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Film // Game Sound Classes

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" I thoroughly enjoy the process of learning and growing, thanks to Pyramind. I know this has been one of the best decisions I’ve made in quite some time: choosing to invest in myself so that I may grow in my greatest passion. I must admit that I had no idea the growth would be such a quantum leap! ”


– Jeff B. // Pyramind Grad

Pro Tools 130 - 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.

  • Creating an Interactive Music Score.

  • Incorporating Realistic Vehicle Sounds.

  • Creating Dynamic Cinematics.

  • Implementing sounds into Unity.

  • Working with Dialog.

  • Incorporating Foley.

  • Adding Sound Effects.

  • Working with Background (Ambient) Sounds.


Sound Design for Picture:

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. 

  • Working with backgrounds/ambiences.

  • Recording and editing foley

  • Introduction to synthesis for Post.

  • Processing sound effects.

  • Final mixing to picture.

  • Mixdown of DME Stems. 

  • 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.


Middleware 110:

Middleware 101 provides a basic understanding of game audio creation and implementation using the WWise 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.

  • Parameters vs. the timeline - non-linear sound design.

  • The actor-mixer.

  • Using and analyzing the effectiveness of generative audio.

  • Game calls and understanding what sound is expected by the game.

  • Banks & functionality.

  • Implementation and optimization for low-size banks.

  • Game sound conventions and parameters

  • Platform limitations

  • The WWise studio workspace

  • Event types & functionality

  • Nested and associated Events

  • Multi-track events


Games 201:

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.

  • Sound design techniques and layering.

  • Mixing sound design as it applies to the scene or game play.

  • Asset creation from Musique Concrete and stock sound effects libraries.

  • Building custom libraries for future games.

  • Spotting SFX to timecode.

  • Locking QT video to Logic Pro X for cut scene spotting.

  • Determining the SFX asset list.

  • Choosing a sound design aesthetic - expected vs unexpected.


Games 301

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.

  • Implementation tools.

  • Using the game engine for sound design. 

  • Music of different tension levels.

  • Structuring a contract with a game sound vendor.

  • Asset sheets and fulfillment.


Meet your Film and Game Sound Instructor!


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Eric Kuehnl - PT 130, SDFP, Middleware 110, Games 201, 301

Eric Kuehnl is a composer, sound designer, and educator. Eric is the Assistant Director of the Music Technology Program at Foothill College in Los Altos Hills, CA. Eric was an Audio Training Strategist at Avid (he wrote the PT 130 book!), and a Senior House Engineer for Sony Computer Entertainment America. His game audio credits include games for Sony Computer Entertainment, Technicolor, Namco Bandai, Ninja Theory, and Juice. He has also worked as a supervising sound editor and re-recording mixer on a number of independent films and documentaries.


Additional Information about building Custom Programs

  • All courses in the Complete are held at our San Francisco ground campus location.

  • Custom program students can choose from ANY of our existing individual classes based on need and satisfying all prerequisites.

  • Veterans and International students must choose from one of our approved Full Time programs and cannot build custom programs.

  • 13 subject tracks across 3 DAW’s (Pro Tools, Ableton Live and Logic Pro X).

  • Payment plans are available to qualified students with low monthly interest up to 2-years based on the size of a custom program.

  • Discounts on gear are available through our partnerships with Ableton, Mixed in Key and Sweetwater Sound!

  • All Access Studio Pass is granted FREE with enrollment of a custom program over $10,000 in tuition.

  • Tuition - variable based on the choice of classes in the Custom Program.

Need More Information?


Contact us directly:
(888) 378-MIND Extension 202 or admissions@pyramind.com