unit 73 ig2 assignment creating a sample library 2013_y2

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1 Assignment brief Qualification Level 3 Extended Diploma in Creative Media Production GAMES DESIGN Y2 Unit number and title L3 Unit 73 Sound for Computer Games Partial Start date Monday 24/02/2014 Deadline Friday 02/04/2014 Assessor name Iain Goodyear Assignment title Unit 73 IG2 - CREATING A SAMPLE LIBRARY The purpose of this assignment is to: Learning Outcome 2 - Understand methods and principles of sound design and production. Learning Outcome 3 Be able to create sound assets for a computer game following industry practice. Scenario Sound is an essential part of the computer game experience. Forming 50% of our sensory experience, good game soundtracks can enhance our pleasure of a computer game and help bridge the ever decreasing gap between games and more traditional forms of storytelling such as films. Reverb Studios specialise in soundtrack production for computer games and are seeking to add to their already comprehensive sound libraries. Reverb Studios sound libraries have been used to soundtrack a large variety of games produced over the last decade, most recently Naughty Dog’sUncharted 3: Drake’s Deception. You are tasked with producing individual sound samples and short musical compositions for games of the following genre: Action Science Fiction Retro/Classic Fantasy Puzzle It is expected that you will produce sound samples through a combination of computer VST generated audio and live sound recordings that have been manipulated and altered through VST effects plugins. All samples that you produce will be uploaded to a centrally stored sample library and must be labelled according to producer initials and game genre. In addition to producing your samples and musical compositions, you must complete a glossary of terms that will require you to research and gather definitions specific to methods and principles of sound design production. Your glossary must provide definitions of terms specific to the following categories: 1. Sound design methodology (Foley artistry, sound libraries and original development). 2. Sound file formats. 3. Audio recording systems. 4. Audio sampling Your glossary must, where possible connect researched definitions with your own audio production practice.

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Page 1: Unit 73 ig2 assignment creating a sample library 2013_y2

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Assignment brief

Qualification Level 3 Extended Diploma in Creative Media Production – GAMES DESIGN Y2

Unit number and title L3 Unit 73 Sound for Computer Games – Partial

Start date Monday 24/02/2014

Deadline Friday 02/04/2014

Assessor name Iain Goodyear

Assignment title Unit 73 IG2 - CREATING A SAMPLE LIBRARY

The purpose of this assignment is to: Learning Outcome 2 - Understand methods and principles of sound design and production. Learning Outcome 3 – Be able to create sound assets for a computer game following industry practice.

Scenario Sound is an essential part of the computer game experience. Forming 50% of our sensory experience, good game soundtracks can enhance our pleasure of a computer game and help bridge the ever decreasing gap between games and more traditional forms of storytelling such as films. Reverb Studios specialise in soundtrack production for computer games and are seeking to add to their already comprehensive sound libraries. Reverb Studios sound libraries have been used to soundtrack a large variety of games produced over the last decade, most recently Naughty Dog’sUncharted 3: Drake’s Deception. You are tasked with producing individual sound samples and short musical compositions for games of the following genre:

Action

Science Fiction

Retro/Classic

Fantasy

Puzzle It is expected that you will produce sound samples through a combination of computer VST generated audio and live sound recordings that have been manipulated and altered through VST effects plugins. All samples that you produce will be uploaded to a centrally stored sample library and must be labelled according to producer initials and game genre. In addition to producing your samples and musical compositions, you must complete a glossary of terms that will require you to research and gather definitions specific to methods and principles of sound design production. Your glossary must provide definitions of terms specific to the following categories:

1. Sound design methodology (Foley artistry, sound libraries and original development). 2. Sound file formats. 3. Audio recording systems. 4. Audio sampling

Your glossary must, where possible connect researched definitions with your own audio production practice.

Page 2: Unit 73 ig2 assignment creating a sample library 2013_y2

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Tasks Grading Criteria Mapping

1. Produce a glossary of terms specific to the methods and principles of sound design and production. Using a provided template, you must research and gather definitions specific to provided glossary terms. Any definitions must be referenced with the URL link of the website you have obtained the definition. You must also provide specific details of how researched definitions relate to your own production practice. Your completed glossary of terms and definitions must be uploaded to your Unit 73 IG2 assignment blog with the title Methods and Principles of Sound Design and Production.

Unit 73 P2/M2/D2

2. Produce individual sound samples and short musical compositions for games of the following genre:

Action

Science Fiction

Retro/Classic

Fantasy

Puzzle Your sound samples must be produced using a combination of VST computer plug-ins, audio effects processors, and studioand field recordings. Your samples must be uploaded to your SoundCloud profile page and embedded to a blog post on your Unit 73 IG2 assignment blog with the title My Sample Library Productions.

Unit 73 P3/M3/D3

Sources of information

This brief has been verified as being fit for purpose

Iain Goodyear

Date

Date

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Unit 73 Sound for computer games

P1 describe uses of sound and music in games using some subject terminology appropriately

M1 explain use of sound and music in games with reference to detailed illustrative examples and with generally correct use of subject terminology

D1 comprehensively explain use of sound and music in games with elucidated examples and consistently using subject terminology correctly

P2 describe methods and principles of sound design and production using some subject terminology appropriately

M2 explain methods and principles of sound design and production with reference to detailed illustrative examples and with generally correct use of subject terminology

D2 comprehensively explain methods and principles of sound design and production with elucidated examples and consistently using subject terminology correctly

P3 create sound assets for a computer game following industry practice, working within appropriate conventions and with some assistance [CT; SM]

M3 create sound assets for a computer game working to a good technical standard following industry practice, showing some imagination and with only occasional assistance

D3 create sound assets for a computer game working to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations

P4 apply sound assets to a computer game following industry practice, working within appropriate conventions and with some assistance. [CT; RL]

M4 apply sound assets to a computer game working to a good technical standard following industry practice, showing some imagination and with only occasional assistance.

D4 apply sound assets to a computer game working to a technical quality that reflects near-professional standards following industry practice, showing creativity and flair and working independently to professional expectations.

:PLTS: This summary references where applicable, in the square brackets, the elements of the personal, learning and thinking skills applicable in the pass criteria. It identifies opportunities for learners to demonstrate effective application of the referenced elements of the skills.