Module Descriptors
SET DESIGN
FVFX40501
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Jan Korenko
Hours of Study
Scheduled Learning and Teaching Activities: 78
Independent Study Hours: 222
Total Learning Hours: 300
Assessment
  • Coursework weighted at 100%
Module Details
INDICATIVE CONTENT
The most successful films and games rely heavily upon convincing set / level design to contextualise characters, vehicles and/or plots (e.g. Alien, Blade Runner, Star Wars, Fallout 4, S.T.A.L.K.E.R, Avatar, Prometheus, Tintin, King Kong, District 9 etc.). Most are based upon recognised architectural principles and proven (or perceived) manufacturing capability whilst others are writer’s fiction or fantasies.

This module will encourage you to acknowledge and challenge conventional thinking, integration of exciting ideas to produce original, yet convincing environments which assist in the delivery of storyline, audience or participant involvement.

You need to communicate these ideas and demonstrate a clear understanding of the role of 'environments' in either film / game scenarios and the relationship that physical form, technology, culture, texture, materials, colour and lighting (ambient and task) play in the communication / depiction of such.

Students will cover following skills / areas:
• Digital sketching
• Perspective
• Camera compositions
• 3D modelling skills
• Lighting and rendering
• 3D paint-overs
• Light & shadows
• Tones, shades and colours
• Presentation skills
• Team building skills

As part of the assignment students will be split into groups which will allow them to develop team working skills.
RESOURCES
Autodesk Entertainment Creation Suite
Adobe Creative Suite
Digital Academy Forum
Digital Tutors
Library
Blackboard
Wacom Cintiq interactive pen display / Wacom graphic tablet
TEXTS
Halligan, F., 2012. FilmCraft: Production Design. Ilex Press, Lewes, UK.
Murdock, K., 2015. Autodesk Maya 2016 Basics Guide, Pap/Psc edition. ed. SDC Publications.
Neumann, D., 2000. Film Architecture: Set Designs from “Metropolis” to “Bladerunner.” Prestel.
Palamar, T., 2015. Mastering Autodesk Maya 2016: Autodesk Official Press, 1 edition. ed. Sybex, Indianapolis.
Whitlock, C., 2010. Designs on Film: A Century of Hollywood Art Direction. It Books, New York.
LEARNING OUTCOMES
1. RESEARCH INTO FACTORS AND INFLUENCES THAT WILL SHAPE AND INFORM ENVIRONMENT / SET DESIGN, CULMINATING IN A DEFINITIVE PACKAGE OF RESEARCH MATERIALS.
[Enquiry and Analysis]

2. APPLY RESEARCH DATA AND THROUGH ANALYSIS OF COLOUR, FORM, TEXTURE AND LIGHT DEVELOP CREDIBLE DESIGN / CONCEPTUAL PROPOSAL TO SATISFY THE SPECIFIED / SELECTED BRIEF. [Application]

3. UNDERSTAND WORKFLOW INVOLVED IN SUCCESSFUL EXECUTION OF THE BRIEF THROUGH 2D SKETCH AND 3D GEOMETRY TO FINAL VISUALISATION AS 2D / 3D MEDIA.
[Learning]

4. DEMONSTRATE TEAM WORKING SKILLS AND INTERACTION WITH PEERS.
[Working with Others]
Module Learning Strategies
The module will be delivered using a combination of lectures, demonstrations and supervised (solo & group) tutorials in 3 hour periods. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work.

2 x 3 hour workshop in conjunction with support sessions per week over 13 weeks. Students are expected to conduct 222 hours of independent study over the course of the term.

You will be tasked with completing a designated practical assignment that requires three key stages to be completed:
1. Generation of visual mood boards that synthesise research and inspiration into themed benchmark references.
2. Using '1' as reference, produce design concepts in 2D and 3D form, as defined by verbal briefing / launch and Blackboard VLE materials.

3. As a small team develop body of work to contribute to overall goal. Work together to develop and present your finished designs.
Attend any designated Technical instruction in relation to Computer Workshops, Green Screen resources and camera training.

Demonstrate and discuss weekly progression of design ideas via 'in class' discussions.
Demonstrate independent learning and self-managed skills progression.
Demonstrate 'further reading' via review of appropriate written, film and games titles that would further your knowledge / awareness of the creativity and importance of sets in conveying storylines.
Complete both elements of the module to an acceptable standard.
Generation of concise, communicative flatwork / media for review by peers and staff team.

Group critiques and presentations will be used throughout the module, providing both regular verbal feedback and guidance in relation to each person’s progress. It is expected that student act upon feedback received from peers and staff team to ensure a smooth development of the project.
Module Additional Assessment Details
Coursework consisting of number of different tasks demonstrating: ¿

Research, ¿
Implementation of the key information into design, ¿
Development of credible design, ¿
Use of appropriate tools and workflows, ¿
Final visualization of finished design ¿
Team working
Web Descriptor
In this module we will explore design principles and techniques used in the industry when generating environments for virtual reality games. This is a hands-on project where you will create your very own VR set. (3D modelling, UV mapping, Texture Painting, Unreal Engine integration, Lighting)