Dive into making sounds for games by examining both the artistic and technological aspects of audio conceptualization and creation. We will cover the basics of sound in the physical and digital realm, uses of sound in games, sound effects editing, scoping/spotting, and sound effects delivery.
At a high level, we'll cover
· The essential ways to use sound in games
· Audio physics and vocabulary
· How to define space with sound
· Microphone types and characteristics
· Recording/capturing assets
· Thought process and aesthetics for Sound Design
Dive into making sounds for games by examining both the artistic and technological aspects of audio conceptualization and creation. We will cover the basics of sound in the physical and digital realm, uses of sound in games, sound effects editing, scoping/spotting, and sound effects delivery.
At a high level, we'll cover
· The essential ways to use sound in games
· Audio physics and vocabulary
· How to define space with sound
· Microphone types and characteristics
· Recording/capturing assets
· Thought process and aesthetics for Sound Design
· Editing functions and navigation of Pro Tools
· Creating audio asset types specific to games
By looking at these topics, we'll understand sound's creative possibilities and the ways to make games feel immersive and real. We'll also have a healthy dose of best practices for recording your own sounds as well as when using a Digital Audio Workstation to process and manipulate audio.
This course is designed for beginner sound designers, composers and game developers.
Check out Game Audio 201 & 301 to go from beginner to advanced Game Sound Designer, and learn audio implementation skills using Wwise. With this knowledge and set of tools, you'll have a holistic skillset in game audio that will inform your work and make you that much more marketable.
Glen Schofield talks about the impact of sound in the design of Dead Space.
We are rarely recording the "actual thing." This video is a great series of examples where what's recorded sounds exactly like something else.
Ever wondered what sound literally looks like?
Sound is a wave - when it's strong enough you can literally see it!
An introduction to the physics of sound and some of the artistic and design capabilities of sound in games.
Let's look at panning, the use and monitoring of faders as well as the following functions:
Bouncing
Fades
Clipping
Master Fader
How do we "hear the room" we're in? What are all the ways we can hear a space?
Explanation of Aux Tracks, Sends, Busses, and how to use them together to create the most realistic type of reverb effect.
Basic Automation in Pro Tools
How do Microphones work? When should you use which kind?
Best practices for recording on location
Using video in Pro Tools
How can you begin to conceptualize a sound? How can is "feel right?"
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