Module: GDT4002-20 2D Sound for Games
Level: 4
Credit Value: 20
Module Tutor: Samuel Sturtivant
Module Tutor Contact Details: s.sturtivant@bathspa.ac.uk
1. Brief description and aims of module:
Sound is an important component of game design. As well as a means to deliver narrative and feedback to the player, sound is a powerful expressive force that can be critical in constructing the tone, atmosphere and emotional dimension of games and interactive experiences. Sound is however often treated as a secondary concern in game production, which can lead to playful experiences that unwittingly prioritise the visual and lack a sense of unity. This module as such aims to expose and celebrate the creative potential of sound design in games, while offering a technical understanding of audio asset creation and game engine implementation.
Sound for Games covers the historical and conceptual underpinnings of game sound, and invites you to think critically and creatively about its function in terms of gameplay, world building, storytelling and affect. Here we also outline several key concepts and approaches such as non-linear audio, spatial audio and audio only games. The module offers an opportunity to gain a practical understanding of game sound, including techniques for creating audio assets and implementing sound environments within a game engine. This includes dialogue recording, foley, ambience capture, and means of finding and utilising existing sound materials in your projects. By the end of this module you will have a good understanding of the importance of sound in games, and how it can be used to influence and respond to player actions and communicate emotion and tone.
2.Outline syllabus
Outline syllabus
● A brief history of game sound
● The role of sound in games
● Critical listening
● IEZA Framework (Interface, Environment, Zone, Affect)
● Building sonic environments
● Sound as an expressive medium
● Non-linear game sound
● Spatial audio
● Audio only games
● Audio capture, editing, processing and mixing
● An introduction to digital audio workstations
● Dialogue and foley
● Utilising existing audio assets
● Game engine implementation
3.Teaching and learning activities
Class Hours
Lecturers and seminars cover theoretical content and offer opportunities to analyse existing deployments of sound in games. Technical demonstration and workshops sessions explore methods of sound capture, editing and processing, while reviewing techniques for implementing audio in a game engine.
Independent Learning
It is important to spend time playing games or watching game walkthroughs and focusing attention on the role of sound. Helpful also is to establish a basic audio recording setup (either using a smartphone or borrowable university equipment) so you can practice generating and processing original sound assets.
Assessment Type: Coursework
Description: Game sound analysis (1,200 words).
% Weighting: 30%
Assessment Type: Coursework
Description: Game sound portfolio. With supporting annotations.
% Weighting: 70%