Game Audio Research and Curriculum impact
Submitting Institution
Leeds Metropolitan UniversityUnit of Assessment
Music, Drama, Dance and Performing ArtsSummary Impact Type
SocietalResearch Subject Area(s)
Information and Computing Sciences: Artificial Intelligence and Image Processing, Information Systems
Studies In Creative Arts and Writing: Film, Television and Digital Media
Summary of the impact
The research of Richard Stevens and Dave Raybould has had significant
worldwide
impact on the curricula for, and teaching of, audio for video games. The
research
conducted by, and under the stewardship of, Stevens by the IASIG's
education
working group defines the scope of this new discipline and outlines the
syllabi
required to meet the needs of the economically powerful computer games
industry.
Based upon this framework, and including additional research into specific
creative
and technical practices, Stevens and Raybould's book `The Game Audio
Tutorial'
(Focal Press) has become a core text for both game audio and game design
programmes.
Underpinning research
Between 2009-2011 Stevens chaired the Education Working Group of the
IASIG.
The Interactive Audio Special Interest Group (IASIG) was formed in 1994
under the
auspices of the MIDI Manufacturers association as a forum for industry
professionals
to exchange ideas about improving the state of the art in interactive
audio and has
been influential in the development of audio standards, features, and APIs
for
desktop and mobile platforms. In this role Stevens coordinated and
undertook
research to meet the growing demands from industry for an appropriately
qualified
workforce. This research involved a quantitative analysis of job roles
posted during
the survey period, formal surveys of industry professionals, category
rating
exercises, a job role mapping exercise (using custom software built by
Raybould), a
review of existing literature in the field, and expert interview. This is
described in
Collins et al, 2011. As part of the research Stevens also took part in an
industry /
academic panel discussion at the AES 127th Convention in New
York (Game Audio
Education in three parts) before chairing a similar panel at AES 128th
Convention in
London (A curriculum for Game Audio, including Raybould as a contributing
panel
member). The resulting document ("Game Audio Curriculum Guidelines"
published
by the MIDI Manufacturers association on 1st March 2011)
articulates some of the
research undertaken and this is further elaborated on, together with a
reflection of
the process in the journal paper "Designing and international curriculum
for game
audio".
Simultaneous research undertaken by Raybould into the creative and
technical
implementation practices of game sound and music is combined with the
IASIG
curriculum within the `The Game Audio Tutorial' (Focal Press), the first
textbook in
the discipline. As well as synthesising and communicating existing
practice in a new
way, (the book is accompanied by a unique interactive game level for
learning),
Stevens and Raybould also suggest new conceptual models for the design and
use
of music in games.
References to the research
Stevens et al. (2011) Game Audio Curriculum Guidelines.
Interactive Audio Special
Interest Group. MIDI Manufacturers Association, La Habra, U.S.A. (Industry
body
publication, no ISBN available). Available from
http://www.iasig.org/wg/eduwg/index.shtml
Collins, K., Onen, U., Stevens R. (2011). Designing an International
Curriculum
Guideline for Game Audio: Problems and Solutions. Journal of Game
Design and
Development Education. Year 2011. Volume 01.
ISSN 2160-9691 (Print) ISSN 2160-9705 (Online)
Stevens, R. & Raybould, D. (2011) The Game Audio Tutorial: A
Practical Guide to
Sound and Music for Interactive Games. Focal Press. ISBN-10:
0240817265. ISBN-
13: 978-0240817262
Raybould, D., Stevens, R. (2010) Audio Engineering Society 128th
Convention. A
Curriculum for Game Audio [Panel Chair]. May 24. London
Stevens, R. (2009) Audio Engineering Society 127th Convention. Education
in Game
Audio in Three Parts. Panel Discussion. 9th October. New York.
Details of the impact
The impact of the research is demonstrated through the widespread
adoption of the
IASIG Game Audio Curriculum Guidelines as an internationally
recognised
framework, and the use of The Game Audio Tutorial as a core text
in many HE
institutions worldwide. The Interactive Audio Special Interest Group of
the MIDI
Manufacturers Association's authority and reputation in the field has led
to
widespread adoption of the to the guidelines document (downloaded 3755
times to
date since its launch at the Game developers Conference, San Francisco, 1st
March
2011). The global impact of the curriculum research can be seen directly
in the
development of courses such as Video Game Scoring (UG FS371, Masters
FS615,
Berklee College of Music, Boston), Composing for Games (MPATE-GE.2128, NYU
Steinhardt, New York), Sound for Games (MUS195, MUS617 Academy of Art
University, San Francisco), and the new provision emerging in places such
as the
University of Cape Town, South Africa. A specific case study of the impact
of the
guidelines on curriculum development at the Art Institute of Austin, Texas
can be
found in Sarinsky's AES journal paper "Integrating `Audio for Games'
Into the Modern
Audio Production Curriculum." Since 2012 the guidelines also inform
the
accreditation of courses in the UK via the Skillset accredited body JAMES.
