Professional Documents
Culture Documents
COURSE HANDBOOK
2013/2014
Certificate in Music Production for Games
Table of Contents
1.
WELCOME
2.
3.
4.
ACADEMIC CALENDAR
5.
14
6.
YOUR COURSEWORK
18
7.
21
8.
24
9.
28
10.
COURSE CONTENT
29
Module 1:
Music Technology
29
Module 2:
Applications Technology
33
Module 3:
36
Module 4:
39
Module 5:
43
46
49
1.
Welcome
Welcome to the Faculty of Music at Griffith College Dublin and Windmill Lane
Recording.
This Course Handbook is designed to provide you with important Faculty information and
guidelines. Included are details relating to your syllabi, coursework, and academic calendar
along with important Music Faculty regulations and other information you will find helpful.
We hope that you enjoy your time at Griffith College/ Windmill Lane Recording, and wish you
every success throughout the year.
Name
Debbie Smith
Contact
debbie.smith@gcd.ie
Office: B002
Tom McDonnell
thommcdonnell@gmail.com
Mick Kiely
mick.kiely@gmail.com
Claire Fitch
Rory Pierce
JJ Harrington
fitch.claire@gmail.com
rory.pierce@gcd.ie
harrjj@gmail.com
Tim Dawson
timodawson@hotmail.com
Mary OToole
Patrick OLeary
mary.otoole@gcd.ie
patrick.oleary@gcd.ie
Office: D003
Phone: 415 0 438
Please ensure that your personal details are correct e.g. Address, Phone
Number, Email Address, Spelling of Name. If you do not have correct details
registered in Griffith College Dublin you will not receive emails, texts or post
from the college and if your name has been spelled incorrectly it will appear
so on your parchment when you graduate. Please contact either CA to correct
this.
Please ensure that your fees are paid. Without payment of fees you will not
receive your results and you will not be eligible to graduate. Please contact
the Student Fee's Office in D006 to pay fees.
Student Visa queries in relation to attendance must be directed to the
International office and not the CA.
If you wish to apply for a subject deferral please contact the faculty office. You
cannot defer retrospectively.
If you have been ill, please bring a medical certificate to the faculty office on
your first day back. This ensures that your attendance rate will be updated
and also supports requests for deferrals.
Important Contacts
Library Contact Details
Robert McKenna
Head Librarian
robert.mckenna@gcd.ie / 01 4150490
Library
library@gcd.ie / 01 4150 490
Griffith College Library is located on the second floor of the main building near the Law
School office.
IT Department Contact Details
helpdesk@gcd.ie 01 4150499
Students Union Contact Details
Students' Union President su.president@gcd.ie / 01 4150418
Student Counsellor Contact Details
Carole Wardlaw
carolewardlaw@hotmail.com
0879729335
4. Academic Calendar
Week 2
Week 3
Week 4
Week 5
1:00pm - 3:00pm
Wednesday
12:30pm - 3:00pm
3:30pm - 6:00pm
Thursday
10:00am - 12:30pm
1:30pm - 4:00pm
September 30
Sound Design
CF
JS003
Games
Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games
Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games
Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games
Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games
Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
October 7
October 14
October 21
October 28
Week 6
November 4
Week 7
Tuesday
9:30am -12:00pm
Sound Design
CF
JS003
1:00pm - 3:00pm
Games
Development
TD
CAV004
Wednesday
12:30pm - 3:00pm
Music Composition
MK
JS003
3:30pm - 6:00pm
Music & Image
RP/JJH
JS003
Thursday
10:00am - 12:30pm
Applications Technology
DS
WLA
1:30pm - 4:00pm
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
November 11
Week 8
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
November 18
Week 9
November 25
Week 10
December 2
Week 11
December 9
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Week 12
December 16
Sound Design
CF
JS003
Games Development
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Week 14
Week 15
Week 16
Week 17
1:00pm - 3:00pm
Wednesday
12:30pm - 3:00pm
3:30pm - 6:00pm
Thursday
10:00am - 12:30pm
1:30pm - 4:00pm
February 3
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
February 10
February 17
February 24
March 3
Week 18
Week 19
Week 20
Week 21
Week 22
Week 23
March 10
Tuesday
9:30am - 12:00pm
Sound Design
CF
JS003
March 17
March 24
Wednesday
1:00pm - 3:00pm
12:30pm - 3:00pm
Interactive
Music Composition
Storytelling
MK
TD
JS003
