Sound Design for Visual Media Curriculum
Term 1 Course Descriptions
Synthesis is a very powerful set of technologies and concepts that form an invaluable tool for designing sounds. Students will be exposed to the most significant synthesis models both conceptually and in a practical manner. MIDI is an important technology that has been used to control synthesizers since its introduction in 1983. Students will learn how to use the ProTools DAW to create and edit MIDI data.
Portable recording is the basis for many of the sounds in any good Sound Designer鈥檚 library. 色狼窝 wants to encourage all students to be prepared to record sounds at any time. This course will cover the 5 W鈥檚 of portable recording. As well, it will give the students some 鈥渉ands-on鈥 time with Portable Recorders. Students will have to complete a 鈥渟hopping鈥 list of sounds they need to record.
Studio recording in Post Production audio breaks down into two main categories. Foley recording and ADR recording. The Foley classes will concentrate on what foley is and how we record it. The ADR classes focus on how we script the ADR prior to recording and using the script in an ADR session. There will also be a review of mics used for these types of recordings.
The industry leading Digital Audio Workstation Pro Tools is introduced to students. Students will be guided through the 101 textbook.
Sound Design requires an in-depth knowledge of sound and it鈥檚 physical properties. This course will start by introducing students to the physics of audio. The difference between analog and digital audio is explored. A more thorough understanding of digital audio and its concepts are discussed once the physics of audio is finished. Once some understanding of 鈥渉ow鈥 sound works students get introduced to the basics of signal flow.
Students will be introduced to Game Audio as a discipline, and will be given insight into this new and burgeoning area of study, examining emerging concepts, terms, methods & practices used to put sounds into a game. These concepts, terms, methods & practices will be explored and discussed. Furthermore, students will learn about qualitative audio considerations for video game genres, be introduced to a variety of game concepts and terminology, and will learn to create, edit and export audio assets in order to make them work within basic game engine integration.
This course is intended to build on what students learned in the introductory course, with respect to portable recording, by introducing the students to more advanced portable recorders and microphones. Stereo microphone techniques will be explored and mastering will be reinforced.
Building on Post Recording I students will expand their knowledge of both Foley recording and Foley performance. As well students will review ADR scripting and recording. This course is primarily driven by practical implementation of previously taught theory.
Term 2 Course Descriptions
This course builds on the learnings of the Intro to Game Audio course. Students learn more in-depth concepts related to using game development software and audio middleware together to create audio treatment for a game.
Building on what we learned in Term 1 this course will be split into its two main categories again, Foley & ADR.
This course is an introductory aspect of Pro Tools鈥 mixing capabilities. Mixing for Film & TV is similar but different than traditional music mixing. Automation modes for volume, panning and plugins will be introduced. This course will also introduce the mechanics of a 5.1 mix environment (in the box).
Post Audio editing is the basic editing of any Film or Television soundscape. All sounds put into a film are edited prior to being mixed. In this course, the basic elements of audio editing are defined. An understanding of the different elements (BG鈥檚, SFX, SPFX, and Dialog).
Sound Design is a ubiquitous term meaning one thing to some people and another thing to others. In this course we will review tools already introduced to students within the context of using them for creative needs. Students will learn more about session organization, new creative tools and concepts of Sound Design.
The production sound mixing course has two primary focuses: Equipment and Technique. The goal is to enable students to capture the highest quality dialogue and sound on any location.
A basic understanding of the fundamentals of programming (such as data manipulation or logic) is essential for students who wish to pursue a career in game audio. This course will help students develop a more technical mindset and enhance their interdepartmental communication skills.
Term 3 Course Descriptions
Building on 鈥業ntro to Game Audio鈥 & 鈥楪ame Audio 2鈥, this course gets into more complex workings of game specific contexts and complexities, incorporating middleware and game engine software techniques. There is also an emphasis on workflow and how the industry structures its deadlines. This course aims to educate students on the nature of Game Audio constructs and interactive sound design principles. Students will be introduced to Audiokinetic鈥檚 Wwise middleware software, which has become an industry standard, and a major prerequisite for game audio jobs and competencies. Integration of WWise middleware within a functional Unity game engine project will be demonstrated and applied in classwork assignments. Through concepts and practice, students will acquire a solid foundation of game audio skills using WWise that will be expanded on in Term 4 and applied to their final game project. Classwork this term focuses on Sound Object structure, SFX Events, real-time Game Syncs, and generated Soundbanks. Furthermore, the curriculum pursues concepts for added complexity with blended ambient layers and emitters with applied control parameters. This will include not only Sound Design structures but Interactive Music structures. There will be an introductory overview of audio integration within Unreal engine using blueprints. Students will also be introduced to source control software to maintain an industry standard professional workflow in preparation for their final game project that will commence in Term 4. Finally this course will cover the overall production process for the final team Game projects that will occur over the coming terms. This includes the introduction of the game projects and the process for the final game project team assignments.
