ARTS 2610: Designing Musical Games

Arts Department, Rensselaer Polytechnic Institute

Monday/Thursday, 12:00-1:50pm, VAST Lab, SAGE 2411

Instructor: Rob Hamilton, West Hall 305/6

e: hamilr4 [at] rpi [dot] edu

w: https://robertkhamilton.github.io/

Office Hours: TBD

COURSE SYLLABUS - Fall, 2025

PREREQUISITE

None

COURSE DESCRIPTION

One of the most exciting areas of music technology development is happening in the realm of gaming and interactive virtual space. Music and Sound Design play crucial roles in the design of gaming environments, narratives and flow. And as designers create ever more innovative game experiences featuring rich graphics, fast multiplayer networking and next-generation controllers, new techniques for creating immersive music and sound for games to complement and showcase these advances are not only possible but necessary.

This Studio class will explore cutting edge techniques for building interactive sound and music systems for games and 2D/3D rendered environments. To better understand the link between virtual space and sound, students will learn the basics of designing sound and composing music for interactive game spaces by designing and implementing rich musical games within the Unity and Unreal gaming engines. Coursework will require the ability and desire to code game logic and design game environments. Techniques for integrating sound and music within games including game-centric middleware tools like FMOD and WWISE, interactive sound synthesis and computer networking using Open Sound Control may be explored.

Working in teams or on their own, students will design their own music-rich game experience, compose music, design sound material, and implement their own playable interactive musical game experiences.

CATALOG DESCRIPTION

Students will explore the artistic role of music and sound in gaming by building their own interactive sound and music-rich games and 2D/3D rendered environments. Within the context of their own creative game projects, students will learn the basics of designing sound and composing music for interactive game spaces. Using workflow programming languages and software tools, students will program basic gaming interactions, link them to interactive audio software, and create a musical gaming experience.

LEARNING OUTCOMES

    Students who successfully complete this course will demonstrate...
  1. an understanding and appreciation of game design and musical creation through an awareness of the many disciplines underlying the field including: software design and programming, interaction design, listening skills, musical theory, musical acoustics, digital audio theory, and digital signal processing.
  2. basic technical facility in the areas of game development, audio recording, editing, sound synthesis, software development and post production.
  3. creativity and resourcefulness through the creation of musical game environments and composition of your own sonic projects

EVALUATION

Evaluation is based on the following:

CLASS PARTICIPATION

You will be required to present some of your assignments to the class, to show your work within the software environment you used to create it, and to engage the class in discussion of your work. When you are not presenting your own work, you need to be attentive to whoever is presenting, and to engage them in discussion of their work. Failure to participate in class will lower your grade.

ATTENDANCE

You must attend class to succeed in this course.

  1. Since much of the class is focused on listening to and discussing work in class, attendance is mandatory.
  2. ** More then two unexcused absences will affect your grade, detracting 1/2 grade each additional 2 unexcused absences. **
  3. Late arrivals are very disruptive - continued late arrival will affect your grade.
  4. It should go without saying but no use of mobile devices or personal computers during class time (except for as required by the coursework itself) is acceptable. Continued violations will be treated as an unexcused absence.

STATEMENT REGARDING ACADEMIC INTEGRITY

Collaboration between students in this course is strongly encouraged. Likewise, students are encouraged—indeed, to some extent required—to exchange ideas, opinions and information . You are also encouraged to help each other in the lab and with performance, production, and presentation of composition projects.

Plagiarism of any kind is in direct violation of University policy on Academic Dishonesty as defined in the Rensselaer Handbook, and penalties for plagiarism can be severe. In this class you will be expected to attribute due credit to the originator of any ideas, words, sounds, or music which you incorporate substantially into your own work. This applies particularly to citation of sources for sonic "samples" included in your compositions.

The use of automated technical aids (e.g. ChatBots, AI code plugins) is not strictly forbidden but if used MUST be documented in great detail and discussed with the Professor prior to use in a graded project/assignment.

Submission of any assignment that is in violation of this policy may result in a grade of F for the assignment in question. Violation of this policy will be reported, as defined in the Rensselaer Handbook

DISABILITY SERVICES FOR STUDENTS

Students requiring assistance are encouraged to contact Disability Services: http://doso.rpi.edu/dss to discuss any special accommodations or needs for this course.

OFFICE HOURS

Office Hours for Fall, 2025 will be TBD

TEXTBOOKS / REPOSITORIES / FOUNDATIONAL MATERIAL

Designing Sound, by Andy Farnell (book missing)

Musimathics (Vol. I), by Gareth Loy

Musimathics (Vol, II), by Gareth Loy

Theory and Techniques of Electronic Music, by Miller Puckette


 

FILE UPLOAD LINK (BOX)


 

COURSE SCHEDULE

The proposed course topics and schedule will be as follows (take note of project due dates!). Based on class progress and interests, this schedule is subject to change. Special topics, guest lectures, supplemental reading, listening and additional assignments to be announced.

Week 1:
Week 2:
Monday, 9/1
NO CLASSES (LABOR DAY)
Week 3:
Monday, 9/8

Intro Music: Cyan (YouTube, Bandcamp by Monolake (aka Robert Henke)
Robert Henke's Dust (9/10/2025)

Audacity Overview (continued): Gain, Effects, Normalization, Envelopes, file types, export, clipping

In Class: Radio-play Presentations and Post-Mortem
Week 4:
Monday, 9/15

Unity Engine introduction:
        - Unity Hub, account setup, IDE, Visual Studio, C# scripting
        - Hierarcy panel, Inspector panel, Transform, Navigating 3D scene
        - Game Object, Game Component, Audio Source, Audio Clip, Audio Listener
        - Unity Asset Store, Package Manager import
        - [Ambisonics] Michael Gerzon/Ambisonics resources @ Oxford: Into The Soundfield, Wikipedia, Unity's Ambisonics object

Playing Audio in Unity: Overview
        - AudioSource.PlayOneShot: Plays an AudioClip, and scales the AudioSource volume by volumeScale.
        - Play: Plays the clip.
        - PlayDelayed: Plays the clip with a delay specified in seconds. Users are advised to use this function instead of the old Play(delay) function that took a delay specified in samples relative to a reference rate of 44.1 kHz as an argument.
        - PlayOnGamepad: Enable playing of audio source though a specfic gamepad.
        - PlayScheduled: Plays the clip at a specific time on the absolute time-line that AudioSettings.dspTime reads from.

HAXOR #0: (BRING IN THURSDAY): Complete Roll-A-Ball tutorial

Wednesday, 9/17

NO CLASS: Constitution Day

Full Schoolhouse Rock! video: Laser Disc rip
* I'm Just a Bill (original)
* Simpsons parody
* SNL parody

Week 5:
Monday, 9/22
TBD
Week 6:
Monday, 9/29
TBD
Week 7:
Monday, 10/6
TBD
Week 7:
Monday, 10/13
NO CLASS (Indigenous Peoples' Day)
Week 8:
Monday, 10/20
TBD
Week 9:
Monday, 10/27
TBD
Week 10:
Monday, 10/27
TBD
Week 11:
Monday, 11/3
TBD
Week 12:
Monday, 11/10
TBD
Week 13:
Monday, 11/17
TBD
Week 14:
Monday, 11/24
NO CLASS (Thanksgiving Week)
Week 15:
Monday, 12/1
TBD
Week 16:
Monday, 12/8
TBD
Week 17:
Wednesday, 12/18
FINAL PROJECTS DUE