CAV004
Assignment Week
3:30pm - 6:00pm
Music & Image
RP/JJH
JS003
Thursday
10:00am - 12:30pm
Applications Technology
DS
WLA
1:30pm -4 :00pm
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
March 31
April 7
April 14
Week 24
April 21
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Week 25
April 28
Sound Design
CF
JS003
Interactive
Storytelling
TD
CAV004
Music Composition
MK
JS003
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Week 1
Week 2
Week 3
Week 4
Week 5
Tuesday
12:30pm - 3:00pm
3:30pm - 6:00pm
Wednesday
9:30am - 12:00pm
1:00pm - 3:00pm
Thursday
10:00am - 12:30pm
1:30pm - 4:00pm
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
September 30
October 7
October 14
October 21
October 28
Week 6
November 4
Week 7
Tuesday
12:30pm - 3:00pm
Sound Design
CF
JS003
3:30pm - 6:00pm
Music & Image
RP/JJH
JS003
Wednesday
9:30am - 12:00pm
Music Composition
MK
JS003
1:00pm - 3:00pm
Games Development
TD
A107
Thursday
10:00am - 12:30pm
Music Technology
TMcD
WLA
1:30pm - 4:00pm
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
November 11
Week 8
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
November 18
Week 9
November 25
Week 10
December 2
Week 11
December 9
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Week 12
December 16
Sound Design
CF
JS003
Music Composition
MK
JS003
Games Development
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
10
Week 13
Week 14
Week 15
Week 16
Week 17
Tuesday
12:30pm - 3:00pm
3:30pm - 6:00pm
Wednesday
9:30am - 12:00pm
1:00pm - 3:00pm
Thursday
10:00am - 12:30pm
1:30pm - 4:00pm
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
February 3
February 10
February 17
February 24
March 3
11
Week 18
Week 19
Week 20
Week 21
Week 22
Week 23
March 10
Tuesday
12:30pm - 3:00pm
Sound Design
CF
JS003
3:30pm - 6:00pm
Music & Image
RP/JJH
JS003
March 17
March 24
Wednesday
9:30am - 12:00pm
Music Composition
MK
JS003
1:00pm - 3:00pm
Interactive Storytelling
TD
A107
Thursday
10:00-12:30
Music Technology
TMcD
WLA
1:30-4:00
Applications Technology
DS
WLA
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Assignment Week
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
March 31
April 7
April 14
Week 24
April 21
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
Week 25
April 28
Sound Design
CF
JS003
Music Composition
MK
JS003
Interactive Storytelling
TD
A107
Music Technology
TMcD
WLA
Applications Technology
DS
WLA
12
*Bank holiday lectures will be rescheduled by arrangement between lecturers and students
**To be held if and as required
13
Absences
If there is a legitimate reason for missing a scheduled class, you must notify the Course
Coordinator (B002). A medical certificate must support all absences due to illness. Medical
certificates must be submitted to the Course Coordinator within 5 working days of the
initial illness. Medical certificates submitted after this may not be accepted.
Holidays
You are required to attend all lectures, tutorials, workshops, class tests, formal exams, etc.
and are not permitted to take holidays during the academic year, except during designated
semester breaks (see Academic Calendar above).
Participation
All students are not only required to attend but are also required to participate in all
tutorials, presentations, workshops and any other classes and coursework
timetabled for the programme of study.
To ensure appropriate participation, students are also expected to provide
themselves with any materials (such as text books, manuals, notebooks, pens,
calculators, etc.) stipulated by the lecturers/Faculty as essential to the course of
study.
Class Timetables
Class timetables are available from the Faculty Office (B002). Please note that
timetables may be subject to change particularly at the beginning of each semester
and it is therefore important that you regularly consult the Faculty.
Computer Use
The Colleges Email & Network Acceptable Use Policy (AUP) defines proper and
improper email and network usage behaviour and is in place in order to protect your
rights as a network user to privacy, fair use and protection from offensive, obscene
or abusive material; the needs of the College network community to share resources
in an effective way that will benefit all users and avoid excessive or unnecessarily
large traffic; and to protect the safety and integrity of our network.
