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Music and Sound for Games (5 cr)

Code: HG00CI50-3001

General information


Enrollment
01.04.2025 - 30.04.2025
Registration for the implementation has begun.
Timing
20.05.2025 - 31.07.2025
The implementation has not yet started.
Number of ECTS credits allocated
5 cr
Local portion
5 cr
Mode of delivery
Face-to-face
Unit
School of Business
Campus
Main Campus
Teaching languages
English
Seats
20 - 50
Degree programmes
Bachelor's Degree Programme in Business Information Technology
Teachers
Kalle Raijonkari
Ilari Miikkulainen
Groups
HTG24S1
Bachelor's Degree Programme in Business Information Technology
ZJAHTG24S1
Avoin AMK, Tiko, AMK-väylät, BIT, tradenomi amk
ZJA25KI
Avoin amk, tiko
ZJK25KI
Korkeakoulujen välinen yhteistyö, TIKO
Course
HG00CI50

Realization has 9 reservations. Total duration of reservations is 62 h 45 min.

Time Topic Location
Mon 26.05.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35D205 Tulikari Auditorio
R35A210 Opetus ja projektit
Tue 27.05.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35D205 Tulikari Auditorio
R35A210 Opetus ja projektit
Wed 28.05.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
Fri 30.05.2025 time 09:00 - 15:45
(6 h 45 min)
Music and Sound for Games HG00CI50-3001
R35D205 Tulikari Auditorio
R35A210 Opetus ja projektit
Mon 02.06.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
R35BP06 IT-tila
Tue 03.06.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
R35BP06 IT-tila
Wed 04.06.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
R35C119 Kasvosali (aik)
Thu 05.06.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
R35C119 Kasvosali (aik)
Fri 06.06.2025 time 09:00 - 16:00
(7 h 0 min)
Music and Sound for Games HG00CI50-3001
R35A210 Opetus ja projektit
R35C119 Kasvosali (aik)
Changes to reservations may be possible.

Evaluation scale

0-5

Objective

In the Music & Sound for Games course, you will learn the basic terminology and the general mindset of music and sound design in games. You will also become acquainted with the tools and conventions to make game sounds and music in practice. After completing this course, you will have learned the basics of game sound design through a practical approach.

Course competences:
Game production competences: You can produce content for a game project and can work with the tools in meaningful and systematic way. You can produce value for a game project while working in a specific specialist role.
Cross-disciplinary competence in games: You can apply skills and knowledge in a special field of game production, development or design, or other field of study with link to digital games.
Business competence: You understand the meaning of contracts, offers, licenses and copyrights in his or her own work.
Learning to learn: You take responsibility for group learning and sharing what has been learned.

The learning objectives of the course:

After completing the course, you will know the basics of using a digital audio workstation and other tools related to sound design. You are familiar with the basic conventions and creative processes of sound design in games. You have a general understanding of what kind of audio and musical elements there are, and how they affect the gaming experience.

Content

During this course you will learn how to use a digital audio workstation, the relationship between visual imagery and audio, different particularities of audio design such as mixing, adaptive music and how audio is implemented to games and the sound design process. You will also learn how to communicate as a sound designer with other creators and the role of the sound designer in the game industry.

Materials

Aristopoulos, M. The Game Music Toolbox, 2023.
Enns, M. Understanding Game Scoring, 2021.
Phillips, W. A Composer’s Guide to Game Music, 2014.
Sinclair, J-L. Principles of Game Audio and Sound Design, 2020.

Teaching methods

The course will be executed as a two-week intensive hybrid period, which is succeeded by individual project work over the summer. During the intensive period Jamk degree students are required to be present face-to-face, but students via open studies and Campus Online are allowed to join remotely.

The course consists of case study and project-based learning. The course will be implemented by general lectures, learning assignments and practical project work. During the course the student will learn the basic terminology and the general mindset of music and sound design in games through practice; the student will learn the basics of how to use a digital audio workstation and become acquainted with other tools and the conventions of making game sounds and music.

Employer connections

Possible guest lectures concerning the topic.

Exam schedules

There will be no exam during this course.

The main basis for assessment is the individual summer project a.k.a. "Final Boss", where students showcase their learning. Completing smaller assignments and course activity as well as self-assessment will also contribute to the grade.

Completion alternatives

You have the right to apply for recognition of your studies if you have prior learning (e.g. university studies completed elsewhere) that can be accredited towards the degree you are currently completing.

The recognition of prior learning is possible in three primary ways: accreditation (replacement or inclusion), recognition of informal learning and studification. More precise info: JAMK Degree Regulations, section 17.

Student workload

One credit corresponds to an average of 27 hours of work, which means that the load of 5 credits is approximately 135 hours.

The 135 hours will divide roughly in the following way:
Intensive studies lectures: ~35 hours
Intensive studies self-study: ~35 hours
Final Boss: ~65 hours

Assessment criteria, satisfactory (1)

Sufficient (1): You understand the basic terminology and conventions related to game sound design. You can create basic audio content with a digital audio workstation.

Satisfactory (2): You can understand the basic terminology and conventions related to game sound design in your own productions. You can create audio content with a digital audio workstation and apply it to other media formats.

Assessment criteria, good (3)

Good (3): You fulfil the previous criteria and are capable of being analytical concerning your outcomes. You can compare your work to professional standards and are able to realize points of improvement in your own work.

Very good (4): You fulfil the previous criteria and can evaluate and reflect your choices in the context of the sound design for different medias from various viewpoints. You understand the role of the sound designer in the game development process.

Assessment criteria, excellent (5)

Excellent (5): You fulfil the previous criteria and have a comprehensive understanding of sound design and can create work and implement the results in the context of game development.

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