Sound for Games
Sound Design for Games is an expanding sector. This course will introduce the students to the concepts, theory, and basic software implementation methods and techniques essential to game audio. With the underlying game engine, sound is based on player decisions. Understanding the difference between real-time to post audio is essential.
This class will consist of 2 parts. Part 1 involves sound acquisition and focuses on proper microphone and recording theory and techniques, both in the studio and in the field. Part 2 involves the editing and manipulation of Dialogue, Music, and Sound Effects in a standard Digital Audio Workstation (ProTools), and implementation of all game sounds via standard Game Engines (Unity, FMOD, etc.).
Topics covered include:
- Theory
- Microphones
- Meters
- Mixers
- Soundtrack aesthetics
- Practical
- Editing, Altering and Mixing of Dialogue, Backgrounds, Sound Effects, and Music elements
- Effective use of plugins: EQ, Dynamics, Reverb, Modulators
- Pro Tools, Unity operation
- Ear training (on going)
- Creation
- Recording of Voice Over and Dialogue
- Layering, blending, and transforming of Backgrounds and Sound Effects
- Intro to Music Composition
The candidate ...
Knowledge
- Knows how to select different microphones for use in different situations
- Knows how to identify subtle differences in the sonic texture of a sound
- Knows how to describe how elements combine to create a total effect
- Has insights into how to assess the sound needs of any particular game to enhance the player’s experience
- Has insights into how assess relative quality of recorded tracks through acquired critical listening skills (Ear training)
Skills
- Can capture usable dialogue and sound effects in a variety of field situations
- Masters how to operate Pro Tools or alternate digital audio workstation, to adequately construct elements of a sound design for a digital game
- Is able to record, edit, and mix dialogue, sound effects, backgrounds, and music elements
- Can alter sounds using sound shaping tools including EQ, Dynamics, and Reverb to enhance the aesthetic appeal of the soundtrack
- Can place sound elements in a game via game engine (Unity, FMOD)
General Competence
- Is able to make critical decisions in a time-constrained environment
- Is aware of how to create a sound plan and execute it, with enough flexibility to make last-minute changes and still maintain the integrity of the plan
- Is able to focus on details in a critical fashion
- Has experience with work in a task-specific way, yet within a larger group or dynamic
- Can adopt their own sense of artistic integrity, culminating in a style
Classes will consist of lectures on theoretical material, including microphone, metering and mixer theory, and lecture/demonstration of practical application techniques. Relevant reading material and videos may be assigned throughout the course, to arm the students with additional insight going into the lab periods.
Labs will consist of practical application of theoretical principals and instructional procedures, including instruction in the set-up and operation of Pro Tools or other DAWs, and development of sound editing, mixing, and exporting skills. Assignments will consist of various creation, editing, mixing, and implementation tasks.
Lab exercises will be conducted in groups to foster discovery and collaboration. Group grading will apply to all practical mandatories. Paper mandatories and exams will receive individual grades.
Teaching activity
- Mandatory attendance - attendance (80%) approved / not approved
- Work Requirements - 3 assignments, approved / not approved
Exam
Compund assessment
- Multiple choice test (40%)
- Portfolio, based on work requirements (60%)
Teaching activity must be approved in order to be graded in the course