Module Learning Strategies
Evaluation of numerous genres and acknowledged `iconic' production benchmarks.
Generation of concise, communicative flatwork for review by peers and staff team.
Group critiques and presentations will be used throughout the module.
Module Indicative Content
The most successful film and games rely heavily upon convincing set / level design to contextualise both characters and plots against (e.g. Alien, Blade Runner, Star Wars, Fallout 3, and S.T.A.L.K.E.R). Most are based upon recognised architectural principles and proven (or perceived) manufacturing capability.
This module will encourage you to acknowledge and challenge conventional thinking, the culmination being exciting, 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 form, texture, colour and lighting play in the communication / depiction of such.
Module Additional Assessment Details
Coursework to consist of the following:
Production of an appropriate range of design solutions, clearly communicated on paper via sketch drawing, presentation media and sketch modelling (where appropriate). (LO's 1, 2 and 4) 85%
The compilation of appropriate visual reference boards, conveying sources of industry standard inspiration and communication benchmarks. (LO's 2 and 3) 15%
Module Resources
Fully equipped 3D workshop, design studio, DVD player, OHP, slide / data projector, library, CD-ROM and reader, telecommunications equipment, seminar room
Non-specialist computing facilities for email, internet access, word processing, database, spreadsheet and basic presentations will be available through LLRS/ITS facilities on campus, not from within the Faculty itself - the exception being the Faculty's Student Browsers based in studios which will support email and internet access.
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
Module Texts
Jean-Marc Gauthier, Building Interactive Worlds in 3D: Virtual Sets and Pre-visualization for Games, Film & the Web: Virtual Sets and Pre-visualization for Games, Film and the Web. Focal Press; Pap/Cdr edition (20 April 2005)
Lorne Peterson, Sculpting a Galaxy: Inside the "Star Wars" Model Shop. Insight Editions, Div of Palace Publishing Group, LP (13 Nov 2006)
Jody Duncan & James Cameron, The Winston Effect: The Art and History of Stan Winston Studio.Titan Books Ltd; 1 edition (24 Nov 2006)
Cotta Mark Vaz, Industrial Light and Magic (Into the digital realm) . Del Rey Books (30 Nov 1996)
Pascal Pinteau, Special Effects: An Oral History. Harry N. Abrams, Inc. (24 Dec 2004)
Other relevant sources of inspiration e.g. magazines (3D World, CineFEX) & journals