Soundscape

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PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts ASSIGNMENT NO. 4 Weeks 21 - 27

Soundscape Design Tutor: Amy Miedzwiecki Learner Name:

Issue Date: 10/02/16 Full assignment due End of Session: 27/04/16 This assignment covers Grading Criteria from the following unit: Unit 50 Music and Sound For Computer Games Learning Outcome 3 - Be able to create sound assets and integrate them into computer games AIM & PURPOSE You will take on the role of a sound designer designing and producing an original sounds that will form part of the. These sounds will be integrated into a working level within the game. You will start to develop your theoretical understanding of how music and sound are used in a game and apply it practically by taking on the role of a sound designer working on. It will require you to exercise imaginative practical skills and therefore it is appropriate that some critical self-reflective practice is undertaken. PROLOGUE Sound design enables you to have the creative freedom to manipulate moods and environments and is limited only by the technical capabilities of the technology and a composer’s imagination. While being creatively liberating, game audio can also be technically demanding. Designing realistic and effective audio for games can often be much more challenging than designing for films. THE ASSIGNMENT You will take on the role of a sound designer producing a soundscape for the game Primate Planet. You will need to record sound effects, ambient sounds, dialogue, create music etc to create an effective soundscape this. Your soundscape needs to reflect the requirements of the level. The soundscape also needs to comply with copyright rules and regulations so you need to show that you have addressed this where appropriate. The individual sounds and how they are applied into the game need to be produced to a standard that is acceptable to your client within the games industry. The sound needs to be fit for purpose, match the mood and tone of the game and be appropriate in its timing for player navigation. You will need to ensure that the sound functions smoothly and that it enhances the experience of the player.


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

Sounscape Design - Task List Learning Outcome 3 - Be able to create sound assets and integrate them into computer games Task 1 - PLANNING (LO 3.1) (M2, M3, D1) You will need to show that you have fully planned your soundscape and how it will work in the level. You must explore the following areas: • Idea generation, sound list. • Justification of why you need the sounds, how you will develop and integrate them • Influence of your ideas e.g inspiration from other games, sound ideas/sources and target audience. • Fully annotated audio storyboard for the level or area of the level • Exploration of types of sound you will need e.g. diegetic, non-diegetic, on screen/off screen, sound effects, environmental, music, dialogue etc. • Explore any legal issues, copyright, licences, ancillary rights, royalties and property rights that will be needed throughout the audio production, editing and distribution process and how they are relevant to you. This applies to using sound libraries and if you are the owner of the sounds you will need to consider how they will be protected by copyright. Evidence for Assessment: All planning, development and exploration of legal and ethical issues for your game’s soundscape (task 1) Ways you can submit work/evidence: Written document, audio commentary of ideas, storyboard, progress and development work, sketches, diagrams, screenshots, DropBox, Voice recordings/video blogs etc


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

Sounscape Design - Task List Learning Outcome 3 - Be able to create sound assets and integrate them into computer games Task 2 - CREATION (LO 3.1)(M2, M3, D1) You will need to go through each stage of production: For each stage of the creation process you need to document all decisions and actions via a reflective audio/visual log which will document the technical development of your soundscape, how your ideas are formulating and the success of your practical work. You will need to: • Recording Sound: • Show your recording process through fieldwork or in the studio for foley effects and original sound creation e.g for music. • You will need to evidence that you have worked to correct operating procedures via the selection of the appropriate audio equipment, audio levels, file type etc • Sound Manipulation & Production: • Show your editing process e.g Digital editing, multi-track editing, audio effects, fades, layering, timing, use of mono and stereo sound, loops etc • Show how you exported sound files correctly out of audio editing software ready to import into game engine Task 3 - INTEGRATION (LO 3.1, 3.2) (M2, M3, D1) You will need to: • Import sounds into the game engine and place them correctly • Synchronise sounds to the visuals, considering off-screen sounds, distances and interactions within the game by the player. • The audio needs to realistic and smooth when it is triggered and played back within the engine. You will need to explain how you have tested that the sounds work and that they are functioning to a client standard. Evidence for Assessment: All production work and creation for your game’s soundscape with supporting documentation of technical and creative choices (task 2 and 3) Ways you can submit work/evidence: Audio files used raw and edited, log of recording and editing, video recording of game level to show sounds working, game engine files that can be opened easily, written documents, audio/ video files, blog etc


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

Sounscape Design - Task List Learning Outcome 3 - Be able to create sound assets and integrate them into computer games Task 4 - EVALUATION (LO 3.1 & 3.2) (M2, M3, D1) You will need to: • Complete a final evaluation of the individual sounds that you have created and how they function within your environment as a final piece. Reflect on what works well and doesn’t, what you have learned and what you would do differently next time. • You will also be required to gather and evidence opinions and suggestions from your peers for improvement on your project. Refer to this within your evaluation and evidence that this is reflected in the final product. Any suggestions need to be implemented in the game. Evidence for Assessment: Obtain a range of peer feedback (minimum of 4) and write a self evaluation of the project,referring to peer feedback (task 4) Ways you can submit work/evidence: Level recording video to show sound changes, game engine files that can be opened easily, written documents, audio/video files, blog etc General Web - Links • • • • • • • • • • • • •

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.shtml

Assessor Signature Internal Verifier Date Signature


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 3 3.1

3.2

Create sound assets for computer games complying with relevant legal requirements and working to a standard acceptable to an employer or client Integrate sound assets into a computer game working to a standard acceptable to an employer or client.