In
addition to its impact of curricula and syllabi the guidelines are also
impacting on
professional development, "We are using the guidelines in developing the
official
FMOD learning suite as well as the other educational material we create."
Stephan
Schutze (FMod is a widely adopted audio middleware solution in industry).
The main `users' of the research are of course academics so it is
unsurprising that
we reference supporting comments from authoritative figures in the field
such as
Karen Collins ("Stevens and Raybould ... present the reader with an
excellent
introduction to the concepts of interactive game sound... this book is
sure to find a
home in many classrooms and homes of aspiring sound designers, composers,
and
audio programmers." (Focal Press Review) but it is important to also
acknowledge
that many institutions, particularly in the USA, value the contribution of
industry
professionals to their courses and so the adoption of the Game Audio
Tutorial as a
textbook in these instances further supports the case for its quality and
relevance.
Gary Miranda uses the book to teach at The Recording Arts Centre, San
Diego, but
is a composer and sound designer working for Sony Online Entertainment,
the
Advanced Interactive Audio course at Full Sail University based around the
book has
the award winning composer (Game Audio Network Guild awards, 2011), Dan
Reynolds as leader. Other industry professionals such as Ben Minto, (part
of the
BAFTA award winning team behind the game Battlefield 3 (DICE, 2012))
report that it
is "a very good book — already recommended it to folk starting out and
people who
run Video Game courses.", Scott Selfon (Senior development lead in
Microsoft's
advanced technology group) recommended the book during his presentation at
GDC
2011) and Michael Kelly, Vice-Chair of the Audio Engineering Society
Technical
council, and Chair of the AES Audio for Games conference described it as
being, "An
excellent hands-on introduction to game audio. I'd recommend it to
anyone starting in
the area."
The game audio tutorial has also been widely recognised by the industry
not only for
students wishing to enter the profession, but also as a vehicle for
professional
development. The Game Audio Podcast says that there is "no finer way to
start off
your education in this area", and Game Developer Magazine names the book
as one
of the top five resources for learning game audio (January, 2013) and in
his review
for Music, Sound and the Moving Image journal (2011) the composer Marios
Aristopolous states, "..the level of technical detail of the practical
exercises and
techniques is impressive and is not evident in any other books of this
field, making it
an ideal read for game audio students and designers.", and many
independent
readers have commented on the books application in their personal
development
(Amzon reviews).
The Game Audio Tutorial has sold 1500 copies to date but the number is
perhaps
not representative of its impact) given that the accompanying tutorial
level was
downloaded 2941 times in the first twelve months alone (the discrepancy is
probably
due to significant piracy of electronic copies of the book). Its wider
impact can
perhaps be indicated by the fact that the search term "Game Audio"
(www.google.com 15.11.12) reveals the website for the book as the second
result
from 2,480,000.
Sources to corroborate the impact
Reviews of the book from people seeking professional / personal
development
http://www.amazon.com/The-Game-Audio-Tutorial-Interactive/dp/0240817265/
Source of industry quotes regarding The Game Audio Tutorial.
04.09.2011. http://www.gameaudiopodcast.com/?p=290
- Game developer Magazine "Hot for Game Audio"
The Game Audio Tutorial named as one of the top five resources for
the discipline.
Kastbauer, D. January 2013, Volume 20, Number 01.
Joint Audio Media Education Support
http://www.jamesonline.org.uk/
- Music, Sound, and the Moving Image
Review of The Game Audio Tutorial
Volume 5, Number 2. Autumn 2011 by Marios Aristopolous p197
1753-0768 (Print), 1753-0776 (Online)
Recommendation regarding The Game Audio Tutorial Made during Game
Developers Conference presentation. http://www.gdcvault.com/play/1014317/Audio-Boot
scottsel@microsoft.com