ORIGINAL SOUNDTRACKS
A Creative Introduction to Composing Video Game Music
Created by Every Copy Counts Teacher Studio Member Ben Mullon
This resource consists of editable PowerPoints to be used in lessons. Embedded are video links to explainer videos, mockup project videos, links for listening, walk through videos and suggested creative tasks. There are links to further reading and listening in the Resources and Links section.
In addition to the PowerPoints and videos:
In this project learners will:
�TEACHER NOTES
The video game industry is the fastest growing sector within the entertainment industry
It is ranked second only to television in net worth and considerably outperforms music (recording and live) and movies. From a creative perspective the idiom offers opportunity to explore any compositional style or genre.
The music in video games functions on many levels but the human connection gamers feel with the music is very real. An ancillary industry of orchestral performances, covers bands and soundtrack releases is fueled by the experiences and emotions re-lived by gamers upon hearing the music outside the context of the game.
This resource investigates compositional and technical techniques employed by composers when creating music for video games. Aimed at KS4 (14 – 16) although there are sections that can be utilised with younger or older students.
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Composers of video game music traverse musical conventions in scoring and production with highly sophisticated and technical approaches in computer programming to produce works which subtly (and obviously at times) interact with the gamer controlling the game play.
�TEACHER NOTES
Learners will be led through a series of concepts, with creative tasks to explore in greater depth. This resource leans heavily into ‘mock up’ reimagined compositions to game play with video illustrations of concepts. It is set out in a sequential structure of concepts however it is not essential to follow this sequence exactly as every classroom is different and prior knowledge/programmes of study vary accordingly.
�Everyone who plays video games brings their own wealth of knowledge on video game music built up symbiotically through gaming. This resource is designed as a springboard into wider discussion and exploration at greater depth aligned to your own classroom needs.
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MAKE NOTES
A NOTE ON TECHNOLOGY
Although all the challenges can be completed with ‘stock’ DAW plugins there are some free VST/AU plugins: notably ‘BBC Symphony’ by Spitfire Audio. This is an incredible learning tool for learners - the orchestral style mockups were largely done with this tool.
The software links for this are provided in the Resources and Links section, and is particularly recommended if you have good technical support or you are adept at installing plugins.
�Finally take encouragement from the limitations the early era of video game composers had to endure. If they could make what they did with what they had; then you and your learners can compose some amazing work!
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�This resource is aimed at usage in a classroom equipped with Digital Audio Workstations (DAWs)
Logic Pro X has been used in examples with occasional reference to alternatives such as Roland Zenbeats. All the techniques are generic to any DAW software but functions and layouts do differ from one platform to another.
�Even in a classroom without technology it is viable to undertake the creative challenges using the game play footage as a stimulus and performing compositional ideas live. Many of the thematic composing ideas are just as relevant in the ‘live’ world.
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�CONCEPTS & KEY LANGUAGE
This resource takes a holistic approach to key language and concepts.
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GAMING & GAME DEVELOPMENT
COMPOSING & ARRANGING
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TECHNOLOGY & PRODUCTION
Cultural considerations
There are some ideas to springboard from throughout the resource, the further development of this is outside the scope of this resource. Depending on the community your classroom serves there are a myriad of explorations possible in looking at traditional, folk and music of different cultures.
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SEQUENCE OF LEARNING
There are short one or two lesson creative challenges deployed in each phase throughout the resource to give learners the opportunity to implement and explore new concepts.
The ‘Full Scale Mockup’ (phase 5) is a more demanding learner-led challenge where they can pull together on many aspects covered in the earlier phases. It is an important learning tool to allow learners to revisit earlier concepts and techniques to gain deeper understanding.
Most of the resource concepts are delivered through short videos with some longer explainer videos to walk through some of the more technical concepts. These are to provide jump-off points for you to explore with your students and where relevant there are scored parts added.
A simple lesson structure might be: Introduce new concept by viewing the video/slide; listen to professional work (linked) and attempt creative challenge using the concept/technique; share and evaluate. You are free to personalise how you implement this resource into your own lesson structure.
This resource is set out in 5 phases. Covering all the phases in detail could take a significant portion of curriculum time but it is not essential to deliver the learning in this way. The grouping of themes within each phase allows teachers to dedicate more or less time to each concept and can be returned to later on even if only reviewed cursory in the first instance.
For context it is useful to visit all the phases however the sequence is not prescriptive and can be adapted to best suit your students and their learning needs.
Each phase of the sequence of learning can be taken over a few lessons to allow time to explore compositional techniques in greater depth.
(As laid out in PowerPoints)