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)

Reading List

Weeks 1–2: Character Design and Games Pipeline 

 

Essential Reading 

Brubaker, S. (2024) Realizing 3D Animation in Blender: Master the Fundamentals of 3D Animation in Blender, from Keyframing to Character Movement. Birmingham: Packt Publishing Ltd. 

 

Supplementary Reading 

Villanueva, N. (2022) Beginning 3D Game Assets Development Pipeline: Learn to Integrate from Maya to Unity. Berkeley: Apress. 

 

Weeks 2–3: Modelling, Sculpting and Rigging Foundations 

 

Essential Reading 

3dtotal Publishing. (2016) Sculpting from the Imagination: ZBrush. Worcester: 3dtotal Publishing. 

 

Supplementary Reading 

O'Hailey, T. (2024) Rig It Right!: Maya Animation Rigging Concepts. 3rd edn. Abingdon: CRC Press. 

 

Weeks 3–4: UV Mapping, Texturing and Optimisation 

 

Essential Reading 

Demers, O. (2002) Digital Texturing & Painting. Berkeley: New Riders Publishing. 

 

Supplementary Reading 

Ahearn, L. (2006) 3D Game Textures: Create Professional Game Art Using Photoshop. 4th edn. Boca Raton: CRC Press. 

 

Weeks 4–5: Animation/Specialist Pathway Development 

 

Essential Reading 

Besen, E. (2008) Animation Unleashed: 100 Principles Every Animator, Comic Book Writer, Filmmaker, Video Artist, and Game Developer Should Know. Studio City: Michael Wiese Productions. 

 

Supplementary Reading 

Brine, K. (2020) The Art of Cinematic Storytelling: A Visual Guide to Planning Shots, Cuts, and Transitions. New York: Oxford University Press. 

 

Weeks 5–6: Real-Time Implementation and Unreal Engine 

 

Essential Reading 

Lynn, M. and Sharif, C. (2023) Game Development with Unreal Engine 5: Learn the Basics of Game Development in Unreal Engine 5. London: BPB Online. 

 

Supplementary Reading 

Butler-Boschma, T. (2025) Unreal Engine 5 Best Practices: The Ultimate Guide to Advanced Visual Storytelling, Design, Lighting, and Performance in UE5. Birmingham: Packt Publishing Ltd. 

 

Online Resources: 

Agora: https://agora.community/home 

Chester Sampson: https://www.youtube.com/@ChesterSampson 

Khan Academy: https://www.khanacademy.org/computing/pixar 

Sir Wade Neistadt: https://www.youtube.com/@SirWade 

William Faucher: https://www.youtube.com/@WilliamFaucher