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E1. Demonstrate knowledge of the history of video games and analyze the reference video games with arguments based on evaluation criteria contextualized in the historical and cultural framework.
E2. Design the mechanics, rules, structure and narrative of video games following the criteria of gameplay and balance to provide the best possible gaming experience.
E3. Identify the type of player and design the game experience according to its psychological characteristics.
G1. Demonstrate having and understanding advanced knowledge of their area of study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.
G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.
T1. Communicate in a third language, preferably English, with an appropriate level of oral and written communication and in accordance with the needs of graduates.
T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account available resources.
This subject seeks to provide the basic theoretical and practical knowledge to provide quality sound to any video game production. The fundamental characteristics of sound and how to describe it will be studied, a brief review of the history of sound in audiovisuals, the technology needed to record and create sound, the main sound elements of video games and also knowledge related to copyright and rights. of use.
The course consists of theoretical sessions and practical sessions in the computer lab and the audio studio. In order to acquire the knowledge, the subject is evaluated with the works arising from the practical sessions, the individual tests done during the course and the final exam.
Fundamental concepts of sound and music
1.1 What is sound?
1.2 Sound aesthetics
1.3 Sound textures
1.4 Basic musical elements and their recognition.
1.5 The search for a sonority. How do we describe a sound?
1.6 ADD (Audio Design Document)
Impact of music and sound on the gaming experience
2.1 Brief introduction to the different musical currents and aesthetics.
2.2 The origin of music as an accompaniment to the image.
2.3 How does the sound affect the player?
2.4 Hearing fatigue.
2.5 Sound aesthetics of XNUMXst century video games
Basic technology
3.1 Essential hardware and software
3.2 Fundamentals of digital audio editing and manipulation
3.3 Workflow of the music composer dedicated to the video game.
FMOD
4.1 Basic functions - Order and management.
4.2 Logic tracks
4.3 Automation of volume and effects
4.4. Equalization
4.5 Reverberation
4.6 Flanger
4.7 Delay
4.8 FMOD Instruments, practical use.
4.9 Dialogs and location management in FMOD
4.10 Common problems of sound and music treatment in FMOD.
Fundamental sound elements
5.1 Dialogues
5.2 Sound effects (SFX)
5.3 Backgrounds
5.4 Music
Integration of sound and music in video game programming
The grade of each student will be calculated following the following percentages:
A1. Laboratory practice: Introduction to the sound management of a project (ADD). 10%
A2. Laboratory practice: Introduction to active listening. 10%
A3. Laboratory practice: Introduction to FMOD, theoretical aspects. 10%
A4. Group work: Management and integration of sounds and music in a project. 30%
A5. Final exam 40%
Final grade: A1 0,1 + A2 0,1+ A3 0,1 + A4 0,3 + A5 0,4
Considerations:
A grade above 5 must be obtained in the final exam to pass the subject and add the results of the other activities. An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its scope, in some activity it will correspond to having a grade of 0. In addition, the professor will communicate the situation to the head of department so that applicable measures can be taken in terms of disciplinary regime.
The teacher may request a personalized presentation of the activities either to clarify general aspects or to individualize the students' grades.
Recovery:
It is necessary to obtain a grade higher than 5 in the final recovery exam to pass the subject.
The make-up exam grade will apply to the A5 activity grade only.
In case of passing the recovery, the maximum final grade for the subject will be 5.
Marks, Aaaron (2017). "The Complete Guide to Game Audio". AK Peters / CRC Press
Phillips, Winifred (2017) "A Composer's Guide to Game Music". MIT Press
Horowitz, Steve, Looney, Scott R (2014). "The Essential Guide to Game Audio: The Theory and Practice of Sound for Games." Focal Press
Sweet, Michael (2014). “Writing Interactive Music for Video Games: A Composer's Guide”. ADDISON WESLEY
AVID. "Protools 101 v12". AVID
Rose, Jay. (2009). “Audio postproduction for film and video 2nd ed.”. Elsevier.