I may have a unique perspective on this, as my first degree was actually in music. Clearly there is some interest in learning how to make music for games, but you probably have a wide spectrum based on what one’s previous experience is. If you have no prior knowledge of music theory, you could probably learn some of the basics and get something that sounds really cool (to draw from another realm, The Beatles didn’t even know how to read music, and look what they did!). In that case, there are actually some courses already on Udemy that cover these basic elements - melody, harmony, basic instrumentation, and DAW recording.
From there, you probably have some other students who already have some rudimentary experience with music. For example, those that took piano lessons as a kid, or who played an instrument in their school band or orchestra, and who understand the musical elements and probably only need to learn some compositional principles as well as the technical aspects of doing it on the computer. For that reason, you’d probably want to make some of these basic elements a little more modular so that those students who decide, “Yeah, I’ve got this handled” can focus more on the areas they have gaps in.
Moving on from there, you then have students who have a really solid understanding of the fundamentals of music composition and probably need some help some advanced technical problems (i.e., if you want to compose something that uses an intro, such as the final boss themes of Final Fantasy 7-9, how would you set it up in Unity such that the audio would loop back to the end of the intro, rather than back to the beginning?). I suspect students like myself who would come into the course at that level are a very minimal minority, but at the same time, other students might reach that level of interest after completing the more basic modules.
Those are my thoughts. What’s everyone else’s take on this?