Building on the introduction to Mixing, Mixing II expands how we setup and mix within Pro Tools. Students will start out reviewing what was learned in the previous courses.
The course provides some advanced techniques of audio editing. Students will learn some of the more challenging but common aspects of audio editing sound for film and television.
This course is an orientation on the Pro Tools systems in the mix labs.
Continuing with concepts discussed in Introduction to Sound Designing, students will further explore the creative aspect of sound in media. By taking the fundamentals learned so far, students will break down, in depth, various aspects and specific techniques of sound design.
Term 4 Course Descriptions
Basic mixing concepts have already been covered in earlier terms, so this course starts to focus on the specific differences in Post Production mixing. Students will start by covering concepts of stems and why they are used in the film industry. From there students will get a review of automation concepts within Pro Tools. Students will finish up by going over pre-mixing and how those concepts relate to the current industry.
In this course students will be learning advanced automation skills and implementing them in a class assignment.
This class will introduce and reinforce editing concepts required of SFX editors. Students will build on editing skills acquired in the earlier terms. A major component of this is working with a director and understanding how to interpret what a director wants.
Building upon the game audio skills learned in Terms 2 & 3, this course is designed to expand the student鈥檚 knowledge of game audio skills, practices and their specific application to the production their final game audio project. The course will continue with the use of Wwise and further explore the application of its features in more depth and complexity using common real world game play scenarios as well as relevant applications to their final game audio project. Advanced class exercises will be conducted by the instructor in class, incorporating multi-action events within Soundcaster sessions, generated soundbanks and making use of the Master-Mixer hierarchy for bus outputs and dynamic mixing. Students will be introduced to dialogue implementation using the WWise dynamic dialog system. Dialogue concepts covered include Decision tree鈥檚, Voice object hierarchy using event paths and stitching will be covered. Dialogue instruction will also include overviews of localization implementation and the construction of specific run time dialogue techniques. Students will be introduced to WWise integration within an Unreal engine game project and will perform a detailed exploration, analysis and reconstruction of the audio features. Students will also be expanding their skill with source control with the deployment of their final game project.
Although this is published as a course that is graded in term 6, working on assigned game teams, SD students have been working on their final game projects since the start of Term 4. This final game audio project development process includes work in the areas of pre-production, capacity planning, project management, pseudo-coding, asset development, editing, producing, talent coordinating, mixing, implementation, source control, communication and workflow pipelines. SD Students are working to apply their acquired game audio skills in support of their assigned game projects by providing the best functional audio features using industry standard tools and audio middleware software. Term 6.
Term 5 Course Descriptions
Intro to Professional Skills will give you the time and information to start deciding where your personal creative career path will take you. Sound Designers have the opportunity to have varied careers from Film to TV to Games and more. These can be union or non-union projects, independent productions to large franchises. Some will create their own content and be fully self-employed. Others will be employees for established companies while working on side projects of their own. Social skills, business etiquette and professionalism are all part of your future success, and you will get current and relevant resources that will start you preparing for your career in the entertainment industry.
In this final mixing course the students will further expand their knowledge in proper audio levels, processing and final mix delivery.
This course strives to give a realistic example of the Game Audio industry. Students will prepare for a game studio environment by learning advanced mixing and optimization techniques, and examine integration in game development systems.
Term 6 Course Descriptions
One choice facing many sound designers is whether to start and run their own independent business or seek employment at a larger studio/production company. This course demystifies the business, legal and regulatory requirements of contracting to help make that decision easier, while increasing participants鈥 financial literacy skills so work and life are easier no matter which path they choose. In this self directed students will learn how to develop budgets for projects ranging from ultra-low budget to major studio productions; how to protect themselves legally and financially; and how to negotiate any employment or other contract more effectively. Regular review classes are held with the instructor to help answer questions as well as give professional insight. At the end of the course there will be scheduled Q & A鈥檚 with a couple of professionals so students can ask their opinions on industry and starting out.
Students will create a full 5.1 soundscape for a chosen piece - Accumulate one on one knowledge from professionals - Maintain a timeline for a finished soundscape project - Ensure that all deliverables and archiving are done to a professional standard.
This course introduces you to Visual Communication Design and Interactive Promotion. The course is spent working on 2 Design Projects: Identity Design + Interactive Site. Through research and development, students will create their own Brandmark. Students will also build a basic Interactive Site to showcase their Sound Design work.