Sound For Video Games

 

  • FMOD Studio 101

  • Pro Tools 130  

  • Sound Design for Games 201

  • Game Sound 301


Pro Tools 130: Game Audio

This course provides students with exposure to the core skills, workflow, and concepts involved in creating and implementing game audio using Pro Tools systems. It covers basic sound design techniques for both Macintosh and Windows systems.

Session time is divided between demonstration and hands-on practice, with ample time for experimentation with sample material, and understanding the Game Audio Workflow and common techniques for assessing, acquiring, recording, editing, mastering and implementing game audio.

  • Working with Dialog
  • Incorporating Foley
  • Adding Sound Effects
  • Working with Background (Ambient) Sounds
  • Creating an Interactive Music Score
  • Incorporating Realistic Vehicle Sounds
  • Creating Dynamic Cinematics
 
Pyramind’s teaching, mentoring, and friendships have really helped me make progress in my career- thanks!
— Shawn Minoux: Sound Designer at Blizzard

FMOD Studio 101

FMOD Studio 101 provides a basic understanding of game audio creation and implementation using the FMOD Studio application. It is designed to be accessible to a wide audience and function as a reference subject for producers, programmers, artists or anyone who could benefit from a basic understanding of game audio production. This course will provide basic middleware training and in tandem with basic Audio Fundamentals courses provide foundation for advanced Game Sound classes. There are no prerequisites required.

Topics include:

  • Intro to Game Audio
  • 2D and 3D sound
  • Game Sound Conventions
  • Platform Limitations
  • The FMOD Studio Workspace
  • Introduction to Event Types
  • Event Functionality
  • Nested & Associated Events
  • Multi-track Events
  • Introduction to Parameters
  • Parameters vs. the Timeline
  • The Mixer & its functionality
  • Using Studio functionality to create generative audio
  • Analyzing the effectiveness of generative audio
  • Music: Streams, Generative Music, Blocks
  • Banks & Functionality
  • Implementation

Games 201: Sound Design

An exploration of effective sound design techniques, this course covers the linear component of game audio. Games mix between linear playback and interactive playback as the player moves between sequences - known as “cutscenes.” Students will begin to work with a game sequence and will create a sound bed for the linear portion of the game. Sounds created can be re-purposed in Games 301 for the non-linear, interactive portion.

Topics include:

  • Spotting SFX to timecode
  • Locking QT video to Logic
  • Determining the SFX asset list
  • Choosing a Sound Design aesthetic (see a dog hear a
  • dog? See a dog hear a cat?)
  • Sound design techniques and layering
  • Mixing as it applies to the scene
  • Asset creation from Musique Concrete and stock sound
  • effects libraries 

Game 301: Music

Games 301 is a continuation of Games 201, focusing on music for non-linear media. Students will compose music, sound design and other assets for implementation into a game environment. Students will work with audio as components for interactive playback and will explore today’s game sound implementation tools.

Topics include:

  • Music of different tension levels
  • Structuring a contract with a game sound vendor
  • Asset sheets and fulfillment
  • Implementation tools
  • Using the game engine for sound design