MODULE LEARNING OUTCOMES
On successful completion of this module, you should be able to:
1. Gain an understanding of key skills and roles and activities within the design process. (MQF1,6)
2. The gathering, organisation and presentation of information as an integral part of design practice. (MQF 1,5)
3. A clearly identified contribution to team activities through teamwork and external liaison, peer and self-evaluation. (MQF 4,5,7)
MQF Learning Outcome Area MQF1 - Knowledge MQF2 - Practical skills MQF3 - Social skills & responsibilities MQF4 - Values, attitudes and professionalism MQF5 - Communications, leadership and team skills MQF6 - Problem solving & scientific skills MQF7 - Information management and lifelong learning skills MQF8 - Managerial and entrepreneurial skills
MODULE LEARNING STRATEGIES
Teaching-learning and assessment strategy:
Provide lecture guidance to students where they will be introduced to new topics and techniques, and illustrated with examples.
Provide the students with self-study materials and practice this self-study material during the tutorial class, with a tutor present to provide assistance.
Support the students in their independent study time that will be used to complete the relevant exercises in the self-study materials. It will also be used for further practice of routine techniques, and for further background reading.
MODULE INDICATIVE CONTENT
This module will transition the students to the study of animation with a structured progression to animation for visual effects. Knowledge gained from Introduction to VFX 1 will be extended and applied through the integration into a 3D digital environment in order to produce deliverables of professional standard.
MODULE ADDITIONAL ASSESSMENT DETAILS
One assignment to be presented in the form of a practical 'design' project, based upon a written brief and verbal briefing worth 100% from Introduction to VFX A. [ALL Learning Outcomes apply]
Continuous Assessment: 40% Final Assessment: 60%
All presentations are to be accompanied by reports / documentation / briefs, presentation media (to include 2D and 3D), flatwork, sketchbooks etc. Formal and informal communication / presentations to staff, peers and companies will also be considered when formulating a final grade.
Students may be asked to formally 'assess' their peers contributions to team activities in order to determine the effectiveness of team working / 'working with others'.
ALL design work to be supported via sketchbooks, notebooks, with all digital content to be compiled on a CD-ROM/DVD.
MODULE TEXTS
Zeman, N. B. (2016) Essential skills in character rigging. Boca Raton, FL: CRC Press, Taylor & Francis Group . ISBN: 9781482235234
Lanier, L. (2017) Advanced Visual Effects Compositing: techniques for working with problematic footage. New York: Routledge. ISBN: 9781138668348
Holmes, M. T. (2016) Designing creatures & characters: how to build an artists portfolio for video games, film, animation, and more. Cincinnati, OH: Impact Books. ISBN: 9781440344091
Foster, J. (2015) The green screen handbook: real-world production techniques. New York: Focal Press. ISBN: 9781138780330
Schroeppel, T. (2015) The bare bones camera course for film and video, 3rd ed. New York: Allworth Press. ISBN: 9781621535263
Perkins (2013) The After Effects Illusionist: all the effects in one complete guide. 2nd ed. Burlington: Focal Press, ISBN: 9780240818986