Composing Music For Video Games
Composing Music For Video Games
Composing Music For Video Games
(Composing Music for Video Games) Course Syllabus (Lennie Moore) WELCOME MESSAGE Instructor Lennie Moore
Getting Started
I suggest starting with a review of the syllabus, which you'll find by clicking on the syllabus button on the upper left side of the Blackboard. You will also need the following: A sequencing host software (Logic, Cubase, Pro Tools, etc.) and familiarity with how to export audio mixes of your compositions into 44.1KHz 16-bit .wav audio format. I recommend an Audio editing tool like Pro Tools, Bias Peak, Sony Sound Forge, Steinberg WaveLab or the like to really do detailed edits of things like seamless loops.. I also heartily recommend Ableton Live, which is a tool I use to simulate video game music engines for testing my adaptive compositions (I'll be showing you examples of this in my course). Apple Quicktime Pro (costs about $30 and you can save and edit Quicktime movies from the web easily, convert movies and audio to various formats - a great buy) Adobe Acrobat or Acrobat Reader (the full version of Acrobat allows you to create and edit pdfs - a slick tool for making docs look great for your clients)
If you have questions, I can be reached at the phone number and email address listed below. I'm a busy guy, so be respectful of that and I'll do my best to assist you ASAP.
(Composing Music for Video Games) Course Syllabus (Lennie Moore) Staff Information
Instructor: Email: Work Phone: Office Location: Office Hours: Website: Notes:
Lennie Moore [email protected] (707) 260-2400 3l33t Studios Santa Rosa, CA Thursdays, 4-6pm Pacific time zone or by appointment www.lenniemoore.com
For over 20 years, Lennie Moore has been a proven force as an accomplished composer, orchestrator and arranger of music for videogames, film, and television; with a wide range of musical styles, from jazz to symphonic orchestra. He has composed music on numerous films, orchestrated for other composers on feature films, television movies, over 125 commercials, in addition to composing for many videogames including Outcast (2000 nominee for Best Music by the AIAS - Academy of Interactive Arts and Sciences), Star Wars: The Old Republic, Magic the Gathering: Duel of the Planeswalkers, Dirty Harry (WBIE), Dragonshard (Liquid/Atari), War of the Ring (Liquid/Vivendi), and additional music for Snoopy vs. the Red Baron (Bandai Namco). Lennie recently won a G.A.N.G. Award for the Watchmen Motion Comic web series. He has taught Composing for Games at UCLA Extension, USC Thornton School of Music, CSUN Summer Arts Festival, and developed the first accredited degree program in the U.S. in Video Game Audio at Pinnacle College in Alhambra, CA. If you need to reach me, the best method is via email (which I check usually twice a day) or calling when necessary. If I am unavailable or on another phone call, just leave a message and I will get back to you (usually within 24-48 hours). As I develop this online course further, I'll research more effective ways for online conversations (Skype for example).*
*I will occasionally add new features/content to the course to refine the material based on things
like changes in technology, discovering better ways to present a particular topic, and student feedback.
(Composing Music for Video Games) Course Syllabus (Lennie Moore) Class/Instructor Expectations
What you can expect from this course: Online lectures demonstrating techniques most often used in composing adaptive music for videogames. Other lectures will cover important aspects of the work I do such as project management, contracts, and technology. Lots of audio/visual examples Eight composition assignments where you will be creating your own adaptive music. Instructor/Peer review of your work What I expect from you: Weekly assignments to be turned in by 9am (Pacific time zone) of each due date (every Wednesday). Active participation on the forums (25% of your grade) with your comments, questions, and opinions. Excellent time management in completing your work when it is due. Review of your peers work using the following criteria: 1. What do you like about the piece? 2. What will make it better? Regarding Posting Responses: I expect you to make a commitment to post your responses for exercises, assignments and discussions by or before the due dates each week. The classroom/forums should be active and engaging. Pacing your work earlier in the week will give you more time for larger projects when you need it (and there are plenty of them!). Your postings should incorporate responses to your peers, your opinions, pertinent information from things that youve read, web links, and examples from your experience. Your responses should include more than phrases such as "I agree" or "kk." Features of a good posting IMO include objective and critical analysis, thoughtful inquiry, and generous sharing of your experiences. Your posts should feature good writing, correct spelling and mechanics. The quality, clarity and depth of your writing conveys many things to your clients. This is part of the business side of the work we do. Communication should be professional and use good netiquette. In the spirit of scholarly discussion, I expect responses that agree and disagree with others as long as they apply to the topic and are respectful (see my FORUM RULES thread). Put my name in postings to me (to Lennie). Do the same for responses to everyone else. No messages are private - so please expand on any topic.
Responses to your Postings: I will be in the classroom almost every day. I will respond to questions generally within 24-48 hours. Feel free to email me if theres something urgent. If you need to contact me with non-public questions (things like problems with how youre managing the course, scheduling issues, or absence from the class due to emergencies) please email me. Any question that relates to the subject of composing for games (like how do I do X?) I will always have you post it on the forums as it has been in my experience, a valuable thing to bring to the whole class. If after reading the assignment, you do not understand what to do, please call me at (707) 2602400, so that I can explain the assignment. This is much better than turning in an assignment that is not done correctly and losing points. If I get enough similar questions about assignments or any subject in particular, Ill respond via a follow-up online tutorial.
