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Lecturer(s)
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Course content
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1. History of sound and sound components in gaming. - Audiovisual communication 2. Sound as part of audiovisual expression in gaming 3. Basic sound categories (spoken word, music, noise) 4. Sound dramaturgy, direction, and sound design 4. Editing in games - the sound aspect of editing - image-sound connection 5. Working with archive sound effects - software management, metadata 6. Sound design - approach to software solutions and real creation in studio conditions 7. Communication with the sound engineer 8. Implementing sound into the gaming environment - FMOD (Studio, Unity, etc.) 9. Final project - assignment and consultation
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Learning activities and teaching methods
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- Participation in classes
- 13 hours per semester
- Preparation for course credit
- 12 hours per semester
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| prerequisite |
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| Knowledge |
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| Prerequisites not specified |
| Prerequisites not specified |
| Skills |
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| Prerequisites not specified |
| Prerequisites not specified |
| teaching methods |
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| Knowledge |
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| Dialogic (Discussion, conversation, brainstorming) |
| Dialogic (Discussion, conversation, brainstorming) |
| Practice exercises |
| Practice exercises |
| assessment methods |
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| Analysis of the student's performance |
| Analysis of the student's performance |
| Analysis of a work of art |
| Analysis of a work of art |
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Recommended literature
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BEAUCHAMP, Robin. Design for Animation. Focal Press, 2013. ISBN 978-0240824987.
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Bláha Ivo. Zvuková dramaturgie audiovizuálního díla.. 3. vydání, Praha: AMU, 2014. ISBN 978-80-7331-303-6.
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COLLINS, Karen. Game Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound Design. The MIT Press, 2008. ISBN 978-0262033787.
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SINCLAIR, Jean-Luc. Principles of Game Audio and Sound Design. Focal Press, 2020. ISBN 978-1138738973.
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YEWDALL, Lewis, David. The Practical Art of Motion Picture Sound. Focal Press, 2007. ISBN 978-0240808659.
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