As a WLR/GCD student you must employ the WLR/GCD network and computing
resources as tools to conduct your coursework in an efficient, ethical and lawful way
and adhere to the guidelines outlined in the policy.
Griffith College/ Windmill Lane Academy
15
Contact Details
It is your responsibility to inform the Course Administrator of any changes to
your contact details such as address, email address, phone number, etc.
Faculty Handbooks
A number of Handbooks have been developed by the Faculty to support you.
These handbooks are available on Moodle and include:
Steps to Study Success
Career Guidance and Professional Development
Guide to the Harvard Referencing System
Additionally, Griffith College has been heavily involved in the development of a Code
of practice and guidelines for the provision of education to international students.
Details of this code can be found at
http://www.iheqn.ie/_fileupload/File/IHEQN_62439738.pdf
Academic Misconduct
Definitions and Penalties
Minor Academic Misconduct refers to:
Plagiarism
Collusion
Unfair advantage
A third or further minor academic infringement will be deemed a major academic
misconduct.
Penalty for Minor Academic Misconduct
First Offence:
Zero in that element of coursework name on database- must
resubmit- element capped at 40%. Fails if not submitted within prescribed time.
Second Offence:
Zero of entire piece of coursework- noted on database- must
resubmit- entire piece capped at 40%. Fails if entire piece of coursework not submitted
within prescribed time.
Third Offence:
16
17
6. Your Coursework
As a student on a music programme, you must successfully complete all modules.
The course outlines and associated assignments and their due dates are provided
later in this Handbook. Please note the following regulations for submitting
assignments.
Rules for submitting assignments:
1. Assignment Regulations
All assignments must be typed and a soft copy of this material must
accompany your written material.
Your lecturer may also require that your assignment be submitted through
Turn It In software.
Please staple assignment together and do not use any form of folder or
binding.
All assignments must have an Assignment Cover Sheet, which is available
from Moodle and the Faculty Office. This cover sheet must be completed prior
to submission.
All students must submit their assignments to the Faculty Office at the
designated day and time.
Students must produce two hard copies of their assignment and one
soft copy on the submission date and sign the Assignment Submission
Form as confirmation of submission.
A student who fails an assignment will be required to submit a repeat
assignment.
2. Deadlines
Assignment submission deadlines are strictly observed. Unless you have been
granted an extension, late submission of an assignment will result in a
reduction in your grade:
Your mark will be deducted to 40% for submitting assignment outside the specified
times on the date of submission.
Failure to submit an assignment within 5 working days of the deadline will result in
an overall grade of NP (Not Presenting) in that subject, regardless of how you
perform in the subsequent exam. If you receive a grade of NP you will have to
repeat that subject at the next available opportunity. Please note that all repeat
work is capped at the minimum pass mark of 40%.
3. Extensions
The granting of an extension on the submission date of coursework is a mechanism
to support a student who, through no fault of his/her own, is experiencing difficulties
in completing his/her assessed work on time. Extensions will only be granted by the
Griffith College/ Windmill Lane Academy
18
19
20
Grading System
All individual assessments such as exam, coursework, etc. are graded as a
percentage. The percentage pass mark required for any piece of assessment is
40%.
Where a module contains an element of coursework (CW) as well as an end of
module exam, a pass mark is where the overall weighted percentage is 40% or
greater and both component percentages are 35% or greater.
In some cases a percentage between 35% and 39% can be compensated by other
module results.
Generally if you have an overall percentage in any component of less than 40% you
should contact your programme leader.
If you have not passed a module:
You will have received less than 35% in at least one component
(assignment/exam) within the module.
You are not required to retake any assignment or examination in which you
have received 40% or over.
21
If you cannot pass the module by compensation, you must resubmit the
assignment(s) and/or attend the examination(s) in which you have received less than
40%, at the next available sitting.
NP Grade
If you have received an NP grade:
You are not required to submit any assignment or retake any examination in
which you have already received 40% or over in that piece of assessment.
22
I Grade (Deferral)
If you have received an I grade:
You must submit any assignment and/or attend examination at the next
available sitting.
23
If I get 40% in Course Work (CW) and 20% in Exam (overall Fail) do I
You only have to repeat the exam as you have successfully passed the CW
component.
Q.