Content of Posting
Writes a general or superficial posting that is unrelated to the discussion at hand and/or posts no comments.
Demonstrates a restricted understanding of the concepts, topics, and ideas as evidenced by posting information that could be derived from prior posts and/or including highly general comments.
Indicates agreement or disagreement with an existing discussion but provides no justification or explanation for comments.
Provides comments, discussion, questions, and new information on a regular, active, and weekly basis. Shows a high degree of interaction with other participants in the forum. Demonstrates a solid understanding of the concepts, topics, and ideas as evidenced by thoughtful responses and questions that show a clear connection (are integrated) with the course material at hand. The posting shows depth, and includes many supporting details. Demonstrates a critical analysis of an existing posted idea or introduces a different interpretation to an existing concept or idea. Includes comments, discussion, and questions that have a clear connection (are integrated) with the course material at hand.
Transformation
The Rubric Tables provide a way for you to discern the level of performance I expect in my course. It provides performance-based criteria that may help to steer discussions so that they are effective and reflect on your learning experiences.
(Composing Music for Video Games) Course Syllabus (Lennie Moore) Syllabus Outline Topics by Unit Unit 01 Introductions, Course Overview, In-game vs. Cinematic Scoring, Tools/Resources, Common Terminology, and Music Engines Unit 02 Technology/Tools for asset creation and processing, Music Engines I Looping Unit 03 Project Management I, Mixing, Music Engines II (Merging Stems) Unit 04 Composing for Different Genres, Project Management II (Pre-Production), Music Engines III (Branching)
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Unit 05 Electronics vs. Live Musicians , Project Management III Compartmentalizing & Scheduling, Music Engines IV Zones, Flags & Triggers Unit 06 Audio Delivery Formats, Project Management IV Budgeting, Music Engines V Transitions Unit 07 Project Management V Contracts, Music Engines VI God of War style Unit 08 Music Engines VII Composing in Segments Unit 09 Middleware Engines Unit 10 Project Management VI Your Music Team, Music Engines VII Layers & Stems Unit 11 Final Projects due, Audio Implementation and Music Systems, Demos Unit 12 Final Project Review and course wrap-up
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(Composing Music for Video Games) Course Syllabus (Lennie Moore) Course Overview
This course will teach an in-depth program of composing music for videogames. Teaching style will include online lectures, audio/visual demonstrations, handouts, composition assignments. Topics will include: In-Game vs. Cinematic Scoring, Budgeting/Project Management, Contracts, Technology/Tools for asset creation and processing, Music Engines/Compositional techniques specific to videogame music, Electronic music creation vs. utilizing live musicians, Mixing, Composing for different game genres (MMORPG, FPS, RTS, Educational), Audio formats and delivery of assets for different console formats (SKUs) such as XBOX/XBOX 360, PS2/PS3, PC, GameCube, handheld devices (Gameboy, Nintendo DS) Students will have eight varied composition assignments to create their own adaptive music similar to works created for current videogames. They will also have the opportunity to compose MIDI/digital music with any tools they feel comfortable using (DP, Logic, Cubase SX, Nuendo, Reason, Ableton Live, etc.). Course Objective This course is designed for composers interested in exploring the challenges of creating music for videogames. The course will present a basic overview of compositional techniques, organization, and delivery formats that are unique to the videogame industry, along with online lectures and audio/visual demonstrations. Students will be shown how to use some of the latest audio hardware and software technology for the creation and processing of audio assets. Students will be given composition assignments where they can test their skill in creating adaptive music. The goal of the course is to provide each student with a basic understanding of the distinctive qualities required to compose music for videogames, and to give them hands-on experience creating content for this medium. Reading/Research Assignments Handouts will be provided to supplement the lectures in areas like budgeting, software tools, sample libraries, softsynths, reference books, and websites. The handouts will only act as a supplement to the material presented. Attendance is required for the student to get the most of this unique opportunity. Graduation Requirement Successful completion of this course will include the following: a final exam in the form of an adaptive composition, completion of in-class exercises/assignments, and forum participation. Prerequisites Students should have some composition and theory background. As composition projects will be assigned, students will be required to create final mixes using whatever composition tools they have at home such as Cubase SX, Nuendo, Pro Tools, Logic, Digital Performer, Reason, Ableton Live, etc.
(Composing Music for Video Games) Course Syllabus (Lennie Moore) Course Grading Policies
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Grading:
100 points possible for all course components Grades are assigned based on your ability to demonstrate understanding of the techniques, material, and concepts presented in this course. 1. Assignments: 5 points for each assignment; total 50 points. 2. Forum/Class participation: Total 25 points for each discussion Please see the Discussion/Reflection Litmus Tables below for further information on grading policies. 3. Final Project: Very important! 25 points.
