The Sound For Picture and Games Program
Train for a career in Game Audio and Post-Production in the studio responsible for dozens of video games you already play. Jump start your career in just 1 year and produce audio for the games and media you love!
Train at a “AAA” Game Audio House
Pyramind has produced audio, VO, sound design and music for some of the top games and game companies in the world - Insomniac, Ubisoft, Samsung, Microsoft and Amazon, to name a few. From “Halo” and “Overwatch” to new titles in VR, you’ll begin your career in game audio by learning from working game audio producers.
Produce In World-Class Studios
Pyramind’s facilities include 4 production suites and 2 multi-workstation labs, all equipped with the latest gear. You’ll be working with industry-standard software in great-sounding rooms so you’ll REALLY know how good your music sounds and how well your latest mix will translate to the console or screen. There’s no experience like hearing your mix through expertly tuned monitors in a professional studio.
Experience Post-Production Sound
Producing sound for Film,TV and Games often requires getting out of the studio and into the world. With the Sound for Picture and Games program, you’ll be challenged to source audio from everywhere and turn it into something amazing - no matter the client. Whether recording cars, capturing the sound of destruction or sampling every day items to create unique musical instruments, the SFPG program will have you creating audio for a wide variety of clients.
Launch Your Career In Just 1 Year
Pyramind’s curriculum is designed to fast track your career and offers courses that deliver what you want and need to get you there faster. The Sound for Picture and Games program is perfect if you are looking to avoid the long-term debt of a university or already have your degree and don’t want to be forced to take more “required” courses that have nothing to do with your career objectives.
Next Start Date - January 7th, 2019
“Pyramind offered a focused and real-world education in a way that my four years at a university never did - it made me feel comfortable calling myself an audio professional for the first time, and led to the phenomenal opportunity to be part of the studio team and work on projects I’d only dreamed of.”
– Jeremy Garren // Sound Designer at ZeniMax Online Studios
Senior Producer // Disney, Crystal Dynamics
Sound Designer // Facebook VR
Sound Designer // Blizzard Entertainment
“The Admissions team was very straight forward, and set my expectations of the industry as real without the glitz and glamor the media can make it out to be. They helped me earn a viable income in the industry including professionalism, networking, work ethic - and to have a genuine passion for what you are learning."
– Paul O'Rourke // Audio Designer // DoubleFine Games
The Sound for Picture and Games Curriculum
Sound Design & Production Techniques
Sound Design 101- Introduction to sound design, components of a synth, additive, subtractive, analog modeling, basic sampling techniques, wavetable and introduction to FM synthesis.
Sound Design 201- Complex sound design, 1st, 2nd and 3rd-order modulation, audio-as-sound design, warping, building custom sampler instruments, granular and semi-modular synthesis.
Sound Design 301- Custom, modular synthesis with Reaktor, building simple to complex synths, custom MIDI and audio routing, math blocks, CV, front-end / back-end design.
Sound Design for Film- Spotting to picture, creative sound design techniques, Foley recording, post-recording processing, DME mix considerations, asset management.
Game Audio 130- The Game Audio workflow, creating assets in Pro Tools, basic implementation, Unity game engine.
Middleware 110- Middleware tool WWise, game trigger capture, asset management and organization, randomization, sound design in WWise, middleware implementation, quality and data management.
Games 201- Sound design and implementation, Unreal game engine, creative strategies to sound design, when to use synths vs when to use the engine / Middleware, client considerations, asset management.
Games 301- Scoring for Games, orchestral samples vs live recordings, FMOD middleware for music, music implementation strategies, looping vs layered score approaches.
Mixing and Mastering
Mixing 301 (Logic) // Mixing 301 (Pro Tools) - Advanced mix techniques, EQ, FX, automation, mastering. *Mixing 301 students' portfolios are professionally mastered at Michael Romanowski Mastering.
Surround Mixing- Surround sound mixing for Post and Music, 5.1 and 7.1 configurations, spatialization, stereo and mono fold down techniques, DVD and MP4 surround renders.
Theory 101 - Notes, # and b, major and minor scales, intervals and triads, basic chord progressions.
Theory 110 - Triad extensions, circle of fifths, ear training, inversions and alternate chord choices, dominance.
Piano 101 - Note familiarity, LH / RH practice, bass and chord / chord and melody performance.
Piano 110 - Continued left hand / right hand intermediate practice, bass and chord / chord and melody techninques, melody composition and performance, song performances.
Producing and Arranging (PnA)
PnA 101 - Basic music production process, the three phases of production, rhythm, harmony, melody, "the 7 color keys", "IABO" and its importance on workflow, arranging strategies, basic mix process.
PnA 110 - InDepth harmony analysis, song deconstruction, "the 7 color keys" - advanced, modes, 7th and extended chords, mode mixing, Dominance and it's substitutes, Exotic scales.
PnA 210 - Producing for Film, music editing, spotting, setting up Logic for scoring, music re-creation, trailer scoring, "themes and variations", Leitmotifs and scoring large-format productions.
Logic Pro X
Logic 101- Windows and capabilities, the Logic Workflow, MIDI and Audio recording and Editing, Arranging, Mixing.
Logic 201- The synths and devices, workign with orchestral samples, spotting to picture, advanced production technqiues.
