FX2S01 - Professional Practice: Visual Effects and Motion Graphics 14 Mar 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | FX2S01 | ||
|---|---|---|---|
| Module Title: | Professional Practice: Visual Effects and Motion Graphics | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Geraint Thomas | ||
| Module Team: | Emma Davies, Christopher Thomas, Emma Marshman | ||
| First Intended Intake: | SEP 2018 | Final Year of Intake: | 2023 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | |||
| HECOS Code Weighting: | |||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 14 Mar 2018 |
| Valid To | 31 Aug 2026 |
Module Aims
To increase students ability to synthesise motion design solutions in response to changing market requirements within their field.
To enable students to become competent in discussing issues, effecting the development and management of VFX projects within an industry backdrop.
To provide students with a foundation in the basic and elementary theories of business practice, working principles and appreciation of its role within the creative sector.
Content Summary
Understanding the skills required for management and communication within business and the basic skills required when entering the industry.
Methods of creative management and how they fit into the creative sector.
Development of student’s awareness of the creative sectors working methods and its management of motion design projects.
Students will be encouraged to interact with Industry as part of this module. If a placement is not available, an alternative arrangement will be made.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 12 |
| Seminar | 6 |
| Project supervision | 12 |
| Practical classes and workshops | 18 |
| Work based learning | 70 |
| Independent Study | 82 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Demonstrate an understanding of a creative from a business perspective in relation to creating a portfolio. |
| LO2 | Investigate and reflect on the processes used by creative companies for the management and operation of projects and identify the gaps between their own capabilities and disciplinary expectations. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Project Output 1 | Case Study Research Assignment. | 0 | N/A | 50 | No | 40 |
| Asynchronous Assessment | Portfolio 1 | Portfolio - Team based assignment. | 0 | N/A | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Project Output 1 | ✔ | ✔ | |
| Portfolio 1 | ✔ | ✔ | |