Computer Games Engines & Asset Creation teams will develop prototypes based on individual and team portfolio research Evaluation Level 5 Portfolio research into chosen specialist area of study within games design Creation of animations/games for festivals/clients. Trips to games conferences/festivals etc. As part of CORC2057 Subject Specialism Project students will focus on a particular area of study that they see as their possible career choice. As part of CORC2057, 2060, 2061, 2062, 2064 and 2065 students will possibly produce animations or games for clients, festivals or competitions. Students will visit games and animation festivals etc to gain inspiration from producers and designers . They will attend developer sessions, test games and speak to other industry 1,2,3,4,5 1,2,3,4,5 3,4,5 1,2,3,4 1,2,3,4 1,2 Portfolio Journals/Scrapbooks Research and reports Proposals and pitches Evaluation Commercial Practice Portfolio Journals/Scrapbooks Research and reports Proposals and pitches Evaluation Commercial Practice N/A Portfolio CORC2057 Subject Specialism Project CORC2057, 2060, 2061, 2062, 2064 and 2065 CORC2057, 2062, 2064, 2065 CORC2057, 2062, 2064 and 2065
Production of prototypes. professionals which will help inform their practice. As part of CORC2057, 2062, 2064 and 2065 students will create prototype game levels. 1,2,3,4,5 1,2,3,4 Journals/Scrapbooks Research and reports Proposals and pitches Individual and team contributions Evaluation Commercial Practice
SECTION B: DETAILS OF TEACHING, LEARNING AND ASSESSMENT Items in this section must be considered annually and amended as appropriate, in conjunction with the Module Review Process. Some parts of this page may be used in the KIS return and published on the extranet as a guide for prospective students. Further details for current students should be provided in module guidance notes. ACADEMIC YEAR: 2018-2019 NATIONAL COST CENTRE: 143 MODULE LEADER: Robert Shirley OTHER MODULE STAFF: None SUMMARY of MODULE CONTENT Origins of animation, Applications, Planning work, Audience, Techniques, Production, Technical considerations, Post-production, Finished product, Production skills. SUMMARY OF TEACHING AND LEARNING [Use HESA KIS definitions] Scheduled Activities Hours Comments/Additional Information Lecture 15 Seminar 5 Demonstration 5 Practical Classes and Workshops 20 Guided Independent Study 155 Total 200 (NB: 1 credit = 10 hours or learning; 10 credits = 100 hours, etc) Category Element Component Name Component Weighting Comments include links to learning objectives Written exam E Total = 100% T Total = 100% Coursework C Portfolio Presentation 75% 25% Total = 100% Practical P Total = 100% Updated by: Date: Approved by: HE Operations Date:15/09/16 Recommended Texts and Sources: Dayley L & Dayley B, 2010, Photoshop CS5 Bible, Indianapolis, Wiley Publishing Inc Hart, T. (1999)The Art of the Storyboard: Storyboarding for Film, TV, and Animation Focal Press Leete M et al, 2010, Flash Professional CS5 and Flash Catalyst CS5 For Dummies, Hobeken, Wiley Publishing Inc Long, B and Schenk, S. (2002) The Digital Filmmaking Handbook Charles River Media Kerlow, I. V. (1995) The Art of 3D Computer Animation and Imaging John Wiley Kuhlo M & Eggert E, 2010, Architectural Rendering with 3ds Max and V-Ray: Photorealistic Visualization, Oxford, Focal press Maclean F, 2011, Setting the Scene: The Art & Evolution of Animation Layout, San Francisco, Chronicle Books O’Conner J, 2010, Mastering mental ray: Rendering Techniques for 3D and CAD Professionals, Indianapolis , Wiley Publishing Van der Steen J & Boardman T, 2009, Rendering with mental ray and 3ds Max, Second Edition (Autodesk Media and Entertainment Techniques),Oxford Focal Press