Audio 101- Sound physics, terms and definitions, audio interactions, studio tour, audio workflows, connections and levels, mics and preamps, dynamics, frequencies and musical relationships.
Audio 110- Cables, connections, microphone considerations, monitors, MIDI and the computer, studio design considerations, DSP and audio effects.
MBiz 101- The independent music business, self-releases, reaching fans, finding clients and copyrights.
MBiz 110- Publishing, and licensing, licensing and rights issues for composers and producers.
MBiz 201- Establishing a unique brand, getting found on the web, strategies on getting your music licensed into TV, ads and video games.
MBiz 210- Brand awareness as a music producer, engineer, recording artist, composer, sound designer and budding entrepreneur. Career development, entrepreneurship, and business development.
Pro Tools 101 - Basic Pro Tools principles, using Pro Tools from initial set up to final mix-down.
Pro Tools 110 - Pro Tools for music production, MIDI sequencing and editing, arranging and mixing.
Pro Tools 201 - Avid Pro Tools HD system workflow, session mgmt, studio configurations.
Pro Tools 210M Pro Tools HD for music production. Leads to Operator Certification.
Pro Tools 210P - Pro Tools in a post production environment. Leads to Operator Certification.
Pro Tools 310M - Advanced operation of Pro Tools for music production. Leads to Expert Certification.
"I just wanted to give a very sincere thank you for everything Pyramind offers. I had gone from 0 - 100 after going through the courses and programs. And also for all of the life lessons and hands on work I have been exposed to here in San Francisco."
– Chris S. // Sound For Picture and Games Graduate
Additional Information about the Electronic Music Producer Program
All courses in the EMP are held at our San Francisco ground campus location.
27 classes within the program for a total of 624 in-class hours.
Veterans qualify for VA benefits to be applied to tuition!
International Students welcome on an M-1 Visa. Govt approval required both in the US and the country of origin.
11 subject tracks across 2 DAW’s (Ableton Live and Logic Pro X).
Students will produce up to 22 portfolio pieces!
All Access Studio Pass is granted FREE with enrollment. That’s 12-months of studio access to all 4 of our production suites!
Free class repeats are available for all classes (except the Mixing and Mastering class).
Payment plans are available to qualified students with low monthly interest up to 2-years.
Discounts on gear are available through our partnerships with Ableton, Mixed in Key and Sweetwater Sound!
Tuition - $22,995
Click on the questions below for more info
When do programs begin?
The Sound for Picture and Games program (SFPG) has three enrollment cycles a year beggining in January, May and September!
What tools do I need before joining the course?
We recommend you already have the tools (computer, keyboard, headphones, DAW etc). As a student in a full time ground campus program, we provide AKG K702 headphones, solid state external hard drives and all relevant books. All other software and hardware purchasess can be purchased at a discount from Sweetwater and all manufacturers that offer EDU pricing!
Do you offer payment plans ?
Pyramind offers payment plans for all of our full-time programs, custom programs above $10,000 to qualified applicants. Payment plans run at a reasonable interest rate and require a downpayment. Plans can be 1 or 2 years long.
Because Pyramind holds the debt for payment plans, we’re able to work with each student to find a financing option which works for him or her.
Will I earn a degree upon graduation?
Pyramind is a private vocational training school and not a University. This is a choice that allows us to keep our tuition costs down, hire instructors with a wider variety of relevant backgrounds, and keep our curriculum up-to-date. The Music and Audio Industry by and large is not an industry that values degrees.More important than any degree or certification is the portfolio you create while in school which represents yourself once out in the real world.
Do you provide housing for students?
This web page lists some of the options our students use to find housing.
How many days a week are classes run?
As a student in the Electronic Music Producer Program you would be considered a 'full tinme' student. Expect to have anywhere from 2 to 6 hours of class daily and roughly 18 hours per week on average.
Will I be able to release / get signed after this?
We have many label relationships and are constantly connecting students with opportunities. This program will certainly get your music up to the professional level—IF you put in the work yourself. If the work is good, getting signed is definitely a possibility. Many of our students get signed while still in school!
What if I need to take a break from the program?
Students have the right to take a Leave (4 months) due to family emergency, personal health concerns or financial hardship. Students returning from LOA will be re-enrolled into the program at the beginning of the Block of classes they were enrolled in during the Leave request.
I'm an International student, can I enroll in the SFPG?
Pyramind can issue an I-20 that will allow you to obtain an M-1 visa for 12 months. Only full-time programs qualify for student visas. You can find out more about requiremnts and procedure for International students here.
If I fall behind, can I repeat classes?
Yes! As a student in a full tiume program you are eligible for a free repeat of any class, excluding Mixing and Mastering 301. After retaking, a student may take the class again for a third time, at 1/3 the original cost of the course.
Can I add courses to my program?
Absolutely! All of our Ground Campus programs can be customized to add classes. Most students in the Sound for Picture program opt to add in some Ableton Live classes as its the 'industry standard' for professional music production.
Can I place out of classes if I’m already familiar with the material?
Yes! You can place out of some classes that are early in the program if you can demonstrate existing proficiency with the material. Frankly, most people think they know more than they do and often they fail the demonstration BUT if you truly are beyond the material, we can consider the course "passed" and deduct it from the tuition!