Tests/Quizzes:
Currently, there are NO tests or quizzes for this course. My evaluation of your ability to understand the techniques and approaches I present in this course is based on how well you do with all the assignments and the Final project. In the future I may introduce quizzes if I feel that certain areas of learning can be reinforced by them. If so, I will announce these ahead of time.
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Academic Policies
Regarding cheating and plagiarism: I work on the honor system. It probably needs not be said, but I expect you will get the most enjoyment from doing the work in this course yourself. Taking someone elses intellectual property and submitting it as your own will only get you fired in the real world (not to mention the possibility or legal action by the owner of the IP). If you engage in this activity, eventually I or someone else will discover it and the following consequences will occur: 1. I will never hire you to work on my team. 2. I will never recommend you to my colleagues. 3. You will increase the likelihood of a ruined reputation in the industry. So, that said, dont post written assignments that were cut and pasted together from Wikipedia or the like. Do your own research. Express your own ideas. Do the honorable thing and enjoy the challenge of the course.
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Classroom/Lecture: Composing for Different Genres Lecture on the various kind of composition used in different game genres such as MMORPG, FPS, RTS, and Educational. Structural differences, audience expectations, and style or tradition all play their part. Project Management II Pre-Production Lecture. What needs to happen before actually composing a score? What materials are supplied by the developer? What technologies will you need to master? Music Engines III Branching. Lecture on Branching/Organization structures of audio assets for videogames. Demonstration of numerous examples of Branching and how this is implemented in-game. Assignment U4 Branching DUE Wednesday, April 27th, 2011 9am PST 1. Compose a 60 second looping Battle cue. 2. Compose a 5 second Victory statement (one-shot). 3. Compose a 5 second Death statement (one-shot). 4. Make the Victory and Death cues work seamlessly with the Battle cue. 5. Name your files in_battle_loop.wav, in_victory.wav, and in_death.wav 6. Upload them to the Submissions/Assignment U4 forum thread.
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Classroom/Lecture: Electronic vs. Live Musicians Lecture comparing the differences between creating a purely electronic score vs. utilizing live musicians. What additional tasks are required to prepare for and produce a live musician session? What mix issues if any need to be addressed when working on a hybrid score (combination of live players and electronic elements)? Project Management III Lecture on how to break down a massive project into smaller, more manageable tasks. How to schedule in reverse by calculating what must be done the day before the delivery of the final music assets and working backwards to your first day of composition. Demonstration of Cue Log Manager. Music Engines IV Zones, Flags & Triggers. Lecture on working with the programmer concepts of using flags and triggers on a level map to enact music that follows the game action. Demonstration of examples of music using the flags and triggers method. Assignment U5 - Zones DUE Wednesday, May 4th, 2011 9am PST 1. Compose 2 variations of a 30 second piece of music where Variation 1 is the ambient mix, and Variation 2 is only the added elements which create more intensity. 2. Deliver in two stems: in_Zones_Var1.wav and in_Zones_Var2.wav. 3. Upload your work into the Submissions folder under Assignment U5.
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Classroom/Lecture: Middleware Engines Lecture on 3rd part middleware engines FMOD and Wwise. Demonstration of features and capabilities. Assignment U9 Middleware DUE Wednesday, June 1st, 2011 9am PST 1. Download FMOD and Wwise (if you have a PC or XP/Vista capability on your Mac). 2. Review tutorials for both programs and write a comparison report. 3. Discuss how effective you feel they are for music implementation, user friendliness, and the kinds of music approaches you feel would push the boundaries of the tool. 4. Upload your report (in_middleware.doc) to the Submissions/Assignment U9 forum thread.
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10.1 Project Management VI Your Music Team 10.2 Music Engines VII Layers & Stems
Classroom/Lecture: Project Management VI Lecture on how to assemble an outstanding music team to help you in your projects. Music Engines VII Lecture on composing music in multiple layers and stems. This is currently one of the most common types of music engines being used in the videogame industry and the Final Project will be based on this approach. Final Project DUE Wednesday, June 8th, 2011 9am PST 1. Compose a 2-minute looping segment in 4 synchronized layers, where each layer represents a game state. All layers must work individually as a complete piece of music or in combinations (A+B no C, A+C no B, A+B+C, etc.). 2. Game states from which you can choose are - Ambience, stealth, tension, low/medium/high-intensity battle, heroic, tragic, win/lose, and proximity to enemies. 3. Deliver your stems with the following naming convention: in_layer1_loop.wav, in_layer2_loop.wav, in_layer3_loop.wav, in_layer4_loop.wav. 4. Upload to the Submissions/Final Project forum thread.
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12.1 Organizations
Classroom/Lecture: Final Project Review Instructor will upload an online video review of all Final Projects. Class Survey This online Forum thread will be an opportunity for students to comment on their experience in the course and what they learned over the last 11 weeks. Course Wrap-Up Instructor will talk about organizations that are great resources for the emerging video game composer. Course Complete!