If I get 35% in an Exam and 25% in Course Work (CW) do I repeat both
pieces of assessment?
A.
Yes as you have an overall fail and both exam and CW are below 40%.
Q.
A.
Yes your overall result will be a fail and you will have to repeat both as you
pieces of assessment?
A.
In this case your overall percentage will be in the range 35% to 39% and
components?
A.
No you will not have to repeat any component as would have received an
24
Results:
Results are published on the Student Intranet within one week of the completion of
the Examinations Board. Please check the Music Faculty pages on the student
Intranet for the results release date closer to the Examination period. Results will be
listed by student number.
In addition to publication of your results on the Student Intranet, you will also be sent
your Transcript of Results by post*.
Your transcript will indicate:
The percentage you have achieved in each component (examination /
assignment) of each module for which you are registered.
Posting of Transcripts:
It is your responsibility to supply the College with an up to date address for
posting out your transcripts. Results will be posted to the recorded home
address. It shall not be a subsequent ground for appeal that the student failed to
receive the transcript of results, which was sent to the last home address given by
the student. If your contact details change it is your responsibility to inform your
Course Administrator by means of a Change of Address Form which can be
obtained from the faculty office. Change of Address forms must be submitted at
least one month prior to an Examination Board meeting. The Faculty will then record
this information centrally.
Deferrals
A deferral is where a candidate has been granted permission by the Programme
Leader not to take one or more assessment elements on the date scheduled for
assessment due to documented circumstances. Such permission usually indicates
the alternative assessment arrangement(s). Please note that if deferring an exam
component or assignment component you must achieve 40% or more in the other
component for it to be brought forward to the next sitting, if unsure please ask your
course administrator for clarity.
Students may only defer on the following grounds:
a) Illness.
b) Bereavement.
c) Circumstances, beyond the student's control, which cause an extended
period of absence during the teaching term.
25
To apply for a deferral you must complete a Student Record Amendment Form
(SRAF), available from the Faculty Office (B002), and submit it to your Programme
Leader for approval along with relevant supporting documentation. The onus is on
you to make your case for obtaining a deferral.
If the student wishes to defer a further sitting he/she must submit another SRAF to
his/her Programme Leader.
Formal Examination Board meetings are held twice a year to consider students
results once in June (Summer Board) and again in September (Autumn Board). At
the Examination Board meeting, students provisional results are reviewed and
formalised by the internal and external examiners and validating body verifier.
Results are normally made available to students on the Student Intranet within one
week of the Examination Board meeting.
Any results released following an Internal Review (e.g. in January) meeting
remain provisional until considered at the official Examination Board in June.
26
Progression Regulations:
If you fail in one subject, you may be allowed to progress to the next stage of your
course. You will however, be required to repeat this module at the next available
sitting.
If you fail in more than one module, you will not be allowed to progress further unless
you receive special permission from the programme leader. You will be required to
repeat the failed modules at the next available sitting.
Important points to note if you are repeating a module(s):
NB: Under Music Faculty regulations, students who are required to repeat a
module (exam and/or coursework) in a new academic year must firstly meet
their Programme Leader before registration. Normally if you have failed an
exam you should attend classes for that subject where possible if the
timetable permits.
Capping:
All repeat results / 2nd attempts are capped at the pass mark - this means that
the maximum mark you can get for a repeat component is 40%.
Maximum permitted number of attempts:
Normally, the maximum permitted number of attempts to pass is FOUR. You
need special written permission from the Faculty Head if you require a
further attempt.
27
Module
Project
Practical
Assign
Exam
Credits
100
10
Applications Technology
(Semester 1 and 2)
100
10
100
10
100
10
100
10
50
50
40
60
28
Music Technology
Stage
Semester
Module Title
Module Number
Module Status
Module ECTS Credits
Module NFQ Level
Pre-Requisite Module Titles
Co-Requisite Module Titles
Capstone Module
List of Module Teaching Personnel
Contact Hours
Non-contact Hours
Total
Effort
(hours)
72
128
200
Independen
t Work
96
Placement
Assignment
24
Seminar
Tutorial
Practical
Lecture
48
1
1, 2
Music Technology
1
Mandatory
10
6
None
Applications Technology
No
Tom McDonnell
32
200
Total
100%
100%
Percentage
Contribution
Intended Module Learning Outcomes
Describe the role, function and interconnections of the hardware and software
components within a computer music production suite.
ii.
