Publications (login required)
- Game Audio Curriculum Guidelines v 1.0 (pdf) 3/2011
- "Biff Boom Pow: Introducing Students to Sound for Games" (2013 GDC) A method for teaching the basics of sound to non-sound people, also good for beginner sound people by Karen Collins, Canada Research Chair in Interactive Audio at the University of Waterloo.
- "The Game Audio Tuturial", courtesy of Richard Stevens (former IASIG EDUWG Chair) and Dave Raybould from Leeds Metropolitan University (U.K.). This is a game level within the Unreal engine that teaches some basic concepts of game audio. It is intended to be a useful resource for anyone interested in the subject.
- Our IASIG Wiki contains information and suggestions submitted by IASIG members.
- Our Website Links page contains links to educational organizations.
March 2012 -- The Game Audio Education Curriculum Guidelines document was published by the IASIG on March 1, 2011. The document includes a recommended Skills List as well as data on Jobs/Specializations for game audio. To support the release of the guidelines, the IASIG Steering Committee hosted a Game Audio Education Summit (panel discussion) during the IASIG Town Hall meeting at GDC on March 4, 2011. The Education Working Group continues to promote the document, and as a point of contact for the public, and will incorporate feedback and additional recommendations into a future document. Anyone who is interested in contributing to the Guidelines is asked to contact the IASIG using the contact form link above.
WG Members (partial list)
Chair: Stephen Harwood Jr. (DAVID Systems)
Past Chairs: Richard Stevens (Leeds Metropolitan University), Steve Horowitz (Nickelodeon), Mike Worth (Westchester University of Pennsylvania, Drexel University), David Javelosa (Santa Monica College), Michael Sweet (Berklee College of Music), Karen Collins (University of Waterloo).
Members: Ufuk Onen (Bilkent University), Ken Felton (SCEA), Tim Duncan (Cogswell College), Brad Fuller (Sonaural), Michelle Sorger (Girls in Games), Michael Kelly (SCEE), Templar Hankinson (fmod), Karla Berry (National University), Robbie Kazandjian, Chris Grigg, Jeff Essex, Sean Beeson, Jim Rippie, Kurt Heiden, Linda Law.
‘Game Audio’ encompasses a diverse set of skills and concepts: from recording a tank, to hardcore DSP programming; from writing a tune for a mobile phone, to writing out string parts for a recording session with the London Symphony Orchestra... so defining a "game audio curriculum" is no simple task. Universities and Colleges around the world are interested in developing courses in this area, so the aim of the EDU Working Group is to provide guidance for course developers, which students may also use to understand what courses may be available to them.
The EDUWG goals include:
- Shortening the learning curve of new audio personnel in game audio by providing resources that people can learn from.
- Creating a clear reference for terminology and creation methods in the world of game audio.
- Supplying schools with information to integrate game audio education into their curricula.
The EDUWG also maintains the industry's only dedicated, online game audio resource for educators and students - The IASIG Interactive Audio Wiki (http://www.iasig.org/wiki/).
For IASIG Members Only
- Working Group Email Archives
- Working Group Document Archives (Coming Soon)