MUSC 3355 Audio for Gaming
- Division: Fine Arts, Comm, and New Media
- Department: Music
- Credit/Time Requirement: Credit: 2; Lecture: 1; Lab: 1
- Prerequisites: MUSC 3350 Audio Fundamentals I
- Semesters Offered: Spring
- Semester Approved: Spring 2025
- Five-Year Review Semester: Fall 2029
- End Semester: Fall 2030
- Optimum Class Size: 16
- Maximum Class Size: 16
Course Description
This course is designed to introduce the student to the basic concepts and technology involved in designing, creating, implementing and delivering audio and effects for the gaming industry, including effects, dialog, music beds, creation, editing and preparation for delivery. This course is designed around and closely follows the ‘Pro Tools 130 Gaming for Audio’ course. Students can earn their Pro Tools for Game Audio User Certification and Badge by passing the Pro Tools 101 and Pro Tools 130 examinations.
Justification
The gaming industry continues to grow every year and with this growth comes the need for qualified workers in multiple disciplines such as music and audio. Both of these are integral to making games successful and this course adds to other skills student have already learned in their degree to prepare them for careers in these specific fields.
Student Learning Outcomes
- Be knowledgeable of the Gaming workflow and elements of audio in music in Games.
- Be knowledgeable of how to use Pro Tools to prepare audio for Games.
- Be familiar with the Gaming workflow and elements of audio in music in Games
- Be able to prepare and add audio to a Game.
- Be able to prepare and add Foley elements to a Game.
- Be able to prepare and add effects and cinematics to a Game.
- Be able to prepare and add music to a Game.
- Be able to prepare and add vehicle sounds to a Game.
Course Content
This course provides students with opportunities to develop audio and music production skills through various projects. The projects are set and students are encouraged to move out of their comfort zones and into new and exotic styles and genres. The following topics are covered:Gaming WorkflowWorking with DialogWorking with FoleyWorking with SFXWorking with BackgroundsWorking with MusicWorking with CinematicsWorking with Vehicle SoundsDelivery
Key Performance Indicators: Student performance will be assessed through the participation in labs, completion of projects, and scores on examinations.Lab Participation 20 to 40%Projects 40 to 60%Examinations 20 to 40%Representative Text and/or Supplies: Mark, Aaron. Aaron Marks' Complete Guide to Game Audio: For Composers, Sound Designers, Musicians, and Game Developers. A K Peters/CRC Press. Current Edition Pedagogy Statement: Students will attend a one hour lecture each week in a classroom/computer lab and subsequently a one hour lab each week in a recording studio facility that has the capability to record, edit, and mix multi-track productions. The instructor will assign reading or video preparation for students to supplement or prepare for lectures. Students will be engaged with hands on labs to experience the concepts covered in the lectures.Instructional Mediums: Lecture/LabLectureLab