Course Outline for Music Recording Technology 32B Game Audio Design II
Effective: Fall 2016 SLO Rev: 12/09/2016
Catalog Description:
MURT 32B - Game Audio Design II
3.00 Units
Advanced creation of music and audio for video games, including implementation within a video game. Advanced music cue composition, Foley SFX recording and design, and functional implementation in a live game context.
Prerequisite: MURT 32A.
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:
create professional-quality audio assets and successfully integrate them into commercially viable video games;
compose and implement music that changes dynamically in response to game events in a commercially viable video game;
design, create and implement unique sound, dialog, and creature voices to bring a game to life;
demonstrate and understanding of and successfully utilize an audio asset integration middleware, such as Audioinekt Wise;
demonstrate professional behaviors required in the game audio industry.
Course Content:
Lecture (Content)
Technical Considerations
Performance Issues and Space Limitations
Downsampling/Bit Reduction and Compression
Quality Assurance/Testing/Functionality
Final Delivery and Archive
Presenting Your Work
Lab/Studio (Content)
Advanced video game audio concepts
Dynamic Elements in Ambient Sound Design
Creating Sounds to Blend with Ambience
Temp Scores
Using Temp Scores to Explore the Effect of Music on Games
Adaptive Music
Parameters and Switches
Adaptive Composition Strategies
Transitions
Stingers
Dialogue and Vocal Performance Effects
Spotting for Dialog
Working With Actors
Vocal Editing & Processing
Implementation
Fundamentals of Middleware (Wwise)
File Management & Organization
Wwise implementation techniques
Finalizing the Project
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 advanced technical and aesthetic aspects of game audio design from a given case study.
Record and/or synthesize, catalogue, and implement an asset list for a sample video game.
Compose an adaptive soundscape for a changing video game environment.
Implement various dynamic audio and music assets into a sample video game using an industry-standard audio implementation middleware.
Work with a team to create, record, edit and implement all aspects of audio and music into a sample video game.
Work collaboratively with vocal talent to record, edit and implement dialogue into a sample video 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 session.
Demonstrate an appropriate implementation of basic techniques of audio signal flow through analog and digital signal chains.
Develop a critical ear for aspects of individual tracks in a recording session.
Explain the basic principles of acoustics and sound, including analog to digital audio conversion.
Textbooks (Typical):
Sweet, Michael (2011). Writing Interactive Music for Video Games: A Composer's Guide (Game Design) (1st). Addison-Wesley Professional.
Stevens, Richard (2011). The Game Audio Tutorial: A Practical Guide to Sound and Music for Interactive Games (1st). Focal Press.
Abbreviated Class Schedule Description:
Advanced creation of music and audio for video games, including implementation within a video game.