Course Outline for Music Recording Technology 32A Game Audio Design I
Effective: Fall 2016 SLO Rev: 12/09/2016
Catalog Description:
MURT 32A - Game Audio Design I
3.00 Units
Overview of game sound development, basics of sound effects libraries and working with animation, typical studio effects, sound manipulation, and common troubleshooting. Fundamental techniques of recording custom effects, proper integration of audio, and mixing techniques particular to the gaming industry. Basics of the game audio industry, including professional roles, occupational divisions, scheduling, contracts and workflow.
Prerequisite: MURT 20.
1005.00 - Commercial Music*
Letter Grade Only
Type
Units
Inside of Class Hours
Outside of Class Hours
Total Student Learning Hours
Lecture
2.00
36.00
72.00
108.00
Laboratory
1.00
72.00
0.00
72.00
Total
3.00
108.00
72.00
180.00
Measurable Objectives:
Upon completion of this course, the student should be able to:
develop sounds and music for interactive environments;
write and edit music interactively;
create video game soundtracks incorporating dialogue, sound design, and music;
work with a variety of tools to complete game audio;
work collaboratively and under the direction of a team leader;
acquire and demonstrate professional behaviors required in the game audio industry.
Course Content:
Lecture (Content)
Game Audio Overview
Definitions: Sound Types and Game Genres
Assess the Audio in a Game Clip
Game Sound Development Overview
Game Music History
Style and Genre Considerations
Lab/Studio (Content)
Working with SFX Libraries
Basics of Sound Effects Libraries
Working with Animations
Performance Considerations and Tracking Strategies
Game Music Composition
Building a Successful Music Score
Creating Simple Motifs
Create a Rough Draft or Theme
Calculate Tempo(s) for a Given Cut Scene Including Hit Points
Create a Mockup of the Thematic/Draft Material and Class Feedback
Scripting Systems for Interactive Sound
Game Music Audio Asset Creation
Recording Custom SFX
Synthesis of Custon SFX
Identify Types of Audio
Creating a Unified Soundscape
Sound Design Aesthetics
Identifying Types of Audio
The Soundworld
Scripting Systems for Interactive Sound
Industry & Professionalism
Industry roles
Audio Director, Sound Designer, and Composer Roles
Working with a Team
Creating a Content List
Scheduling
Professional Best Practices
Methods of Instruction:
Lecture/Discussion
Demonstration/Exercise
Presentation of audio-visual materials
Case Study
Practice/Demonstration
Presentation
Problem Solving
Guest speakers
Assignments and Methods of Evaluating Student Progress:
Analyze and critique technical and aesthetic aspects of game audio design from a given case study.
Compose a series of distinct musical motifs associated with characters from a sample game.
Record and/or synthesize SFX for a sample game environment.
Compose three music loops for background play in a sample video game environment.
Work with a team to create a list of audio assets for a sample game.
Exams/Tests
Projects
Group Projects
Final Examination or Project
Peer student evaluation of student demonstrations
Demonstration of practice and skills
Upon the completion of this course, the student should be able to:
Construct a multitrack sound design.
Identify basic hardware components of a modern studio
Explain the basic principles of acoustics and sound, including analog to digital audio conversion.
Develop a critical ear.
Textbooks (Typical):
Michael Sweet (2014). Writing Interactive Music for Video Games: A Composer's Guide (Game Design) (1st). Addison-Wesley Professional.
Richard Stevens (2011). The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games (1st). Focal Press.
Abbreviated Class Schedule Description:
Introduction to game audio production, including basics of game sound design, working with animation, sound effect libraries, technical/mixing issues specific to game audio and professional overview of the industry.