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) Page 5 of 8 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. Page 6 of 8 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 Page 7 of 8 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 Page 8 of 8 Assignment task: 4 Performance outcome: PO4 Produce a written technical report which analyses and evaluates the game audio production process
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