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Media Composition and Production I


Course Description

An in-depth look at the composition process for media. Both linear (film, tv) and non-linear (game) composing processes will be studied. How does underscore “help tell the story”? How, as composers, do we use themes, harmony, instrumentation, rhythm, and tempo to accomplish these goals? In film scoring, how do we address these ideas as the picture changes? In game scoring, how are these ideas accomplished?

Additional Requirements for Graduate Students:
Composition and production assignments for graduate students will be required to be both longer and more involved, requiring more critical engagement with more complex source materials. Technical realization of composition and production projects will be expected to be of higher quality.


Athena Title

Media Composition Production I


Non-Traditional Format

This course is primarily project-based with lectures every week on composers and their film scores and how their decisions "help tell the story."


Prerequisite

MUSI 1100 or MUSI 3550


Semester Course Offered

Offered fall


Grading System

A - F (Traditional)


Student Learning Outcomes

  • At the completion of this course, the student will have learned to compose pictures using an industry-standard digital-audio workstation (DAW). This includes being able to import pictures, set markers, set up a template for the project, and compose as the picture changes.
  • The student will learn how to digitally orchestrate their pieces and learn techniques to make their mockups sound good.
  • The student will learn to export their MIDI into industry-standard notation software and notate for live instrumental recording.
  • In videogames composition, the student will learn to write loops, hits, and stingers, and learn about horizontal layering.
  • The students will learn about other film and videogame composers through score study and listening/visual examples.

Topical Outline

  • Class concepts: harmony, melody, instrumentation, tempo, rhythm, working with a DAW
  • Setting up a template for a project; proper track organization, music production concepts: EQ, compression, reverb
  • Composing themes outside of the picture: compose to a narrative or script idea, composing themes from viewing pictures without music
  • Importing pictures and setting up your markers, importing your themes and making them work with your new markers, music editing and extending ideas, tempo changes and time signature changes to make a hit
  • Digital orchestration: making your MIDI sound as good a possible – techniques and tricks, phrasing automation, note velocities, instrument doubling, instrument balancing
  • Recording real instruments: single instrument recording, mixing techniques
  • Videogame composing: composing the perfect loop that has no beginning or end, strategies
  • Videogame composing: composing hits and stingers
  • Videogame composing: horizontal layering

Syllabus