5B051E - Character Creation and Animation for Games 01 Sep 2027 - 31 Aug 2033 | Version 0
Associated Module Information
| Module Code: | 5B051E | ||
|---|---|---|---|
| Module Title: | Character Creation and Animation for Games | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Design | ||
| Module Leader: | Thomas Walters | ||
| Module Team: | Tomos Hooson, James Kimm | ||
| First Intended Intake: | SEP 2027 | Final Year of Intake: | 2032 |
| Date Closed: | |||
| Credit Value: | 30 | Credit Level: | 5 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | |||
| Equivalent Module: | |||
| HECOS codes: | 100363 - computer animation and visual effects | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 0 |
|---|---|
| Valid From | 01 Sep 2027 |
| Valid To | 31 Aug 2033 |
Module Aims
To enable students to apply 3D CG production skills to the creation of a game-ready character suitable for integration within a real-time engine.
To support the development of an emerging specialism through a chosen pathway (e.g. CG artist or animator), reflecting industry roles and workflows.
To develop students’ understanding of real-time production processes, including optimisation, implementation and presentation within a games engine environment.
Content Summary
This module focuses on the creation of a game-ready character for real-time applications, allowing you to apply and extend your 3D CG production skills within a games engine environment. Building on prior Level 5 learning, you will design and develop a character suitable for integration into interactive experiences and real-time production workflows.
You will work within a chosen specialism, such as 3D CG artist or animator, applying industry-relevant techniques and workflows aligned with professional roles in games production. The artist pathway focuses on character asset creation, optimisation and presentation within a game engine, while the animator pathway emphasises rigging, gameplay animation, animation loops and responsive character performance.
Throughout the module, you will explore contemporary real-time production requirements, including optimisation, topology, material creation, animation readiness and engine integration. Emphasis is placed on producing work that reflects professional standards for games production, balancing visual quality, usability and technical performance. By the end of the module, you will have developed a game-ready character and gained practical experience of workflows used within contemporary games and interactive media industries.
As a Level 5 module, Character Creation and Animation for Games supports the development of specialist skills and prepares you for more advanced, industry-facing practice at Level 6.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Lecture | 2 |
| Tutorial | 10 |
| Project Supervision and Mentoring | 10 |
| Formative Assessment (scheduled) | 12 |
| Practical Classes and Workshops | 12 |
| Demonstration | 10 |
| Guided Learning | 10.5 |
| Summative Assessment and Preparation | 60 |
| Independent Learning (including self-directed study and support) | 173.5 |
| Total Hours Selected | 300 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Apply appropriate 3D CG production techniques within a chosen specialism to create a game-ready character and assets suitable for implementation within a real-time engine. |
| LO2 | Analyse and evaluate the creative and technical processes involved in developing and implementing the character within a games context, demonstrating understanding of workflows, constraints and decision-making. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Asynchronous Assessment | Creative Portfolio | Game-ready character development portfolio demonstrating modelling, sculpting, optimisation, retopology, texturing, rigging and real-time workflow preparation for Unreal Engine implementation. Submission to include integrated evaluative commentary reflecting on technical workflows, production methodologies, optimisation strategies and character refinement and optimisation processes. INDIVIDUAL. ONLINE. | 0 | 1000 | 60 | No | 40 |
| Asynchronous Assessment | Individual Presentation (Asynchronous) | Professional gameplay and animation presentation demonstrating and evaluating character implementation, motion capture and/or keyframe animation workflows, Unreal Engine integration, technical problem-solving and resolved production outcomes through appropriate visual and technical presentation materials. Presentations should demonstrate critical discussion of gameplay implementation, animation effectiveness, optimisation strategies, production workflows and the effectiveness of final real-time character integration within game production contexts. ONLINE. INDIVIDUAL. | 8 | N/A | 40 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Creative Portfolio | ✔ | ✘ | |
| Individual Presentation (Asynchronous) | ✘ | ✔ | |