Assignment Brief

Tech-level Assignment Brief
AQA LEVEL 3 TECHNICAL LEVEL ENTERTAINMENT TECHNOLOGY
Qualification title
Unit code
M/507/6624
UNIT 11 GAMES AUDIO
Unit title
Learner name
Tutor/Assessor name
Assignment title
RADIANT WORLDS
Date assignment issued
Submission Date
Pass
Performance
Outcome
Performance Criteria
Merit
P1,P2,P3
P4,P5,P6
P7,P8,P9
P10,P11,P12
M1
M2
M3,M4
M5,M6
Tasks
Distinction
D1
D2
D3
Performance criteria covered
Task 1
Task 2
Task 3
Task 4
P1, P2, P3, M1
P4, P5, P6, M2, D1
P7, P8, P9, M3, M4, D2
P10, P11, P12, M5, M6, D3
Submission Checklist (please insert the items the learner should hand in)
A selection of high quality edited audio recordings
Images and photographic evidence of your recording session ready for inclusion in the
technical report and presentation.
A 5 minute presentation on your recording processes
Attend peer feedback session
2x computer games with implemented audio (one in Wwise one in Unreal)
2x folders containing all the sounds used in your games as .ogg files
2x videos of gameplay demonstrating the implementation of your audio
2x videos demonstrating the implementation processes for each game.
A completed SkySaga trailer video as an .mp4 or .mov file
A 500 word written account of the production process
A written technical report
Learner - please confirm that you have proofread your submission
Supported by
Page 1 of 8
Confirm
submission
Learner Authentication
I confirm that the work and/or the evidence I have submitted for this assignment is my own. I have referenced any
sources in my evidence (such as websites, text books). I understand that if I don’t do this, it will be considered as a
deliberate deception and action will be taken.
Learner Signature
Date
Tutor declaration
I confirm the learner’s work was conducted independently and under the conditions laid out by the specification. I
have authenticated the learner’s work and am satisfied that the work produced is solely that of the learner.
Tutor/Assessor Signature*
Date
*Please record any assistance given to the learner beyond the group as a whole even if within the
parameters of the specification
For marking purposes only
Marking grid
Performance Criteria (PC) achieved
Pass
1stsubmission
 / X*
Resubmission
 / X*
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
Merit **
1stsubmission
 / X*
Resubmission
 / X*
Distinction** 1stsubmission
 / X*
Resubmission
 / X*
M1
M2
D1
M3
D2
M4
M5
D3
M6
Assignment Result
 / X*
Not yet passed
Pass
Merit
Distinction
*Achieved () Not achieved (X)
**Distinction and Merit criteria can be achieved only where the associated Merit and Pass criteria have been
achieved first. Learners must achieve all the PCs relevant to a grade before they can be given that grade for
the assignment.
Page 2 of 8
Tutor summative feedback for learner
(Note to tutors: this section should focus on what the learner has done well. Where a learner has not achieved a
specific performance criterion or is likely to want to improve on a response to a performance criterion, then you may
identify the issues related to the criterion, but should not provide explicit instructions on how the learner can improve
their work to achieve the outstanding criteria.)
Feedback
Tutor name(print) and date
Resubmission Feedback
Tutor name(print) and date
Page 3 of 8
ASSIGNMENT BRIEF
Sound designers are responsible for creating all of the audio assets that you would experience as a gamer.
Sound plays a key role in gameplay and will be a central part of the overall narrative and feel of the game.
Sound might be used to highlight tasks to the player, or to heighten tension during a scene. Whatever its
function, high quality audio is an important consideration for the sound designer. However, equal
importance is placed on the technical considerations and the mechanics and constraints of sound
implementation. In game audio production there is a strong relationship between high quality sound assets
and efficiently edited and implemented sounds. Both need to be considered in equal measure if the audio
content of the game is to create an effective and immersive experience for the player.
TASK OVERVIEW
Within the tasks outlined in this assignment you will cover the various aspects related to producing audio
assets for the computer games industry. The tasks include undertaking sound design, recording Foley,
general recording principals, audio editing and aspects of sound implementation. The tasks are designed
around general workflow from the computer games industry, and will expose learners to the tasks that are
commonplace to the sound designer within the game audio sector. The overall outcome of this unit will be
the production of three artefacts that will act as the beginning of a portfolio of work for employment within
the industry as well as a technical report that discusses and reflects on various audio production processes.
Task 1: PO1 Recording and editing original Foley using relevant microphones
and techniques
This task requires you to select the appropriate microphones for recording audio and place them correctly
to capture the source sounds. You must demonstrate a practical understanding of microphone properties,
placement and technique.
You will need to:
a) Identify appropriate microphones for the recording application based on microphone frequency
response and sensitivity (P1)
b) Demonstrate a practical understanding of the relationship between microphone polar pattern and
microphone placement (P2)
c) Edit the captured sound appropriately to fit with the video content (P3)
d) To further demonstrate your audio recording skills you could produce at least ten high quality audio
recordings for the game footage and edit them to a high standard (M1)
Your evidence will include:




A selection of high quality edited audio recordings.
Images and photographic evidence of your recording session ready for inclusion in the technical
report and presentation.
A 10 minute presentation on your recording processes to include audio and visual examples.
Attend the presentation session and write peer feedback for fellow learners
Page 4 of 8
Task 2: PO2 Produce full audio soundtrack for two in game videos
In this task you will produce and implement the sounds for two computer games. These sounds will be a
mix of audio you recorded in Task 1, and sounds sourced from sample libraries.
You will need to:
a) Identify suitable Foley sounds from either sample libraries or your own recordings (P4)
b) Edit and save these files with consideration for file size (P5)
c) Implement these sounds into the game (P6)
d) To complete the task you should mix and balance the audio inside the game engine so that the sounds
accurately depict the game environment (M2)
e) To make the environment more immersive you should apply at least three spatial effects inside the
game engine to accurately and effectively replicate the spatial aspects of the scene (D1)
Your evidence will include:





One playable game featuring fully implemented audio for all sound events in Unreal Engine
One playable game featuring fully implemented audio for all sound events in Wwise
Two folders containing all the sounds used in your games as .ogg files.
o Each folder containing the .ogg files should be no larger than 1MB in size.
Two videos of gameplay demonstrating the implementation of your audio.
Two videos demonstrating the implementation processes for each game.
Task 3: PO3 Produce full audio soundtrack for one computer game full motion
video
This task requires you to produce the sounds for a
video game trailer based upon the client brief from Radiant Worlds (see Appendix A).
You will need to:
a) Identify suitable Foley sounds from either sample libraries or your own recordings (P7)
b) Synchronise the audio to the full-motion video (P8)
c) Mix and balance all audio levels to ensure they do not peak or clutter the mix (P9)
d) You could also apply multiple spatialisation techniques such as reverb, panning and filtering to enhance
the video sequence (M3) (D2)
e) To further enhance the quality of the audio you might also apply effects such as EQ and compression to
add impact to the final mix (M4)
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Your evidence will include:


A completed full-motion video sequence as an .mp4 or .mov file containing your audio.
A 500 word written account of the production process to include:
o A brief discussion of where the sounds were sourced from.
o A discussion of how the sounds were edited to create the final audio.
o Screenshots or relevant images to back up your production process.
Task 4: PO4 Produce a written technical report which analyses and evaluates
the game audio production process
As part of this task you are required to produce a written account of the production processes used
throughout the practical aspects of the unit.
You will need to:
a) Evaluate the software tools that were used to record, process and arrange audio (P10)
b) Compare and contrast recording practices and techniques used in Task 1 (P11)
c) Demonstrate an awareness of the constraints and limitations on the sound designer within the computer
games industry (P12)
d) You could also reflect on how the game engine was used to implement the audio in task 2 and include a
discussion of the difficulties and successes you encountered (M5). In addition to this you might also
discuss appropriate and effective techniques for undertaking sound spatialisation with consideration for
the properties of sound and its propagation in air (M6)
e) To complete the task you should critically evaluate the audio produced for the three video projects, with
clear recommendations for future working practices (D3)
Your evidence will include:

A written technical report which includes:
o An evaluation of the software tools that were used to record, process and arrange audio.
o A discussion of recording practices and techniques used in task 1.
o An evaluation of the constraints and limitations on the sound designer within the computer
games industry.
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APPENDIX A
Located in the picturesque town of Royal Leamington Spa, Radiant Worlds is a professional
independent game development studio comprising more than 80 talented individuals. We are
united in our pursuit of creative and personal excellence, and the delivery of our brilliant new
game, SkySaga.
Our heritage is as long as the games industry itself, stretching back over 30 years with cherished
titles on all platforms. SkySaga represents the culmination of a long­held ambition and a fantastic
partnership with the Korean publishing giant Smilegate, who are helping us transform our vivid
dream into a thrilling reality.
Summary of Client Brief
Radiant Worlds are creating a trailer video for SkySaga to
showcase game characters, game mechanics, and locations
in an exciting and engaging way.
We require you to provide the sound design, not music,
for the trailer.
Aspects to consider:
 Character movement sounds: footsteps, foley of clothing, arm movements, interaction
with objects
 Character vocalisations
 Environmental sounds, location ambience
 Transition effects between characters/scenes
 Combat/sword sounds
 Animal noises for chicken, tigers, sheep
 Logo swooshes and impact noises
Although open to some degree of interpretation in general, the sounds for the trailer shouldn’t
be too cartoony but should be exciting and based largely on real world sounds. The pickaxe
impact noises, for example, should sound deep and chunky.
Additionally, ensure the overall balancing and mix of the audio is consistent and clear
and when characters or objects move from left to right ensure the corresponding audio
pans with them.
Delivery format
 Stereo .Wav file 48k/24bit
 Mastered to ­14 LKFS
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TRANSFERABLE SKILLS
When completing this assignment, learners will be working towards the transferable skill of
Communication – see Appendix A of the specification document and the section below for more
information about the standards and how they should be evidenced.
For this assignment the transferable skills can be evidenced in the following tasks:
Communication Standards (Written)
CW1
Select appropriate
formats for presenting
information as a
report
1.1 Decide on the most appropriate format for
the technical report
1.2 Plan the structure of the technical report
1.3 Make use of any appropriate supporting
materials and prepare any other resources
needed for the technical report
CW2
Select and use an
appropriate style and
tone to suit your
audience
CW3
Organise material
coherently, to suit the
length, complexity
and purpose of your
technical report,
proof-read, and
where necessary redraft documents
2.1 Use appropriate language and vocabulary
2.2 Structure the technical report to help the
audience follow the sequence of the main
points and ideas
2.3 Use tone and style appropriate to the
intended recipient(s)
3.1 Spell, punctuate and use grammar
accurately
3.2 Make your meaning clear
3.2 Use relevant images from appropriate
sources to illustrate key points
3.3 Proof-read their technical report
3.4 Obtain feedback and amend technical report
accordingly
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Assignment task: 4
Performance outcome:
PO4 Produce a written technical report
which analyses and evaluates the game
audio production process