Demonstrate and apply the principles of MIDI - i.e. channel voice and controller
messages.
iii.
iv.
29
Module Objectives
The module sets out to enable learners to set up the hardware and software of a music
production suite to record, edit and mix. It provides a foundation in MIDI, audio and music
technology.
Module Curriculum
The computer as a music production platform
Hardware and software requirements for professional recording platforms.
Correct setup procedures the basic components in a typical workstation
Hardware connections, USB, firewire, audio and MIDI interfaces
Installing applications and drivers
Native vs. TDM processing
Hardware buffer settings
AMS, MMS
Introduction to the DAW
Exploring the interface
Creating tracks, types of tracks (MIDI, Instrument, Audio, Aux)
Types of editors, absolute vs. relative
Timebases
Edit and mixer windows.
Recording on a DAW
Audio and MIDI recording
Latency, monitoring
Metronome
File hierarchy
Loop recording
Introduction to virtual instruments
Synthesizers, drum machines and samplers
MIDI Messages
Control Voltage
The MIDI Standard
Channels, channel voice messages
Continuous controller messages
System messages, MTC
Rewire applications
Planning and building MIDI mixers
Sampling
Recording, importing and editing
Keygroups, velocity zones
Crossfading, original pitch
Griffith College/ Windmill Lane Academy
30
Key follow
Modulation matrix
Assigning multiple outputs
Digital Audio
A/D, D/A conversion
Sampling frequency
Bit depth and dynamic range
Sample rate conversion, dither
Synthesis
31
also be a focus on the analysis of various techniques in the world of music technology as
well as analysis and demonstrations of various music and recording software packages.
Self-directed study, both practical and theoretical is an essential part of this module.
Learners will also be expected to demonstrate the working processes and techniques they
are introduced to in the module.
Lectures in this module will provide the underpinning knowledge for the Applications
Technology module.
Module Assessment Strategy
An initial composition will assess the learners ability to apply the technical skills learnt, and
establish competence in the use and application of music technology hardware and
software. This will account for 50% of the marks available for the module.
A second assignment, will require the learner to apply their new skills in a creative way,
presenting to peers and simulating more realistic studio challenges. In this assignment,
learners may synthesise original ideas with existing musical material to provide new or
alternative compositional outcomes. This will account for 50% of the marks available for
the module. The assignment will be accompanied by supporting written documentation.
The following represents the breakdown of marks for the module:
Weighting
MLOs
Assignment 1
50%
ii iii iv
Assignment 2
50%
i ii
Total
100%
Assessment
32
Module 2:
Applications Technology
Stage
Semester
Module Title
Module Number
Module Status
Module ECTS Credits
Module NFQ Level
Pre-Requisite Module Titles
1
1,2
Applications Technology
2
Mandatory
10
6
Music Technology
No
Debbie Smith
Contact Hours
Non-contact Hours
72
128
Total
Effort
(hours)
200
Independent
Work
Placement
Assignment
Seminar
Tutorial
Practical
Lecture
48
None
24
128
200
Percentage
Contribution
ProTools 101
ProTools
110
Logic
Total
30%
40%
30%
100%
Use industry standard software to record and edit audio and MIDI.
ii.
iii.
iv.
v.
33
Module Objectives
The objectives of the module are to enable the learner to use industry standard DAW
software to record and edit audio and MIDI, managing sessions from conception to final mixdown using appropriate effects, automation, corrective techniques, and professional
workflow.
Module Curriculum
Pro Tools 101:
Inside Pro Tools
Creating a session
Audio recording
Importing media into your session
MIDI recording
Selecting and navigating
Editing techniques
Mixing techniques
Finishing work
Pro Tools 110:
Interfacing with external hardware
Enhancing software and managing data
Recording MIDI & audio
Working with timebases, elastic audio, and virtual instruments
Editing and time-adjusting MIDI and audio
Editing audio
Automation
Mixing
Logic Pro 101
Introducing Logic
Recording audio
Editing audio
Recording MIDI
Programming and editing MIDI
Programming drums
Manipulating tempo and time stretching
Mixing
Reading Lists and Other Learning Materials
Recommended Texts
CTCL 2010, Pro Tools 101 Official Courseware
CTCL 2010, Pro Tools 110 Official Courseware
Nahmani, David 2010, Logic Pro 9 Professional Audio Production Berkley California
Module Teaching and Learning Strategy
The module will be delivered using lectures in the Colleges Mac labs enabling DAW
software features and functionality to be demonstrated and practiced. Each learner will have
Griffith College/ Windmill Lane Academy
34
access to a Mac with the latest versions of Pro Tools and Logic Pro software installed, with
an audio Interface and a midi controller keyboard.
