Monday, 19 February 2018





Btec Level 3 in Games Design
Unit 73: Sound for Computer Games

Lecturer: Josh Rai


Assignment 1 – Understand the use of music in games and the methodology of recording and production

You are an apprenticeship games designer working for a small games developer in the East Midlands.

Your manager has asked you to identify how music is used strategically within games and identify how music is recorded and produced.

Learning Outcomes Unit 73:

P1 Describe uses of sound and music in games using some subject terminology appropriately.
M1 Explain use of sound and music in games with reference to detailed illustrative examples and
with generally correct use of subject terminology.
D1 Comprehensively explain use of sound and music in games with elucidated examples and consistently using subject terminology correctly.

P2 Describe methods and principles of sound design and production using some subject terminology
Appropriately.
M2 Explain methods and principles of sound design and production with reference to detailed illustrative examples and with generally correct use of subject terminology
D2 Comprehensively explain methods and principles of sound design and production with elucidated examples and consistently using subject terminology correctly.


Task 1)

Compare and contrast the following computer game music with one piece of computer game of your choice. You can consider other pieces of music/FX from the same game.


You must consider, Theory of Sound, Psychology of Sound, Audio Environment, Sources, Game music and Legal issues.
You can re-visit all of your exercises for P1 and P2.

Task 2)

Using the clips above discuss the methods which could have been used to record and produce the music and why.

You must consider, Sound design methodology, File formats, Audio limitations, Audio recording systems, and Audio Sampling.

You can re-visit all of your exercises for P1 and P2.

Hand-out:  Group A & B - 19/02/2018
Hand in date:  Group A & B - 05/03/2018

Monday, 29 January 2018


L3 Extended Diploma in Games Design
Unit 73: Sound for Computer Games
Year 1

Aims:
P2 Understand the methods and principles of sound design and production
Exercise 1

Research and explain when you would use the following sound formats and why?

Sound file formats
Uncompressed: eg wav, aiff, au, smp, voc.
Lossy compression: eg mp3, ra, and vox.

Audio Sampling
1. How can resolution and bit-depth constrain file size?
2. Explain what the following words mean: 

Sample rate
Mono
Stereo
Surround


Exercise 2

Audio Limitations of Games Platforms

How can the following information limit the recording of sound?

DSP – Digital Signal Processor
RAM – Random Access Memory
File format (eg Mp3, Wav, Aiff)
Audio output (eg Mono, Stereo, Surround).
PCM – Pulse Code Modulation

Audio Recording Systems

In what types of scenario may you use the following audio recording equipment?

For example, Multi-track recording, Midi – Multi Instrument Interface, DAT, Analogue, Software Plug-in’s, Software Sequencer.


Exercises to be completed by: 30/01/2018,  and uploaded to your blog.

Tuesday, 23 January 2018

Year 1
L3 Extended Diploma in Games Design
Unit 73: Sound for Computer Games
Lecturer: Josh Rai

AIMS:
Understand the use of Sound and Music in Games.
Recognise the sources of Music & FX available and legal considerations needed whilst
obtaining, creating or using sound.

Music, FX and legal considerations


P1 - Exercise

1. List a range of music/FX sources.
2. Using at least 3 of your favourite games explain the purpose of game music
You need to consider: mood, action, suspense; intro sequence; closing sequence; credit sequence; plot advancement; interactive adaptive music
3. What are the legal considerations needed when obtaining or using Music/FX?
You can refer back to your Unit 78 tasks.





Tuesday, 16 January 2018



L3 Extended Diploma in Games Design

Unit 73: Sound for Computer Games

Lecturer: Josh Rai




P1 – Upload to your blog when finished
Aims: Understanding Sound design theory.

a. Listen to at least 5 different pieces of gaming music/FX

Why did the game maker use this music and its sound FX?
Did it work? If so or not, Why?
Would you use different music/sound FX and why?

b. Research (on-line/journals in library)

Why is music and sound FX so important within games development?

c. What is waveform, (wavelength, amplitude, frequency); pitch; Hertz (Hz); decibel level (dB); sound generator (loudspeaker)?
Look at a dictionary definition first.

d. What is Foley?



Class discussion once complete at the end of the lesson. See me if you complete early.

Monday, 15 January 2018



L3 Extended Diploma in Games Design

Unit 73: Sound for Computer Games

P1 Understand the use of Sound and Music in Games.


Psychology of sound

Sound is almost always used to create emotion and mood within games and films. It is also used to convey information.

List at least 3 games (or films) which use sound as information (speech, iconography, symbolism and or metaphors) to convey information.

Explain how sound; speech, iconography, symbolism and or metaphors have been used.

Class discussion:

Using your sound examples above explain how the sound designer/engineer has communicated what the producer or director may have wanted the audience to feel or experience.

3D audio, surround sound, interactive adaptive audio.

Timbre Definition

Oxford dictionary definition of timbre:
noun

The character or quality of a musical sound or voice as distinct from its pitch and intensity: ‘trumpet mutes with different timbres’

[mass noun]: ‘a voice high in pitch but rich in timbre’

Example:
https://www.youtube.com/watch?v=BLoM9bBr8lc
Surround Sound
https://www.youtube.com/watch?v=8IXm6SuUigI&t=212s


Interactive Adaptive Audio (article)
http://www.projectbarbq.com/reports/bbq03/bbq03r5.htm

Thursday, 26 October 2017

Year 1
Unit 78: Digital Graphics for Computer Games

P2 Be able to Generate Concept Art Ideas for Computer Game Graphics




Legal & Ethical Considerations
Research and answer the following questions.

What is copyright law?
What is intellectual property?
What is the Equality & Diversity Law?
Consider E&D: eg race, gender, religion, sexuality
How are female characters represented in Games?
What is PEGI?
Who are the BBFC?
What are the ASA codes of conduct?
What is Libel?




Lesson based exercise only
Group A & B
Handed out: 14th November
Handed in: 14th November


Monday, 24 October 2016



L3 Games Design - Year 1
P2 Generating Concept art Ideas for Computer Games



What is a brief?
https://www.youtube.com/watch?v=P7zVnMKWsMc
https://www.youtube.com/watch?v=806qk1Optzs

Exercise 1
In pairs choose a particular game you wish to create. Consider 2D/3D, artistic style, and a basic plot.
Then create a mood board for your particular game.


Exercise 2
Complete the following question/exercise:

What is Concept Art?
https://www.youtube.com/watch?v=EgOWQ0aSskc

Provide Examples from your favourite games and a clear and detailed description of each image.
Create your own concept art sketches using pencil and paper. Once you have drafted your concepts you can develop (add colour, texture etc) them further in Adobe Photoshop or Adobe Illustrator.

Exercise 3
In pairs or a three explain what the following terms mean. Use videos and illustrations to help enhance your explanations.


Computer Game Graphics
•Print media graphics, such as game poster, game packaging
•In-game graphics (head-up display graphics, sprite graphics, background graphics, image textures)
•Concept art graphics

Graphic Specification
•Client needs
•Audience
•Thumbnail sketching
•Visual style, eg colour, style, photorealistic, cel-shaded, anime
•Composition
•Typography
•Technical considerations, eg file format, file size, optimisation, file naming conventions, asset
management, intended output.


To be uploaded to your blog by Tuesday 31st October

You can use your exercise, research and assignment for P1 - Unit 78 to help.