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General information
Module Title
Academic Year
2014-15
Level
Learning outcomes
By the end of this module you will be able to;
LO1 - Research, assimilate, and synthesise complex information in relation to video game
sound and music;
LO2 - Develop creative concepts in the context of video game sound and music;
LO3 - Demonstrate the technical skills and competencies needed to implement and realise
these ideas in code and/or appropriate software environments;
LO4 - Employ audio technologies (microphones, field recorders, mixing consoles, etc.) for
the purpose of video game sound/music creation.
Module content
Week 1 - 03/02/15
Introduction to the module. A review of the history of video gaming, types of games, an
overview of platforms and the limitations of different formats. An overview of the types and
functions of video game audio, including a comparison with film sound.
Week 2 - 10/02/15
An overview of the game business, including the production process commonly used in
video game creation, the design document and the main roles and responsibilities. Definition
of, and discussion on, the audio design document. An overview of middleware (FMOD,
Wwise), APIs, audio engines etc. An introduction to Unity as an example of a game engine.
Week 3 - 17/02/15
Kahn-style flipped session - independant study looking at code and the main themes in
game audio as covered by Karen Collins.
Week 4 - 24/02/15
The sound production phase, including recording, synthesising and sourcing audio. Pd,
SuperCollider and Open Sound Control used to prototype various elements of game sound.
Designing and implementing a smart audio mix engine. The integration of sound into
gameplay using cues and triggers, game-state and parameter changes. An overview of
variability in game audio. The creation of examples of each type of audio variability in
SuperCollider.
Week 5 - 03/03/15
Adding live processing to the audio engine. An analysis of the types of processing typically
used in an audio engine. A discussion around physical modelling, including occlusion and
obstruction.
Week 6 - 10/03/15
Compositional approaches, including specific approaches to dynamic music implementation
and variability in sound design using Pd, SC and OSC triggers.
Week 7 - 17/03/15
An introduction to practical algorithmic composition. A review of the history of algorithmic
composition and the main approaches, followed by the practical implementation of the main
ideas in code.
Week 8 - 24/03/15
A review of procedural sound effect creation, with particular reference to Andy Farnells Pd
models (and the SC ports). Future developments in game audio - educated guesswork and
speculation. Tutorial arrangements for weeks 11 and 12. Arranging groups for week 9s
seminars.
Week 9 - 14/04/15
Practical workshop and seminar - show your work.
Week 10 - 21/04/15
Finalising the design of your game audio patch and beginning the final implementation of
code. A discussion on documentation and versioning systems in code development and the
usefulness of tools such as Git. Final arrangements for assessment format and submission.
Learning activities
This module comprises lectures, workshops, seminars and tutorials on different aspects of
sound and music for video games designed to enable students to put their developing skills
into practice.
Attendance at all taught sessions is expected. These sessions are important in relation to
students learning and equipping students for assessment tasks. Absences will interfere with
the students ability to complete the assignments successfully.
Mac computers and all necessary software are provided in the Performance Hub tech suites.
The majority of software used is Open Source and so may be freely used by students on
their own/home machines.
Resources
Books
Access to the following books is essential throughout the module:
Collins, K. (2008). Game Sound: An Introduction to the History, Theory, and Practice of
Video Game Music and Sound Design. MIT Press, Cambridge, MA.
Farnell, A. (2010). Designing Sound. MIT Press, Cambridge, MA.
Horowitz S. & Looney S. (2014), The Essential Guide to Game Audio: The Theory and
Practice of Sound for Games, Focal Press
Marks, A. (2009). The Complete Guide to Game Audio: for Composers, Musicians, Sound
Designers, and Game Developers. Taylor and Francis, 2nd edition.
Puckette, M. (2006) The Theory and Technique of Electronic Music, [online] Available from:
http://msp.ucsd.edu/techniques.htm.
Roads, C. (1996). The Computer Music Tutorial. MIT Press, Cambridge, Massachusetts.
Russ, M. (2008). Sound Synthesis and Sampling. Focal Press, 3rd edition.
Stevens, R. and Raybould, D. (2013). The Game Audio Tutorial. Focal Press.
Winkler, T. (1998). Composing Interactive Music: Techniques and Ideas Using Max. MIT
Press, Cambridge, Massachusetts.
Journals
Computer Music Journal - ongoing
Contemporary Music Review - ongoing
Specific
Cycling 74 (developers of Max): http://cycling74.com and http://cycling74.com/newest-topics/
SuperCollider: http://supercollider.sourceforge.net/
Andy Farnells personal website: http://obiwannabe.co.uk/
Create Digital Music: http://createdigitalmusic.com/
Sound On Sound: http://soundonsound.com
Unity game engine: http://unity3d.com/
Creative Assembly: http://www.creative-assembly.com/jobs
Additional resources
The specialist software used in this module is Open Source and cross-platform, allowing
development of patches on a wide variety of hardware. There are several online tutorials
outlining sound design and game audio.
Reference points
Assessment
Evidence required
It is expected that all work submitted for academic credit will be the students own. You will
need to make use of the Harvard reference system to distinguish your own ideas from those
of others. This includes information gained directly and indirectly.
Assessment criteria
Description
90100%:
Outstanding
8089%:
Excellent
Very well realised and independent practical and written work using
wholly relevant material which is well beyond any module input,
demonstrating independent study. Excellent realisation of the task
demonstrating an understanding of relevant theory, concepts and
models. Very clear logical structure and planning. Very few errors in
the completion of the assessment. Very clear logical structure in the
written work. Very few errors in referencing or grammar or syntax as
appropriate.
7079%:
Very good
Full response to the assignment with all practical work well realised,
genre-appropriate and focused. Very good understanding of relevant
theory, concepts and models demonstrated in the practical and
written work. Application of appropriate theory to practice,
demonstrating a rigorous approach to a variety of ideas, contexts and
frameworks. Few errors in the completion of the assessment. Written
work applies appropriate theory to examples/practice. Few errors in
referencing or grammar or syntax as appropriate.
6069%:
Good
Covers most if not all detailed aspects of the practical task. Planning
results in mainly relevant content. Good knowledge and
understanding of relevant practical techniques, theory and concepts
and application of theoretical models. Evidence of a developing
appreciation of contextual issues. Some small repeated errors in the
completion of the assessment. Written work presents evidence of a
developing appreciation of contextual issues with some small
repeated errors in referencing or grammar or syntax as appropriate.
5059%:
Competent
4049%:
Basic
3039%:
Retrievable
fail
2029%
1019%
Little attempt to engage with assignment brief and has not met
learning outcomes. Inadequate demonstration of knowledge or
understanding of key concepts, theories or practice.
09%