CB2S01 - Character Creation, Animation & Implementation for Games 19 Mar 2019 - 31 Aug 2027 | Version 1
Associated Module Information
| Module Code: | CB2S01 | ||
|---|---|---|---|
| Module Title: | Character Creation, Animation & Implementation for Games | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Culture and Animation | ||
| Faculty Sub Group: | Animation | ||
| Module Leader: | Jonathan Edwards | ||
| Module Team: | Philip Duncan, Nick Hood, Brian Fagence, Jonathan Edwards, Leonie Sharrock, Matthew Gravelle-Eagles, Sarah Llewellyn, Emma Marshman, Thomas Walters | ||
| First Intended Intake: | SEP 2019 | Final Year of Intake: | 2026 |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 19 Mar 2019 |
| Valid To | 31 Aug 2027 |
Module Aims
To develop awareness and proficiency with the creative and technical abilities needed to prepare 3D CG Animation or Art Assets for incorporation into a live action shot for the Computer Games industry.
To create 3D CG Animation or Art Assets in accordance with pre-production proposals for integration into a games engine
To develop in-game implementation techniques as relevant to the Computer Games industry.
Content Summary
During the first part of the module, students will be required Interpret and execute the design work & animation preparatory work to generate content for a Game project where a CG Character is exported and enhanced within and “in-game” environment.
The module will attempt to further define students specialist pathways as either an animator or artist by offering two distinct specialist pathways based on the nature of the CG production work to be produced.
The second stage of the module will focus more on the integration and implementation of the assets created and explore methods to seamlessly embed them within a games engine environment.
Students wishing to specialise as animators will explore “in-game” rigging, animation, controls and sub-trees whilst those specialising as artists will generate and environment for their character and incorporate “in-game” texturing, high-poly transfer and lighting techniques.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 6 |
| Tutorial | 3 |
| Practical classes and workshops | 12 |
| Supervised time in studio/workshop | 27 |
| Independent Study | 100 |
| Directed Study | 44 |
| Formative Assessment - Scheduled | 8 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Develop proficiencies in 3D CG Art & Animation using a variety of computer-based skills to produce and deliver work to a given length, format, brief and deadline. |
| LO2 | Explore creative processes and practices through engagement in 3D CG production techniques to develop an appreciation of in-game implementation principles as relevant to the Computer Games industry. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Practical Coursework 2 (Asynch) | Renders of the CG characters and other assets within a games engine scene, plus supporting work. | 0 | N/A | 50 | No | 40 |
| Asynchronous Assessment | Practical Coursework 1 (Asynch) | Renders of 3D CG Character Animation & Art Assets, plus supporting work. | 0 | N/A | 50 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Practical Coursework 2 (Asynch) | ✔ | ✔ | |
| Practical Coursework 1 (Asynch) | ✔ | ✔ | |