluation using mid-term and final surveys. Students are also encouraged to participate in the central quality surveys.

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.

Generating responses using ChatGPT or similar generative artificial intelligence and submitting them wholly or partially as your own work is considered plagiarism.