PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts ASSIGNMENT NO 2 Weeks 14 - 17
Sound Design Theory & Methods in Games Tutor Amy Miedzwiecki Learner Name
Issue Date: 09/12/15 Full Assignment due end of Session: 13/01/16 This assignment covers Grading Criteria from the following unit: Unit 50 Music and Sound for Computer Games Learning Outcome 1 Understand theory and methods of sound design and production for computer games Learning Outcome 2 Understand the use of sound and music in computer games AIM/PURPOSE In order to make effective sound and music you need to be able to understand what it is constructed from, the technical elements as well as knowing the importance of an audio environment and its impact and influence on the listener. PROLOGUE As technology improves every game title attempts to implement new ways of making games faster, bigger and louder than before; this means constantly adapting to new techniques of producing sound and music for games. The sound track for games is comparable to feature film sound tracks. Sound designers borrow sound techniques to create ambient/musical settings, special effects, dialogue and character themes, but also have to consider how to make the sound appropriate for it’s environment so it becomes truly adaptive and interactive for the player. THE ASSIGNMENT This assignment requires you to take on the role of a researcher. You will be investigating the theory and methodology of sound design and the psychology of sound within the gaming industry. You will be using this information to inform your own sound creation production in the next assignment. What can you learn from this and how would this change your approach? You will need to analyse, compare and contrast how sound design is applied within 3 games. What technical considerations do sound designers make in the production and post-production process and how does the sound impact the players during game play?
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Sound Article - Task List LEARNING OUTCOME 1 (1.1, 1.2, 1.3) (M1, D2, D3) Task 1 - General introduction to article (M, D) What is a sound designer’s role within the games development process, How can this change the quality and feel of the game for a player? Task 2 Theory of Sound, Audio Production Methods and Technical Considerations You will explore sound theory, methods of sound production and technical considerations that impact within games. How do all of these areas link together to produce good sounds for your games? Provide examples. Your research must include the following: • Theory of Sound (LO1 1.1) (M1, D2, D3) You will need to explain the theory and technical aspects of sound. Outline what waveform amplitude, pitch, frequency etc are, as well as how sound is measured via decibels,hertz, intensity etc. Why is important for a sound engineer and editor to know about these and how would they apply this knowledge into their workflow? • Sound File Formats & Audio Sampling (LO1, 1.2) (M1, D2, D3) Evidence your awareness of sound file types and how they impact on the sound production process. Why is it important for a sound designer to utilise their knowledge of sample rate, bit rate, uncompressed, compressed, lossless/lossy etc sound and explore different file type/s for projects? How do these factors influence the final outcome? Explain the process of sampling sound from analogue to digital. What are the constraints and settings that a sound designer needs to know to achieve the best quality sound? • Sound Production Methods (LO1, 1.2) (M1, D2, D3) What sound sources are available to a designer, e.g stock sound Libraries, original sound production, ADR, foley artistry etc. What are the advantages and disadvantages of these sound sources and their influence on the final audio soundscape? How does it impact the quality? • Audio Production Resources (LO1, 1.2) (M1, D2, D3) What equipment will sound designers use and how will this impact on the soundscapes that are produced for games? You will want to consider recording equipment, software, different audio stations that are available for sound designers and which would be better suited for which type of sound. • Audio Environments (LO1,1.3) (M1, D2, D3) Explore how effective different audio setups in game are, you will need to investigate the use of Mono, Stereo, Surround, 3D Audio, Interactive Adaptive sound options. Does the game engine used and player sound set-up change this at all? Evidence for Task 1 and 2 Assessment: Your introduction needs to introduce sound and how it is important within games. Your research needs to cover theory of sound, file formats, audio sampling, audio production methods, audio resources, audio environments. Ways you can submit work/evidence: You Tube or independent video capture of game play/audio commentary/a written report/presentation, Drop Box, Voice recordings/Video blogs etc
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Sound Article - Task List LEARNING OUTCOME 2 (2.1) (M1, D2, D3) Task 3 - Soundscape Analysis within Games and Impact on the Player Introduce and provide a synopsis of the games you are analysing. Does the genre and type of game influence the sound? How does the player experience sound when playing games? You will want to compare and contrast your games, analysing sound effects, music, atmos/environmental sounds and how sound is used in different game scenarios, for instance menus, cut scenes, different parts of game play and credits. You need to include video clips of the games with your analysis. Psychology of Sound (LO 2 - 2.1) (M1, D2, D3) Your research must include the following: • • • • • • • • • • • •
Type of sound and it’s purpose How the different sounds work together Diegetic/Non-diegetic Emotion Mood/tone Perception Volume and silence Timbre Sound as information Creation of ambience and atmosphere Communicating knowledge or experience to the player How the sound supports the visuals
How do the sounds and their placement within the soundscape impact the player? Refer to the video clips to help you do this. Task 4 - Conclusion (M, D) Summarise your findings from task 1, 2 and 3. What have you learned about sound production in games and the influence of sound on the player? Evidence for Task 3 and 4 Assessment: Sound analysis covering different sections from 3 games, showing a variety of examples of sound and how it is used to influence the player. These will need to be compared and contrasted to show you have explored how effective the sound is. Your conclusion needs to sum up your research within sound design in the games industry. Ways you can submit work/evidence: You Tube or independent video capture of game play/audio commentary/a written report/presentation, Drop Box, Voice recordings/Video blogs etc