The formal lectures coupled with guided practical work will advance the learners knowledge
and skills using the comprehensive examples and materials outlined in the official
courseware materials described above.
Module Assessment Strategy
Official courseware for Avid and Apple vendor qualifications include their own practical
exercises and online exams. These component exercises and exams will be
comprehensively covered in this module. The courseware exercises provide opportunities for
formative development through the feedback provided in respect of answers provided,
enabling learners to advance and perfect their understanding of the tools involved.
Each of the three components will be separately assessed by means of inlab time
constrained assessments.
The following represents the breakdown of marks for the module:
Assessment
Weighting
MLOs
30%
i ii iii iv v
40%
30%
i ii iii iv v
i ii iii iv v
Total
100%
Candidates may separately choose to complete the related industry qualifications in the
applications technology at any stage during or following completion of the CMPG
programme.
35
Module 3:
Stage
Semester
Module Title
Module Number
Module Status
Module ECTS Credits
Module NFQ level
Pre-Requisite Module Titles
1
1,2
Music and Image
2
Mandatory
10
6
None
Music Technology
Applications Technology
No
Rory Pierce
JJ Harrington
Non-contact Hours
Total
Effort
(hours)
72
128
200
72
56
40%
Independent
Work
Placement
12
Assignment
12
Seminar
Tutorial
Practical
Lecture
48
60%
200
Total
100%
36
Module Objectives
This module aims to familiarise the learner with the essential processes involved in writing
for games; for different styles and their associated techniques. It also aims to expand the
learners musical vocabulary and analytical skills through studying the craft of composing to
image. This will be achieved foremost by exposing them to an extremely wide range of study
examples from early cartoon scores to current games. Learners learn the technical skills for
using software to marry images and music, and compose music to two short pieces.
Throughout the module the emphasis is placed on developing the learners practical
compositional techniques and their ability to write for both electronic and acoustic
instruments.
Module Curriculum
-
Analysis of music composed for film, TV, animation, gaming and sound art
Installations
The technical and aesthetic restrictions when producing music for image
The contextual functions of music and sound within a film and the role of soundtrack
designers
Symbolic Identity of sound and instrumentation
Using software to create an original underscore/temp tracks
The use of voice/narrator and its position against visual images
Survey of Key Practitioners
37
MLOs
40%
i ii iii iv v
60%
i ii iii iv v vi
Total
100%
Assessment
38
Module 4:
Stage
Semester
Module Title
1
1,2
Sound Design for Games
Module Number
Module Status
Module ECTS Credits
Module NFQ Level
Pre-Requisite Module Titles
Co-Requisite Module Titles
Capstone Module
List of Module Teaching Personnel
Mandatory
10
6
Applications Technology
Contact Hours
Non-contact Hours
Total
Effort
(hours)
72
128
200
36
24
Independen
t Work
Studio
Assignment
24
Seminar
Tutorial
Practical
Lecture
48
No
Claire Fitch
68
200
Assignment 1
Assignment 2
Total
50%
50%
100%
Select, record, manipulate and generate sound effects for use in games
ii.
Correctly apply the processes and technology involved within the creation of original
foley sound effects.
iii.
iv.
v.
39
Module Objectives
This module aims to provide learners with detailed knowledge of the technologies, and
practical skills involved in the production and post-production of sound for games. Learners
will examine the role of audio and visual effects in the creation of virtual environments in
linear, interactive and dynamically-changing applications.
Learners will explore the development of cinematic and gaming language; the use of sound
effects; the impact of technology on production and audience expectations and the
relationship between directors, sound designers and visual effects artists.
