Hopwood Hall College Extended Diploma in Creative Media Production (Games) Arts & Performing Arts ASSIGNMENT NO 4 Weeks 28 - 31
Game Soundscape Tutor: Amy Miedzwiecki Learner Name
Issue Date: Week Commencing: 05/05/16 Thursday Group Full assignment due end of session day: 26/06/16 Friday Group Full assignment due end of session day: 10/06/16 This assignment covers Grading Criteria from the following units: Unit 73: Sound for Computer Games: Learning Outcome 3 - Be able to create sound assets for a computer game following industry practice Learning Outcome 4 - Be able to apply sound assets to a computer game following industry practice.
AIM/PURPOSE When making soundscapes the creative freedom to manipulate moods and environments 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. You will need to use what you have learned it the first assignment regarding sound production techniques and to help you plan, make and apply an effective soundscape. THE ASSIGNMENT In the assignment you will take on the role of a sound designer working on a 2D game. You will construct a library of sounds that will form part of an overall soundscape, intergrating them within a 2D level. You will need to plan in detail your sounds and overall soundscape by creating a range of hand made foley sound effects and environmental sounds, along with any other appropraite sounds such as voice over. These will then be used within your 2D level. The sounds needs to be fit for purpose, match the mood and tone of the game and be appropriate in their timing and sychronisation for playing the level. It is important that the sound has to function alongside of the actions of the player, enhancing the visuals and the experience to make it successful.
Hopwood Hall College Extended Diploma in Creative Media Production (Games) Arts & Performing Arts TASKS Planning Unit 73 (P3, M3, D3) You will need to demonstrate that you have planned your soundscape by addressing each of the following bullet points. Initial Ideas • Brainstorming of intital sound ideas e.g sound effects, environmental sounds,music • Market research and analysis into games that are similar to yours for influences of sound ideas and the direction on your soundscape • Audio Storyboards - This needs to have screen shots from the different visuals and areas of the level with detail of all sounds that will be included. Practical Considerations, Health and Safety and Resourcing • You will need to discuss how you intend to make your sounds, including research into foley sound creation of each of your sound effects and environmental sounds. What props will you need and how will you source them? Will you need to purchase or create a foley box of props? • You will need to consider the most appropriate recording environment and the right acoustics for recording sound so that you will achieve the best quality sound. What locations will you be recording your sound in e.g outside or recording studio? What acoustics will be best? Do you have any health and saftey considerations that you take into account? Are the locations available for when you need to use them? • You will want to think about the equipment that you will be using, for instance, the microphones, dictaphones etc and what piece of kit will help produce the best sounds. What process will you follow to make sure that you can use the equipment and facilities that you need to record when you need to? What time considerations will you need to consider, how will you manage the time of the project? What booking process will you follow? Technical Considerations •What file formats will you need to record in to use within the editing software and the game engine you are using? Proposal • You will will need to write a final proposal of what you intend to create for your soundscape and how it will fit with the visuals of the game sumamrising and documenting your planning.
Hopwood Hall College Extended Diploma in Creative Media Production (Games) Arts & Performing Arts Creating (P3, M3, D3) Start to create your sounds by: • Recording analogue sound/composing a music track - Document via technical log • Sound manipulation - Start to edit all individual and multitrack clips and export them ready for inserting into Game Maker. Use the tutorials and handouts on how to do this within Audacity/Audition/Pulse Boy Document via technical log • You need to organise your files by keeping all un-edited sounds and re-saving edited files so that you have both the before and after versions of individual tracks for comparison. Ensure these are clearly named. Still save tracks that you don’t use and explain why you will not include them. • Evaluation of sound manipulation process for each sound - How successful are they compared to what you planned? Applying and Evaluating (P4, M4, D4) Inserting sounds into Game Maker • You will need to import your sounds individually. Use the resources provided on Its Learning to do this - Document your process via technical log • You will need to make sure the timing of your sounds is correct by synchronising each sound. How have you timed the on and off screen screen movements. Again use Its Learning tutorials and document via technical log • Evaluation of soundscape comapred to original intentions - How successful was it? It would be advisable to obtain 3 examples of peer feedback to help you evaluate your sounds and the project. EVIDENCE REQUIRED FOR ASSESSMENT • All planning for soundscape - Brainstorm, market research, audioboard and proposal etc • All sounds raw and edited (wav/mp3) with technical log for each sound • Log and evaluation of sound editing for each sound • Technical log of applying sounds into Game Maker • A video recording of sounds with you demonstrating sounds in Game Maker (H.264 MP4 Youtube or AVI HDV file if not online) and a playable game sequence (exe Game Maker file) • Final evaluation and peer feedback
Hopwood Hall College Extended Diploma in Creative Media Production (Games) Arts & Performing Arts
Grading Criteria Unit 73: Sound for Computer Games Learning Outcome 3 - Be able to create sound assets for a computer game following industry practice To achieve a pass grade the evidence must show the learner is able to: Create sound assets for a computer game following industry practice, working within appropriate conventions and with some assistance To achieve a merit grade the evidence must show the learner is able to: Create sound assets for a computer game working to a good technical standard following industry practice, showing some imagination and with only occasionaln assistance To achieve a distinction grade the evidence must show that, in addition to the pass and merit criteria, the learner is able to: Create sound assets for a computer game working to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations Learning Outcome 4 - Be able to apply sound assets to a computer game following industry practice. To achieve a pass grade the evidence must show the learner is able to: Apply sound assets to a computer game following industry practice, working within appropriate conventions and with some assistance. To achieve a merit grade the evidence must show the learner is able to: Apply sound assets to a computer game working to a good technical standard following industry practice, showing some imagination and with only occasional assistance. To achieve a distinction grade the evidence must show that, in addition to the pass and merit criteria, the learner is able to: Apply sound assets to a computer game working to an technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.
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