Emnebeskrivelse for 2024/25
Sound for Games
SPO1003
Emnebeskrivelse for 2024/25

Sound for Games

SPO1003
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 and post audio is essential.

This class involves sound acquisition, focusing on proper microphone and recording theory and techniques, the basic editing and manipulation of sound assets in a standard Digital Audio Workstation (DAW), and implementation of all sound assets into the game via standard Game Engines and Audio Middleware .

Topics covered include:

  • Theory
    • Microphones
    • General sound aesthetics
  • Practical
    • Basic recording of Dialogue or Voice Over, Sound Effects, and Backgrounds
    • Basic knowledge of Digital Audio Workstations (DAW) for recording and editing of sounds
    • Basic implementation of sound assets into game engines
    • Basic use of Audio Middleware to aid implementation workflow
    • Ear training for critical listening
Restricted to students at the Bachelor studies in Games and Entertainment Technology, CG art and Animation, Film and TV production and connected study programs at our international partner institutions

Upon completion of the course, the student should be able to:

Knowledge

  • Select appropriate microphones for use in different situations
  • Describe subtle differences in the sonic texture of a sound
  • Assess relative quality of recordings through acquired critical listening skills
  • Describe how sound elements combine to create a total effect

Skills

  • Capture basic dialogue and sound effects in a variety of field and studio situations
  • Operate a digital audio workstation (DAW), to construct sound elements for a digital game
  • Implement sound assets into a Game Engine
  • Employ Audio Middleware to enhance the sound implementation workflow

General Competency

  • Assess the sound needs of a game to enhance the player's experience
  • Plan and implement a sound strategy for a game
  • Focus on sonic details in a critical fashion
  • Implement existing or new technology to develop one's own artistry
No costs beyond semester fee and syllabus literature.
Mandatory

The learning activities will be divided into 2 sections. The 1st section concentrates on the acquisition and editing of sound assets, and the 2nd section focuses on the implementation of those assets into the Game Engine.

Lectures on relevant theory are involved in both sections, but the bulk of instruction will be of a practical nature, consisting of demonstrations and lab exercises ..

The labs will consist of the practical application of theoretical principles and instructional procedures, including the recording of sound assets, instruction in the operation of Pro Tools or other DAWs, and implementation of sound assets into the game via Game Engines and Audio Middleware. Tasks will consist of various creation, editing, and implementation assignments.

Classes will be conducted on-campus and / or online. Instruction may be organized as weekly class or lab sessions, and / or as intensive block workshops with "office hours" help sessions in between.

Reading material and videos may be assigned throughout the course, to equip students with additional insight.

The study program is evaluated annually by the students through course surveys. Evaluation is part of the university's quality assurance system. Evaluations will be carried out at the end-of-term and possibly mid-term as well.
Portfolio (individual) 100/100