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Pyramind's teaching, mentoring, and friendships have really helped me make progress in my career- thanks! - Shawn Minoux: Sound Designer @ Blizzard
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Advanced Sound for Video Games Courses
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Advanced Sound for Video Games
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Pro Tools 130 (Elective): Pro Tools for 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
Topics include:
• 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 Games 201 (DSP Only)
An introduction to game audio, 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?)
• Mixing as it applies to the scene
• Asset creation from Musique Concrete and stock sound effects libraries
Game Sound 301 (DSP Only)
This course is a continuation of Games 201, and 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
• Workflows for implementation




