Sound For Picture and Games
Pro Tools 130 // Sound Design for Picture 101 // Middleware 101
// 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
Sound Design for Picture 101
This course is an introduction to professional sound design for picture. Students will create entirely original sound design for a short section of video. Class time is divided between demonstration and hands-on experience, with ample time for recording and experimentation. Students will get to record sound effects to picture using a professional, working Foley pit. Post-production recording, editing, processing and mixing techniques will be demonstrated enabling students to create an outstanding portfolio piece.
- The History of Sound Design – What is a Sound Effect?
- Discussion of the Tools and Gear Required
- Session Setup and Spotting for Sound Effects
- Sound Effects Gathering – Field Recording, Studio
- Recording, Sound Libraries & Synthesis
- How to Create Specific Sound Effects
- Working with Backgrounds/Ambiences
- Recording and Editing Foley
- Introduction to Synthesis
- Processing Sound Effects
- Final Mixing to Picture and Mixdown of DME Stems
Middleware 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. FMOD 101 Certification is available upon successful completion of the class. Pyramind is one of the very first schools in the WORLD to offer this certification.
- Game Sound Conventions
- Platform Limitations
- The FMOD Studio Workspace
- Event Types & Functionality
- Nested and Associated Events
- Multi-track Events
- Introduction to Parameters
- Parameters vs. the Timeline
- The Mixer
- Using Studio Functionality to create Generative Audio
- Analyzing the effectiveness of Generative Audio
- Banks & Functionality
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.
- 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.
- 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