Module Details |
The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module. |
Title | COMPOSITION FOR DIGITAL GAMES | ||
Code | MUSI305 | ||
Coordinator |
Dr PA Turowski Music Paul.Turowski@liverpool.ac.uk |
||
Year | CATS Level | Semester | CATS Value |
Session 2024-25 | Level 6 FHEQ | First Semester | 15 |
Aims |
|
To provide a conceptual and theoretical basis for composing game music. To provide an overview of the function of music in video games, including within different genres and game states. To introduce the fundamentals of middleware and game engines relevant to composing for videogames. To introduce techniques appropriate to composing for video games. |
Learning Outcomes |
|
(LO1) To understand the role of music in videogame and the design concepts specific to this medium. |
|
(LO2) To understand and implement basic techniques relevant to videogame composition (e.g. looping, transitions, cues, stingers). |
|
(LO3) To understand the principles and function of middleware engines and game integration. |
|
(LO4) To be able to compose short pieces of music appropriate to particular videogame genres or game-states. |
|
(S1) Problem solving skills |
|
(S2) IT skills |
|
(S3) Communication skills |
|
(S4) Adaptability |
|
(S5) Time and project management; organization skills. |
Syllabus |
|
Topics covered in this module include: Historical and social context; genre and style Introduction to industry-standard authoring software – Logic, Unity, Wwise sound design – cues, mixing, variation linear music strategies – loops, transitions, stingers Interactive music – dynamic and modular composition, game states, design logic |
Teaching and Learning Strategies |
|
Teaching Method 1 - Lecture (120 minutes, 11 weeks) Teaching Method 2 - Workshop (60 minutes, 12 weeks) Teaching Method 3 – Tutorial (30 minutes, 2 weeks) |
Teaching Schedule |
Lectures | Seminars | Tutorials | Lab Practicals | Fieldwork Placement | Other | TOTAL | |
Study Hours |
1 |
12 22 |
35 | ||||
Timetable (if known) | |||||||
Private Study | 115 | ||||||
TOTAL HOURS | 150 |
Assessment |
||||||
EXAM | Duration | Timing (Semester) |
% of final mark |
Resit/resubmission opportunity |
Penalty for late submission |
Notes |
CONTINUOUS | Duration | Timing (Semester) |
% of final mark |
Resit/resubmission opportunity |
Penalty for late submission |
Notes |
Dynamic sounds and music for a premade or custom game project. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedu | 0 | 50 | ||||
Technical analysis of an existing digital game. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule (When) :Seme | 0 | 10 | ||||
Create fixed assets (sounds and looping music) for a provided game project. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Asse | 0 | 30 | ||||
Technical analysis of an existing digital game. There is a resit opportunity. Standard UoL penalty applies for late submission. This is an anonymous assessment. Assessment Schedule (When) :Seme | 0 | 10 |
Recommended Texts |
|
Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module. |