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Game Product Management

Game Sound Design for Game Designers: Growing into a Designer Who Leads Audio Quality

Working as a game designer, you often face moments of uncertainty about how to plan sound design and how to collaborate with the audio team. Questions like "What makes good sound?", "Why does my game lack impact?", and "Why don't scene transitions, UI, combat, and environmental sounds connect into a cohesive experience?" are among the most challenging areas for designers with limited experience. This course is designed for designers with these concerns, explaining sound design principles in a designer's language and helping you understand step-by-step, aligned with actual workflow, what role sound plays in games and how it should be designed. Focusing on core concepts that make up game sound—such as sound direction, impact, feedback, layering, ducking, and trigger design—along with real-world examples, this course is structured to be concrete and practical so that even junior designers without audio expertise can easily understand and immediately apply what they learn to their work. After taking this course, you'll grow from a designer who relies on vague intuition and says "just do it like this" to one who understands various game sound techniques and can proactively lead audio quality.

1 learners are taking this course

  • machinetutor
게임기획
게임개발
게임디자이너
게임디자인
게임제작
Game Planning
Content Planning
game-development
sound
game-introduction

What you will gain after the course

  • You can design a sound structure that integrates various sounds such as UI, combat, environment, and scene transitions into a single cohesive experience.

  • You can understand sound techniques used in actual games such as SFX layering, ducking, polyphony, and spatial audio, and express them clearly in design documents.

  • You will understand the purpose and functions of audio middleware (Wwise/FMOD), and be able to conceptually explain how to design sound triggers and parameters.

  • You will be able to create basic sound design documents yourself for use in the prototype stage.

  • You will develop the ability to systematically communicate the necessary requirements when collaborating with the audio team.

Are you just writing 'Please make cool sounds' in your project proposal?

Sound determines a game's impact and immersion, and the more specifically a planner designs it, the more the game's quality improves. However, without audio knowledge, you've been at a loss about how to make requests, haven't you?

It's perfectly fine if you don't know anything about sound. This course is designed to explain the core principles of sound design in the language of planners. You can start right here.

From impact feel, UI response, and environmental sounds to slightly unfamiliar terms like ducking, layering, and trigger design.
We'll go through each core element that makes up game sound, explaining what role they play in actual games and how they should be designed.

The sound design theories and real-world examples covered in this course will provide immediately applicable knowledge that can be used across all genres, including action, RPG, soulslike, and mobile games.

Now become a game designer who communicates with the audio team using clear concepts and terminology, rather than vague expressions.

You'll learn this content

Section 1. Understanding the Fundamentals of Game Sound Design

In games, sound is not simply 'something to be heard' but a 'signal' that provides information to players.
How do unconscious background sounds differ from conscious sounds that alert players to danger? From a game designer's perspective, we define the role and structure of sound, and establish a foundation for logically explaining "Why is this sound necessary?" We also gain an understanding of the bigger picture of development through failure cases and the overall production pipeline.


Section 2. Essential Sound Terms and Concepts for Game Designers

No more vague expressions like "You know, that grand feeling?"
Essential concepts every planner must know: Diegetic, Non-linearity, 3D Audio, and other core concepts are clearly explained. You'll understand that sound isn't just a collection of effect files, but operates as a complete 'system' responsible for the game's spatial sense and immersion.


Section 3. Sound Direction Techniques that Bring Game Mechanics to Life

How is the impact of combat and the satisfying feedback when pressing buttons created?
Learn production strategies that maximize gameplay fun, such as Adaptive Music that changes according to the situation, and sound effect design methods that don't get boring even after hundreds of listens. We'll also clearly define what role sound middleware like Wwise or FMOD plays and how much a game designer needs to know.


Section 4. Details and Atmosphere: Creating an In-Depth Experience

The difference between an ordinary game and a high-quality game lies in the 'details'.
Learn how technical elements such as layering, which creates texture by overlapping sounds, and occlusion, which makes sounds muffled when heard from behind walls, enhance the realism of games. Discover the principles and applications of how sometimes 'silence' and 'contrast' can be more powerful directing tools than flashy sounds.


