Module Descriptors
AUDIO DESIGN FOR GAMES
GDEV50054
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • ITERATIVE DEVELOPMENT LOG - 2400 WORDS MAX weighted at 40% - Learning outcome(s) assessed: 1,2
  • AUDIO MECHANIC SYSTEM weighted at 60% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Basic Sound Synthesis Creation – (could be but not limited to) additive synthesis, subtractive synthesis

Audio Effect Creation – (could be but not limited to) ring mod, delay, reverb, chorus

Middleware and/or Engine Manipulation regarding Audio Mechanic Creation – (could be but not limited to) a quantised system, a diatonic system, sound pads, sequencing events, sound attenuation)
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 – Iterative Development Log 40%

Creation of an iterative development log that shows planning, research and understanding regarding the production of an audio mechanic system.

Assessment 2 – Audio Mechanic System 60%

A project containing an audio mechanic system that interacts with a game world. This could comprise:

1. A sound synthesis system (synthesiser)
2. An audio file manipulation system
3. An audio effect system
4. Or a combination of all the above
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Sessions will typically include lectures that introduce core concepts as well as practical demonstration tutorials, workshop activities and discussions.

Independent study will involve, recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Demonstrate knowledge and understanding of the iterative development of audio mechanics and techniques.

Knowledge & Understanding

2. Reflect on iterative progress made concerning the creation of audio mechanics and techniques.

Reflection

3. Apply and problem solve using relevant techniques in the creation of an audio mechanic system.

Application & Problem Solving

4. Implement a variety of digital skills in both audio manipulation and audio integration to a gaming world.

Digital Literacy
RESOURCES
Game Engine and/or Middleware (Unreal Engine and/or FMOD or equivalent)
Audio DAW (Bandlab or equivalent)
Audio Editor (Adobe Audition, Audacity or equivalent)
Version Control (GitHub or equivalent)
Digital Academy Forum (or equivalent)
TEXTS
Adams, E. and Dormans, J. (2012) Game mechanics : advanced game design. Berkeley, Calif: New Riders.

Collins, K. (2008) Game sound : an introduction to the history, theory, and practice of video game music and sound design. 1st ed. Cambridge, MA: MIT Press.

Farnell, A (2010) Designing Sound ISBN: 9780262014410

Fuller, B. (2025) Introduction to Metasounds. Available from:

Hillerson, T. (2014) Programming sound with pure data : make your apps come alive with dynamic audio. 1st edition. Edited by J. Carter. Dallas, Texas ; The Pragmatic Bookshelf.

Roads, C (2023) The Computer Music Tutorial 2nd ed ISBN: 9780262044912
WEB DESCRIPTOR
Audio is one of the main pillars of game development. During this module, you will learn and explore a multitude of different audio system algorithms that comprise sound synthesis, audio file manipulation, audio effects and audio mixing strategies to be used in a game world. You will then create an audio mechanic system to further integrate your audio system algorithm into the wider gaming world.