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COURSE
SYLLABUS
Course
#
X
478.52
Discipline:
Music
Course
Title:
Composing
Music
for
Video
Games
Reg.
#
Y5955
Units: 4
WELCOME MESSAGE
Instructor Gerard Marino
Letter
Grade
%
A
(90-100%)
B
(80-89%)
C
(70-79%)
D
(60-69%)
F
(<59%)
A
grade
of
C
or
better
is
considered
a
passing
grade.
Certificate
students
must
take
400
level
courses
for
a
grade.
Please
note
that
ALL
COURSE
GRADES
ARE
FINAL.
Information
about
Incompletes:
The
interim
grade
Incomplete
may
be
assigned
when
a
student's
work
is
of
passing
quality,
but
a
small
portion
of
the
course
requirements
is
incomplete
for
good
cause
(e.g.
illness
or
other
serious
problem).
It
is
the
students
responsibility
to
discuss
with
the
instructor
the
possibility
of
receiving
an
I
grade
as
opposed
to
a
non-passing
grade.
The
student
is
entitled
to
replace
this
grade
by
a
passing
grade
and
to
receive
unit
credit
provided
they
complete
the
remaining
coursework
satisfactorily,
under
the
supervision
of
and
in
a
time
frame
determined
by
the
instructor
in
charge,
but
in
no
case
later
than
the
end
of
the
next
academic
quarter.
At
that
time,
the
Registrar
will
cause
all
remaining
Incompletes
to
lapse
to
the
grade
"F".
Note:
Receiving
an
I
does
not
entitle
a
student
to
retake
all
or
any
part
of
the
course
at
a
later
date.
Student
Behavior
involving
cheating,
copying
others
work,
and
plagiarism
are
not
tolerated
and
will
result
in
disciplinary
action.
Students
are
responsible
for
being
familiar
with
the
information
on
Student
Conduct
in
the
General
Information
Section
of
the
UCLA
Extension
Catalog
or
on
the
website
at
www.uclaextension.edu
Course Outline
Week 1
Lecture: Introductions. In-game vs. Cinematic music. Challenge of making ingame feel cinematic. Artistcally substantial music vs fully adaptive music.
Pitching for game music jobs. DNA of melodic writing. Importance of being
social with devs, pubs, AND composers.
Assignment: Complete gear info sheet, Business card, pick pitch for game, write
piano or guitar sketch 30 seconds or more, write email describing choices, prep
live presentation of theme idea.
Week 2
Lecture: Common game music terms/definitions. Stems explained. 3 layer
orchestration and arranging. Basic DAW setup tips for game scoring. Basic
Mixing tips. Theme Idea reviews with memorable-ness assessment.
Assignment: Realize sketch in 3 layer orchestrated/arranged file, mix AND
stems.
Week 3
Lecture: Energy/intensity levels of in game music. Fighting the loudness war.
Music engine disparity. Looping basics. Naming conventions. Cue review.
Assignment: write :30 seamless looping ambient/suspense cue based on Main
Theme.
Week 4
Lecture: Cue sheet disparity. Audio/music director disparity. Corporate culture
disparity and dangers. More looping tips. Cue review.
Assignment: write :30 seamless looping med/hi combat cue based on Theme
Idea.
Week 5
Lecture: Dealing with revisions. Introduction to vertical interactivity. Cue
review.
Assignment: write :30 seamless looping boss battle cue based on Theme Idea and
incorporating new Boss Theme.
Week 6
Lecture: Advanced vertical interactivity. Cue review.
Assignment: write :30 seamless looping lo/med combat cue with vertical
interactivity
Week 7
Lecture: Adaptive scoring with branching, stingers, and swells. Cue review.
Assignment: write :05ish Intro and Finisher stingers for all 3 combat tracks.
Write 2 :05ish Success Stingers and 2 :05ish Fail Stingers based on Main Theme
and interchangeable with all 3 combat tracks.
Week 8
Lecture: Mining approved compositions for new cue inspiration. Project
scheduling. Cue review.
Assignment: Final Project! Write Secondary Theme and use as DNA for new set
of in game cues to compliment cues from assignments 3 thru 7.
Week 9
Lecture: Breaking in to the game music biz. Guest speaker TBA. Secondary
Theme review.
Week 10
Lecture: Staying in the game music biz. Guest speaker TBA. Boss Cue v2
Review.
Week 11
Lecture: Advanced mixing and mastering. Guest speaker TBA. Vertically
Interactive Cue v2 Review.
Week 12
Lecture: Field trip to Gerard Marino writing studio. Combat v2 and Ambiant v2
cue review.