Learners will apply their skills in the creation of sound for interactive media and games. They
will experiment with various recording techniques and the hardware and software associated
with designing and implementing game audio and mobile applications. They will be
introduced to surround sound and multi-speaker setup, typically used in gaming contexts,
allowing them to explore creative uses of spatial presentation of audio. They will also be
presented with experimental multimedia and sonic practice. Learners will be required to
apply their skills creatively by developing a variety of different sound effects for a Foley
library.
Module Curriculum
Sound design in different disciplines: the role of sound in film, radio, online media, soundart,
and locative media.
Sound design in game based applications
Role of sound design in creating emotion, reflecting mood and underscoring action.
Concepts in sound design
- Diagetic / non diagetic sound
- Acousmeter
- Added value
- Audio visual contract
- Empathetic and anempathetic sound
- Temporalisation
- Vococentrism
- Syncresys
- External and internal logic
Foley
-
40
Brandon, A. 2004. Audio for Games: Planning, Process, and Production. New Riders Games
Marks, A. 2001. The Complete Guide to Game Audio: For Composers, Musicians, Sound
Designers, and Game Developers. Oxford: Focal Press
Wilde, M. D. 2004. Audio Programming for Interactive Games: The Computer Music of
Games. Oxford; Focal Press
41
MLOs
50%
i ii iii
50%
iii iv v
Total
100%
Assessment
42
Module 5:
Stage
Semester
Module Title
Module Number
Module Status
Module ECTS Credits
Module NFQ Level
Pre-Requisite Module Titles
Co-Requisite Module Titles
Capstone module
List of Module Teaching Personnel
1
1,2
Music Composition for Games
5
Mandatory
10
6
Music Technology
None
No
Mick Kiely
Total
Non-contact Hours
Effort
(hours)
Contact Hours
72
128
Independent
Work
Placement
12
Assignment
12
Seminar
Tutorial
Practical
Lecture
48
200
96
32
50%
50%
200
Total
100%
ii.
iii.
Identify and explain the relationship between music and image at different sections of
a game
iv.
v.
Identify and describe key milestones in the history of music in cinema, animation and
gaming.
43
Module Objectives
The module enables learners to explore, through lectures and tutorials the use of main
themes, motif use, underscoring and the harmonic languages of soundtracks. Coursework
consists of extended compositions to image, approximately 3-5 minutes in duration, chosen
to expand musical diversity and exploration of compositional styles, together with a written
commentary.
This module develops the learners compositional and technical skills as applied to writing to
image. The module encourages learners to be imaginative in composing to picture, enabling
learners to consider the various roles that music can have when used with visual media.
Technical skills for using software to marry images and music will also be advanced in this
module.
Module Curriculum
The processes and practicalities involved in writing for visual media: music for film,
animation and games, advertising providing library music
44
Recommended
Hoffert, P., 2007. Composing Music for Videogames, Web Sites, Presentations and Other
New Media Pap/Com., Berklee Press Publications.
Marks, A., 2008. Game Development Essentials: Game Audio Development 1 Pap/Cdr.,
Delmar Publishing.
Module Teaching and Learning Strategy
The module will be delivered using interactive, demonstration centred lectures in classroom,
lab and studio settings as required. Learners will be able to experiment with their
compositions in individual and group settings. Tutorials providing individual and group
based support and direction will also be provided.
Module Assessment Module Assessment Strategy
The assessment for this module is designed to test the learners ability to explore and
understand the processes involved in composing and producing music to image. The
assignments that are set will enable both creative and analytical processes.
Continuous assessment will consist of two compositions for games specified by the module
leader. These will be submitted as recordings and synchronised to picture and scores, with
the assessment based on completeness, sound quality and production techniques as well as
compositional content.
The first assignment will be a pastiche based on existing sound tracks to assess the
learners familiarity with the extant repertoire, and the second will allow for more original
work.
The following represents the breakdown of marks for the module:
Assessment
Weighting
MLOs
50%
i iii v
50%
ii iv
Total
100%
45
Module 6:
Games Development
Stage
Semester
Module Title
Module Number
Module Status
Module ECTS Credits
Module NFQ level
Pre-Requisite Module Titles
Co-Requisite Module Titles
Capstone Module?
