Unit information: Music for Games in 2025/26

Please note: Programme and unit information may change as the relevant academic field develops. We may also make changes to the structure of programmes and assessments to improve the student experience.

Unit name Music for Games
Unit code MUSIM0057
Credit points 20
Level of study M/7
Teaching block(s) Teaching Block 2 (weeks 13 - 24)
Unit director Miss. Tyler
Open unit status Not open
Units you must take before you take this one (pre-requisite units)

None

Units you must take alongside this one (co-requisite units)

None

Units you may not take alongside this one

None

School/department Department of Music
Faculty Faculty of Arts

Unit Information

Why is this unit important?

Computer gaming is one of the dominant forms in today’s creative media industries. Music plays a crucial part in creating engagement, mood, immersion, and brand identity. Music for gaming has much in common with music for film and television — but also distinctive differences. This unit equips you to create music for gaming, from conceptual understanding to skills for implementation, and with insight into the industry’s expectations. Games take very varied forms, so this unit also opens up pathways to apply your creative skills in the wider field of XR, extended reality.

How does this unit fit into your programme of study?

This unit builds on the core learning of TB1, in Film Scoring, Professional Techniques, and your option unit (for instance in writing for orchestra); and it runs in parallel with the TB2 unit Media Composition and TB2 option units. You will use the knowledge, understanding and skills you are gaining in scoring linear screen media as the foundation for the particular demands of game music including its non-linear structuring. This supports the inclusion of game projects in your final Portfolio / Dissertation.

Your learning on this unit

An overview of content

We review the ways music is used in games of many genres, and examine the rationales, structuring techniques, and approaches to musical characterisation. We compare and contrast the way music functions in films and TV with the non-linear requirements of gaming. We examine strategies for creating effective musical material, and work with the machinery that makes the music ‘interactive’. Across the conceptual and practical work, we keep an eye on the evolving expectations of the game industry.

How will students, personally, be different as a result of the unit

You will be familiar with music in a wide range of game and interactive scenarios, beyond those you’ve already played or used. You’ll understand the complex interactions of genre, technical form, and user experience. You will be able to originate and realise music in keeping with the current practices of the industry.

Learning Outcomes

At the end of this unit, a successful student will be able to:

  1. demonstrate critical understanding of the roles and forms of music in games
  2. create genre-appropriate musical materials
  3. create interactive deliverables
  4. show understanding of industry expectations across a range of contexts

How you will learn

Teaching combines seminars and demonstrations on conceptual and practical topics; review of present and past game music with student-led discussion; creative tasks in response to set challenges; and, where possible, guest visits from game researchers and makers from the university and industry.

How you will be assessed

Tasks which do not count towards your unit mark but are required for credit (zero-weighted):

  • Pitch: in-class presentation of the student’s ‘musical world’ proposal, 5 min (0%, required for credit) [ILO 1, 2]

Tasks which count towards your unit mark (summative):

  • Analysis project: critical comparison of music in two distinct games, or in a related game and movie, 1500 words or equivalent (30%) [ILO 1, 4]
  • Musical world: composition of material to characterise the ‘musical world’ for an agreed game project, presented as audio media (total 2-3 minutes) with 500-word statement (30%) [ILO 2, 4]
  • Interactive project: delivery of music for an agreed game scenario, in an appropriate software game engine or middleware (40%) [ILO 3, 4]

When assessment does not go to plan

When required by the Board of Examiners, you will normally complete reassessments in the same formats as those outlined above. However, the Board reserves the right to modify the form or number of reassessments required. Details of reassessments are normally confirmed by the School shortly after the notification of your results at the end of the academic year. 

Resources

If this unit has a Resource List, you will normally find a link to it in the Blackboard area for the unit. Sometimes there will be a separate link for each weekly topic.

If you are unable to access a list through Blackboard, you can also find it via the Resource Lists homepage. Search for the list by the unit name or code (e.g. MUSIM0057).

How much time the unit requires
Each credit equates to 10 hours of total student input. For example a 20 credit unit will take you 200 hours of study to complete. Your total learning time is made up of contact time, directed learning tasks, independent learning and assessment activity.

See the University Workload statement relating to this unit for more information.

Assessment
The assessment methods listed in this unit specification are designed to enable students to demonstrate the named learning outcomes (LOs). Where a disability prevents a student from undertaking a specific method of assessment, schools will make reasonable adjustments to support a student to demonstrate the LO by an alternative method or with additional resources.

The Board of Examiners will consider all cases where students have failed or not completed the assessments required for credit. The Board considers each student's outcomes across all the units which contribute to each year's programme of study. For appropriate assessments, if you have self-certificated your absence, you will normally be required to complete it the next time it runs (for assessments at the end of TB1 and TB2 this is usually in the next re-assessment period).
The Board of Examiners will take into account any exceptional circumstances and operates within the Regulations and Code of Practice for Taught Programmes.