Composition for Games (Michael Firmont)

Module code
M-FT-CG
Curricular domain
Practical Classes
Credits
5
Group size
6 If there are fewer applications for this subject than indicated in the description, it will typically proceed with proportionally less contact time (and accordingly more individual attention per student).
Number of course weeks
20
Class duration
One 60-minute lesson per week
Total contact hours
20 hours. If there are fewer applications for this subject than indicated in the description, it will typically proceed with proportionally less contact time (and accordingly more individual attention per student).
Study load
120 hours

Form / content / level

Prerequisites
Admitted to the second year of Bachelor Composition for Film and Theatre or Jazz & Pop.
Competencies
See Competencies Matrix.
Aims
In this course our aim is to;
1. Learn about composing music in a simple Loop-based way and basic implementation
2. Learn a basic understanding of Audio Middleware (Wwise, Fmod)
3. Learn how to write adaptable music and to understand the importance of an effective underscore
4. Learn how to make use of your communication skills and how to get easily your first experience within indie game scoring
5. Get a better understanding of the audio team structure within a video game
6. Get a small insight into SFX and its interaction with music
7. Get insight into Gema and Games
Relation to other modules
Composition for Film and Theatre modules, Communication, Entrepreneurship CFT.
Content
This course will help you to get a better understanding of what it's like to work as a game composer. Also you will learn about the differences between scoring for film or games, the benefits and challenges. This course should also help you to get your first small gaming gigs, so if you are finished, you should have finished your first small real world projects and grown your network!

Classes are divided into three main sections:
1. Learning and practicing the basic skill set of a game composer and understanding its challenges. (see aims)
2. Topics that you are interested in, based on your own interest and input
3. Taking action in actual game projects and growing your network
Mode(s) of instruction
Group classes. Mainly online. Occasionally on campus with hybrid streaming possibilities.
Material & Tools
The participants need to own:
- PC or Mac
- A DAW of choice
- your basic collection of orchestral VSTs and synth
- The most recent version of Wwise and Fmod (all free of charge)
- Unreal Engine 5, Unity (all free of charge)
Student activity
In this module students will
- write simple loop based music up to complex loops with transition sections
- Setting up Wwise and Fmod projects
- Basic music implementation in Unity and Unreal
- scoring practice scenes
- doing basic SFX
- work with indie developers and have at least one real world project at the end of the course

Examination and assessment

Mode(s) of assessment
Assessment at the end of the module.
Criteria
Students should have mastered the elements described under Content.
Pass requirements
The student has completed this module if they are awarded a minimum grade of 5.5 at the end of the module.
Examination procedure
Evaluated regarding the overall involvement of the student and the small assignments throughout the whole course.
Resit options
See the Education and Assessment Plan.

Module summary

This elective is designed for CFT and Jazz & Pop students who are eager to dive into Video Game Music and get real work experience. This class is perfect for you not only if you want to become a professional game composer, but also if you just want to make a better impression with your work next to film, theatre and autonomous music, while learning about the beauty and intensity of this immersive world. It's also the fastest growing industry!