List of Module Teaching Personnel
Contact Hours
Non-contact Hours
24
48
Total
Effort
(hours)
72
Independen
t Work
Placement
Assignment
Seminar
Tutorial
Practical
Lecture
18
1
1
Games Development
6
Mandatory
5
6
None
None
No
Tim Dawson
24
24
72
Final
Examination
Total
Project
Practical
50
50
100
Use appropriate terminology to correctly Identify the atomic parts of a game (e.g.
Tokens, rules, dynamics etc.)
ii.
Classify games in accordance with their particular characteristic play mechanics and
features
iii.
iv.
Identify and describe the various roles and responsibilities involved in a games
development project
v.
Module Objectives
46
The module introduces learners to a variety of computer games. Learners are encouraged
to explore, experience and evaluate games and their characteristic features. Learners are
introduced to how games function to construct experiences using rule design, play
mechanics, game balancing, and the integration of visual, audio and textual elements into
the game. Learners are introduced to the distinct roles performed by the different members
of games design teams, and are encouraged to develop defensible views of their own in
relation to the increasing role played by games within society.
Module Curriculum
Role and History of Games
Games in different social and cultural settings
Experimentation in play
Play Mechanics
What are the rules and how are they structured?
Game Design
Approaches: bottom-up versus top-down
Games in Society
The finance and business of games
The psychology of games
Social and ethical considerations: e.g. addiction, violence and gender
representations
Current Industry Challenges & Opportunities
Current and emerging industry requirements
Recent technology and application developments
Employment readiness: employer / employee expectations
Company insights
47
Weighting
MLOs
25%
i iii v
25%
Ii, iii
Examination
50%
ii iv
Total
100%
48
Module 7:
Interactive Storytelling
Stage
Semester
Module Title
Module Number/Reference
Module Status (Mandatory/Elective)
Module ECTS credit
Module NFQ level (only if applicable)
Pre-requisite Module Titles
Co-requisite Module Titles
Is this a capstone module? (Yes or No)
List of Module Teaching Personnel
1
2
Interactive Storytelling
7
Mandatory
5
6
N/A
N/A
No
Tim Dawson
Contact Hours
Non-contact Hours
24
48
Total
Effort
(Hours)
72
Independen
t work
Placement
Assignment
Percentage
contribution
Seminar
Practical
6
20
28
Allocation of Marks (Within the Module)
Continuous
Final
Project
Practical
Assessment
Examination
Tutorial
Lecture
18
40%
60%
72
Total
100%
ii.
iii.
iv.
v.
49
Module Objectives
This module explores the difference between traditional linear narrative in storytelling and
the challenges of interactive narrative. The learners will be given a solid understanding of
traditional narrative theory, character development, plot, back-story and dialogue. Nontechnology based experimental approaches will be introduced briefly. The opportunities that
technology provides for experimentation in non-linear forms will be examined.
Module Curriculum
Traditional Storytelling
The oral tradition
Theatre examples
Other genres
Cybertext
Algorithmic storytelling
Exploratory Narratives
Branching trees
Story generators
Collaborative Storytelling
Web-based collaborative stories
50
Secondary reading
Murray, J.H., 1998 Hamlet on the Holodeck, MIT Press,
Wardrip-Fruin, N. & Harrigan, P., 2004. First person: new media as story, performance, and
game, Cambridge, Mass.: MIT Press.
Wardrip-Fruin, N. & Harrigan, P., 2007. Second person: role-playing and story in games and
playable media, Cambridge, Mass.: MIT Press.
Harrigan, P. & Wardrip-Fruin, N., 2009. Third person: authoring and exploring vast
narratives, Cambridge, Mass.: MIT Press.
Module Teaching and Learning Strategy
The module will be delivered through a combination of demonstration based lectures and
tutorials. Theoretical issues are dealt with through lectures. Tutorials involve discussion of
topics, demonstration and engagement with practical examples.
Module Assessment Strategy
The module assessment consists of two assignments and an end of semester examination.
The first assignment will require learners to present written work, for example in the case of
an essay (1000 words) on a particular story telling tradition and how it compares and
contrasts with other traditions. The second assignment will require the learner reflecting on
their own particular evaluation of a story, justifying their choice.
An end of semester examination will be used to assess the learners assimilation of the
concepts involved.
Assessment
Weighting
MLOs
Assignments
40%
i iii v
Examination
60%
ii iv
Total
100%
51