Curriculum

CURRICULUM OVERVIEW

Our sound design for games course aims to get you up and running in the industry, following industry-specific game audio specifications. As such, we’ll be starting off with an overview of the industry, the processes and the game audio field today, before moving into more technical fields, like Unity 3D – an industry standard game engine – and Audiokinetic’s Wwise, an industry standard middleware solution.

Once you’ve developed those concepts, you’ll be ready to dive into ‘Project Adventure’, a fully featured game, specifically built with implementation for complex audio behaviour in mind, that utilizes industry standard concepts and tools to develop engaging audio content. In this game, you will be designing sound, interactions, voiceovers, and music to make the experience exciting and engaging for players. You’ll have the freedom to design sound just the way you like it while taking mentorship from our industry trained instructors on topics like foley, ambiences, interactive music and real-time dialogue mixing. Our course structure aims to get you up to speed, and understanding a wide array of concepts on a practical level used in the industry every day.

What you will learn

Over the 8 evening classes you will:

  • Gain a working knowledge of the game audio production pipeline
  • Understand the role of the sound designer and audio programmer
  • Conceptualise audio concepts and requirements for projects in a team setting
  • Acquire a technical knowledge of Audiokinetic’s Wwise middleware package
  • Correctly record sound effects and voice-overs
  • Develop a working understanding of the basics of Unity 3D
  • Properly integrate audio assets between both Unity3D and Wwise to deliver a working audio integration
  • Accurately convey ideas pertaining to sound with other creative media professionals
  • Develop sound design briefs and descriptions

WEEKLY BREAKDOWN

Week 1: Introduction to Game Audio

  • Overview of the Course
  • The Field Today
  • Production processes

Week 2: Asset Lists and Management

  • Jobs in Games for Audio
  • Asset Lists
  • Unity 3D
  • Wwise Introduction

Week 3: Wwise – Ambience, Music and Loops

  • Importing Ambiences
  • Importing Music
  • Looping Files
  • Using the blend containers
  • Event Actions

Week 4: Wwise – Movement and Attenuation

  • Sound Emitters and Attenuation
  • Foley Principles
  • Footsteps and Movements
  • Footstep Types

Week 5: Wwise – Weapons, impact and sound design

  • Sound Design Principles
  • Sound Design Session
  • Weapons
  • Impacts

Week 6: Wwise – Music and Sync

  • Music
  • Sync
  • Cue Points
  • Looping
  • Interactive Music

Week 7: Wwise – RTPC’s and Real-Time effects

  • RTPC’s
  • Real Time Effects
  • Menu Sounds and Pausing
  • Dialogue Principles
  • Dialogue Session

Week 8: Wwise – Mixing and Delivery

  • Mixing Principles
  • Mixing Session
  • Delivery of a finished product

wwise

Education is more than a lecture. It is decades of experience from all corners of the globe brought together into a community of dedicated and passionate individuals joined together in journey to push the limits of creativity. This is what we aspire to every day at Abbey Road.

Gianni Michelini, COO

Studying the past year at Abbey Road has been phenomenal. The teaching staff are top notch and I now have a community of people to draw on who are as obsessed with music as me.  

Emily Toner, Graduate

Abbey Road Institute gives students the head-start they need to succeed in today's industry.  The facilities at Melbourne are second to none and it’s great to see students grow and be rewarded for their efforts.

Paul Edwards, Academic Manager

There is surely no better place to be when you are studying music production and sound engineering!

Tori Sunnucks, Graduate

On the first day of the course it was clear that I had found my tribe; we’re like a family, and it’s uncanny how everyone gets on creatively.

Deborah Melliard, Graduate