AIU GAM3xx Digital Audio for Game Design
International Game Developers Association
Contents |
Course Information
Course Title
Digital Audio for Game Design
Course Number
GAM4xx
Instructors Name
Full Name (optional telephone number and email)
Date
Date course begins or beginning and ending dates of term
Course Length
12 Weeks
Course Schedule
Day(s), Evening(s), Time class begins and ends each meeting
Unit of academic measurement
Quarter
Lecture Hours
40
Lab Hours
100
Externship/Internship Hours
0
Total Credit Hours
6
Total Contact Hours
80
Course Description
This serves as an introduction to digital audio production and post-production technology for computer games. Students will learn principles, equipment, and software used to record and edit sound, and will examine various digital audio compression and distribution formats. Sound theory, lip-synching, Foley sound, and audio reproduction techniques will be explored.
Prerequisite
None
Co-requisites
None
Description of Content
Textbooks
- REQUIRED The Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, and Game Developers, Aaron Marks, CMP Books, 2001. ISBN: 1578200830
- REQUIRED Game Audio Programming (Advances in Computer Graphics and Game Development Series), James R. Boer, Charles River Media, 2002. ISBN: 1584502452
- REQUIRED Beginning Game Audio Programming, Mason McCuskey, Muska & Lipman Publishing, Premier Press, 2003. ISBN: 1592000290
Resources & Supplies
- REQUIRED CD-RW or portable storage device, notebook, pen.
Course Specific Performance Objectives
Upon completion of this course, the student should be able to:
- Examine the use of digital audio in computer game development, with an analysis of post-production terminology, principles, and processes.
- Analyze various audio production and distribution formats.
- Explore terms and principles of sound theory.
- Use selected audio recording equipment and computer audio editing software, such as Pro tools, Nuendo, Cubase.
- Apply lip-synching, Foley sound reproduction, and synchronization techniques to the production of digital audio for games. Create unique character voices, soundtracks, and sound effects for games.
|
Life skills Performance Objectives |
Objective Assessment Measures |
Subjective Assessment Measures |
Program Standards |
Purpose |
|
Demonstrate Game Audio Proficiency in game design and development |
Complete sound design projects using software applications for audio recording |
|
Complete Sound design projects using application software and hardware |
To prepare students to apply digital audio to game design and development |
|
Demonstrate Audio principles and vocabulary including sampling and mixing |
Participate in group discussions, critiques, and assignments |
|
Student demonstrates network topologies direct play sessions and synchronization |
Encourage development of Audio techniques used to design and control sound applications in game development |
|
Demonstrate terms, tools, principles, and techniques used in game development |
|
|
Students participate in individual and group-based assignments |
Prepare students to self-evaluate their programming knowledge and technical proficiency |
Course Outline
|
Topic And Date |
Description of Content |
Time |
|
1 |
Explore various software applications and understanding of game audio production |
5% |
|
2 |
Develop standard audio skills in recording sound for games |
10% |
|
3 |
Demonstrate editing techniques and multi-tracking |
10% |
|
4 |
Looping, multi-tracking and advance recording |
10% |
|
5 |
Special effects for video game design |
10% |
|
6 |
Scripting and batching for game development |
10% |
|
7 |
Advanced multi editing inserting wave clips |
10% |
|
8 |
Adding Sound Effects and Music To Your Game; |
10% |
|
9 |
Inserting wave files for window folders |
10% |
|
10 |
Sound design for Game Development Project |
10% |
|
11 |
Audio Game Development Project Continued |
10% |
|
12 |
Final Projects Due; |
5% |
|
TOTAL |
100% |
|
Instructional Methods
Lectures and demonstrations, classroom discussions and critiques, programming assignments, handouts, presentations, and written assignments will assist in the critical analysis of different techniques, principles, and theories of game development.
Grading
Student performance will be based upon the following criteria:
| Class Participation and Critiques: | 10% |
| Studio Assignments: | 50% |
| Project #1: | 20% |
| Project #2: | 20% |
| 100% |
Library Assignment(s)
As assigned by the instructor. The written assignments will involve both library research and the use of reference material with proper documentation. Directions for the written assignments will be on file so that tutors may assist students; students requiring additional assistance should speak with the instructor at their earliest convenience. The CECybrary should also be used as a reference for all class papers and projects.
Portfolio Assignment
Program portfolios are a recommended and demonstrable means for assessing student competencies. Each student should select a project or paper from this course that best demonstrates his/her proficiencies with the material presented. Each student should then review and assess the chosen project or paper with the course instructor, revise it as needed, and add it to his/her program portfolio.
Attendance
Students are expected to perform as professionals in their respective fields, which includes reporting to work/class regularly, on time, and prepared to contribute.
- Miss 10% of the scheduled hours for the course, receive a warning letter
- Miss 20% of the scheduled hours for the course, student may be withdrawn and assigned the appropriate grade based on AIU grading policy. The instructor may consider extenuating circumstances.
- Late arrivals (tardies) or early departures from classes will be counted, on a prorated basis, in course absences.
- The university’s attendance portal does not differentiate between “excused” and “unexcused” absences. Students are encouraged to coordinate with faculty prior to missing any class period.
- Students who stop attending class without officially withdrawing will be considered in violation of the attendance policy and will receive the appropriate grade, which may include a grade of “F.”
- Students are responsible for any missed work when absent. In addition, the student is expected to be prepared for class upon his/her return.
- At the discretion of the respective faculty member, class participation, not attendance, may be included in the course grade.
- Students requesting a grade of Incomplete must follow the guidelines established in the College Catalog or the Student Handbook.
AIU Library Usage and research support
Students with valid AIU IDs are encouraged to use the Buckhead Campus Library to conduct research. The website to look for books in the AIU Library is http://arc.aiuniv.edu. The research database, GALILEO, may be accessed from two websites: http://www.galileo.peachnet.edu or http://www.galileo2.peachnet.edu. Passwords for access to GALILEO change periodically, but can be obtained from the Library at 404-965-5767.
Make-up work
To be determined by the faculty member.
Revision date
12/02 JSaulter