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Sound Research - Submission INDICATIVE READING • • • • • • • • • • • • • •
http://www.filmsound.org/game-audio/ http://www.amps.net/ http://www.gamesounddesign.com/ http://designingsound.org/ http://filmsound.org/ http://gamesound.org/about/ http://www.gamesoundcon.com/#! http://www.gamespot.com/articles/a-history-of-video-game-music/1100-6092391/ http://getinmedia.com/careers/sound-designer-games http://vgmusic.com/vgpaper.shtml http://sound.stackexchange.com/- sound design forum http://www.epicsound.com/sfx/ http://www.bbc.co.uk/newtalent/drama/advice_diey.shtm http://www.bbc.co.uk/news/technology-29474695
This brief has been verified as being fit for purpose Assessor Amy Miedzwiecki
Internal Verifier Alex Dobson
23/11/2015 23/11/2015
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Sound Article - Achieving Merit Grades
This applied to Learning Outcome 1.1, 1.2, 1.3 and Learning Outcome 2.1 In order to achieve M1 you must show that effective judgements have been made about sound design and it’s application into games You will be required to research outside of class resources, carefully considering and justifying the content that you explore. You will need to identify a range of research techniques e.g audio commentary over your own game play, You Tube footage of game play, links to websites with sound design interviews, quotes and print screens with analysis and a range of references. All decisions should be fully justified and added to your bibliography. An effective approach to study and research has been applied with the assignment handed in on time and demonstration of effective time management via an assignment planner/ work journal to evidence your approach. You need to demonstrate that you have taken complex information, synthesised and processed it so that it makes sense so that it is thorough and is presented in a logical structure that addresses each task in turn and starts to make connections between them where possible.
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts
Sound Article - Achieving Distinction Grades
This applied to Learning Outcome 1.1 and Learning Outcome 2.1 In order to achieve D2 you will take responsibility for working independently to create your own research materials and methods, implementing these within the area of sound design for games. You will need to demonstrate autonomy/independence when completing the assignment so that you have used your own initiative to plan, research and complete the tasks. The assignment needs to be handed in on time with demonstration of effective time management via a detailed and specific assignment planner/ work journal/script plans to evidence your approach. Your file management needs to be clear and to a professional standard, especially when dealing with video files and how you present your report if it is multi- media. In order to achieve D3 you need to have demonstrated lateral thinking between your task list points and have shown a receptiveness to new ideas to generate the content of your research. This will mean looking at unfamiliar texts and sources of information to help your achieve deep and critical thinking around sound design methods of control and feedback in games development. You will have evidenced that this thinking has been effective drawing upon your sources efficiently and astutely. You may have contacted professionals and researched professionals to help confirm your research.
PEARSON
Hopwood Hall College Pearson BTEC Higher National Diploma in Creative Media Production (Games) Arts and Performing Arts
Unit 50 Music and Sound for Computer Games Criteria Reference
Learner
To achieve the criteria the evidence must show that the student is able to:
Achieved? (tick)
LO 1 1.1
Explain theory of sound as applicable to sound design for computer games
1.2
Explain sound production methods as applicable to sound design for computer games
1.3
Explain sound design methods as applicable to sound design for computer games
LO 2 2.1
Analyse the use of sound and music in computer games Higher Grade Achievements (where applicable)
Grade Descriptor M1: Identify and apply strategies to find appropriate solutions
Achieved? (Tick)
Grade Descriptor D2: Take responsibility for managing and organising activities D3: Demonstrate convergent/ lateral/creative thinking
Achieved? (Tick)
PEARSON In addition to the above PASS criteria, this assignment gives you the opportunity to submit evidence in order to achieve the following MERIT grades
Grade Descriptor
Indicative Characteristics
M1 Identify and apply strategies to find appropriate solutions
Complex problems with more than one variable have been explored
Contextualisation To achieve M1 you are required to: Have shown a good understanding of the relationship between the sound designer, their resources, technology and how this impacts the player and their sound experience when gaming. Discussion will include technical language and relevant topical areas, for example the differences between indie games and AAA titles and how their budget impacts production e.g equipment, software and how players respond and are influenced by sounds within the games
PEARSON In addition to the above PASS criteria, this assignment gives you the opportunity to submit evidence in order to achieve the following DISTINCTION grades
Grade Descriptor
Indicative Characteristics
Contextualisation
D2 Take responsibility for managing and organising activities
Autonomy/independence demonstrated
To achieve D2 you will have: Demonstrated independent learning with substantial activities having been completed with limited guidance. This will be evidenced through a bibliography, references, detailed assignment planners and/or work journals presented neatly. Fully evidence how your research supports and evidences your points with extensive examples from different sources e.g referenced quotes, research into sound design activities by game companies.
D3 Demonstrate convergent/ lateral/creative thinking
Effective thinking has taken place in unfamiliar contexts
To achieve D3 you will provide: Evidence of research into unfamiliar areas of study and new ideas/findings discussed. You will have justified the scope of research and evidence that you have presented to fully explore the connecting reasoning behind sound design, the technical aspects, the impact on the player in games development and how this can aid your own sound design process.
PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts and Performing Arts ACHIEVEMENT SUMMARY Unit 50 Music and Sound for Computer Games Formative Feedback
Action Plan
Summative Feedback
Feedback: Student to Assessor
Learner Signature & Date Assessor Signature & Date