Higher Grade Achievements (where applicable)

Grade Descriptor

Achieved? (Tick)

Grade Descriptor

M2: Select/design and apply appropriate methods/techniques

D1: Use critical reflection to evaluate own work and justify valid conclusions

M3: Present and communicate appropriate findings

D2: Take responsibility for managing and organising activities

Achieved? (Tick)


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

Soundscapes - Achieving Merit Grades For Merit grades you would implement a range of sounds and/or music within your game so that they integrate within the game area that function correctly and effectively. In order to achieve M2 You need to evidence how you have been independent when planning your soundscape, editing and applying them into the game engine. You will have managed your activities to plan, research and complete the tasks within the assignment timescale, taking responsibility for the work that you complete reflecting on your progress. The assignment needs to be handed in on time with demonstration of effective time management via a assignment planner/work journal to evidence your approach. You need to be aiming to work independently and work as part of a group to meet the brief to a client acceptable standard in a timely manner for the deadline. In order to achieve M3 You will have used an appropriate technical and creative approach to constructing your soundscape within the game, you will set out details of when you will record, edit and work in the engine. There will be a coherent logical development of audio production methods that is clearly evidenced and presented that is appropriate for the game. You will use a range of methods of presentation to document your project with appropriate combination of text, images, audio, video etc with technical language accurately used throughout. Your communication of your ideas and work will be clear with both familiar and unfamiliar contexts applied at different stages throughout the production process e.g you will have researched technical tutorials independently as well as materials covered in class and showed creativity for obtaining effective sound recordings. The client will be able to easily view and hear your sounds within the level.


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

Soundscapes - Achieving Distinction Grades For a Distinction grade you would implement and integrate a wide range sounds and music within your game so that they integrate within the game area and function correctly so that approach a near professional standard. In order to achieve D1 You must show that you have justified and changed your ideas accordingly via your reflective log throughout the sound production process right through to the audience testing and final evaluation. You can achieve this through the use of your reflective log to assess the quality of your work and progress and via peer feedback at different stages of the production process. Both of the these will work together to show how you have identified improvements and adjustments that you and your peers have deemed are needed for the soundscape. Your sounds and their application into the game engine need to be working towards a near-professional standard that a client would expect from a sound designer working within the games sector. In order to achieve D2 You need to evidence how autonomy/independence has been demonstrated when planning and your soundscape, producing your sounds, editing and applying them into the game engine. You will have used your own initiative to plan, research and complete the tasks within the assignment timescale, which will be evidenced through your reflective log and the work that you complete. You will have managed your activities in and out of lessons throughout the production process, tackling unforeseen circumstances as they arise and seeking guidance if required in a timely fashion. You will have recognised the importance of being independent to achieve and implement your sounds to a near professional level. The assignment needs to be handed in on time with demonstration of effective time management via a detailed and specific assignment planner/ work journal to evidence your approach. You need to be working professionally with your group and independently to meet the brief to a client standard in a timely manner for the deadline. The client will be able to easily view and hear your sounds within the level and it will be presented at a near-professional level.


PEARSON In addition to the above PASS criteria, this assignment gives you the opportunity to submit evidence in order to achieve the following MERIT and DISTINCTION grades

Grade Descriptor

Indicative Characteristics

Contextualisation

M2 Select / design and apply appropriate methods / techniques

A range of sources, methods and techniques have been applied. An effective approach to study and research has been applied. Appropriate learning methods/techniques have been applied

To achieve M2 you will: Investigate the design, sources, methods and techniques of the soundscape have been justified with complex information/ data processed throughout the production process. A range of sources of information have been researched, applied within the research and practical requirements for the soundscape.

M3 Present and communicate appropriate findings

A range of methods of presentation have been used with appropriate combination of media with technical language accurately used throughout the production process. A coherent logical development of production methods is evidenced that is appropriate for the intended audience and communicated

To achieve M3 you will: An appropriate approach has been used in the development work supporting your soundscape development. All stages from planning, recording, creating, applying and evaluation must communicate your actions, findings and reflections. All sound files will need to be organised, labelled and tidy along with your game section with the sounds within it. All files must be presented clearly so that an employer can access and view them.

D1 Use critical reflection to evaluate own work and justify valid conclusions

Realistic improvements proposed against defined success characteristics The appropriate structure and approach has been used. Activities have been managed.

To achieve D1 you will: Fully evidence how your research supports and evidences your points with extensive examples from different sources. You need to ensure that you understand each factor that influences a games developer in their work process, the impact on the game, the player and how you will use this as guidance when developing your own sounds.

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 and technical tutorials. All project work will show a good understanding of technical and creative needs for the design and production of sound.


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


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