Section 5. Practical Workflow: From Planning Document Creation to QA

This is the final stage of implementing your ideas into an actual game.
Learn about mixing priorities that determine which sounds should be heard more prominently, optimization considering mobile/PC environments, and even the often-overlooked sound QA checklist—covering the A to Z of practical work. Above all, become the best collaboration partner through clear planning request document writing methods that even audio teams acknowledge as "easy to work with."

This is recommended for those who

  • "Sound design document, where do I even start?" Junior planners with 1-3 years of experience feeling lost

  • "Just make it... more epic, please." For those who find themselves at a loss for words every time they give feedback to the audio team

  • "Why does it feel so unsatisfying?" For those who have been hurt by feedback that combat and sound effects don't sync well

  • "Decking? Layering?" A planner who shrinks during every meeting because they don't know the terminology

  • "The game is fun, but the sound..." An indie developer struggling because the game's appeal is diminished due to sound quality

After taking the course, you will see these changes

  • With 'Logic', Not 'Intuition': Instead of vague feelings, you'll design sound with systematic structure and principles.

  • A Clear Analytical Eye: You'll develop solid 'criteria' to explain why a sound works well or feels awkward.

  • Master Practical Terminology: Enhance details by using professional terms such as ducking, layering, and priority in the right context.

  • Beloved Collaboration Partner: You'll write clear specifications that make audio teams and developers exclaim, "This is so easy to work with!"

  • From Start to Finish: Gain practical skills to lead the entire sound production workflow, from prototype to launch.

Features of This Course

All lecture slides are provided as PDF files.

The slides used in the lecture are provided as PDF materials for review.
By utilizing these materials, you can take notes directly on the PDF or print them out for note-taking,
and refer to them frequently when designing your own projects or portfolios.

Clear explanations using AI voice and condensed progression enable efficient learning.

Like my other courses, this course was also recorded using AI voice. Since I used the latest AI model, it delivers the course content with accurate pronunciation and natural explanations that rival professional voice actors.

All lectures were recorded and edited using pre-prepared lecture scripts, resulting in the most condensed lectures with not a single second of wasted time.

Additionally, thanks to AI's accurate pronunciation, nearly 100% accurate automatic subtitles are generated. This enables improved delivery of lecture content to those who watch classes with subtitles enabled.

And I've added slight variations to the AI voice for each lecture. Therefore, you can listen without getting bored, as if each lecture is being explained by a different instructor.

Notes Before Enrollment

Learning Materials

  • In all lectures, PDF versions of the slides used during recording are provided. You can download and use them freely.

Prerequisites and Important Notes

No special technical prerequisites are required to take this course.
Even without programming or audio tool experience,
it is designed to help you understand the structure and principles of game sound from a planner's perspective.

However, if you come knowing the following content, you will be able to follow the course more easily.

  • I have experience playing games across various genres including action, RPG, and adventure
    (This helps me intuitively understand the roles of hit feedback, UI feedback, and environmental sound)

  • Basic Game Design Terminology
    (Feedback, Balance, State Changes, System Flow, etc.)

Recommended for
these people

Who is this course right for?

  • A beginner game designer who is stuck and doesn't know how to plan game sound in an ongoing project

  • A planner who feels frustrated because they don't know what to request or how to communicate with the audio team beyond just saying 'please make it sound good'

  • A game designer who frequently receives feedback that UI, combat, and environmental sounds don't work together cohesively, resulting in a lack of immersion in the game

  • The concept of audio middleware (Wwise/FMOD) feels difficult for non-programmer planners

  • Indie/solo developers who need to set up basic sound in the prototype stage but don't know where to start

Need to know before starting?

  • This course is designed so that even beginner game planners without specialized sound knowledge can take it, so no prior knowledge is required.

  • However, it would be helpful if you have general gameplay experience with action, RPG, adventure games, and are familiar with basic game design terminology.

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다양한 실무 게임 개발 경험을 가진 현업 개발자입니다. PC, 온라인, 모바일, 콘솔, VR 등 다양한 플랫폼을 대상으로 한 상업용 게임 개발에 참여해 왔습니다. 제 강의는 AI 음성을 이용하여 제작됩니다. 그래서 머신 튜터입니다.

Curriculum

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20 lectures ∙ (1hr 15min)

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