Module Descriptors
DIGITAL PRESENTATION 2
FVFX50179
Key Facts
School of Digital, Technologies and Arts
Level 5
30 credits
Contact
Leader: Jan Korenko
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • CWK - A&D weighted at 100%
Module Details
Module Resources
H133 / WS Workstations with Cry Engine
High Spec computers
Cry Engine, Photoshop, Mudbox, Maya
Specialist input where required

Students are expected to take advantage of the extensive library facilities available within the University, keeping abreast of current developments through appropriate periodicals, journals, literature, CD_ROMs and online resources. Students will also be expected to complement 'lecture' based reviews of media with self managed reviews and discussion groups.

The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
Module Texts
Due to frequency of updates / new publications, please refer to VFX Award Handbook and VFX portal on Blackboard VLE for up to date texts.

Cry Engine 3 videos on Blackboard VLE
Module Additional Assessment Details
Communication of appropriate design work, as negotiated 2D, 3D (or both) output.

Work may be 'standalone' or as part of a 'team based' activity. Completed work will include 2D artwork (sketches), 3D sketch modelling, 3D computer modelling, 2D and 3D digital presentations (eg Maya meshes and textures within game engine) (LO 2)

Clearly defined analysis / critique of contemporary industry practice, demonstrated via the compilation of 'mood boards' to both inform and shape the final design development work. (LO 5)

Demonstration of prior learning and the successful integration of such in the development and fine-tuning of design ideas and final project work. This will include the integration of previously learnt 2D and 3D modelling skills in the development of design ideas and their communication. (LO's 1, 3, 4)

All Learning Outcomes / criteria equally weighted, unless specified differently within the module pack.
Module Indicative Content
This modules aims to develop concept ideas produced during the previous semester, and realise those concepts as industry standard 'digital' assets- be they 2D artwork, 3D computer models or 3D interactive environments (via such mediums as Crytek's Cry Engine).

The emphasis will be producing commercially acceptable assets that would be of sufficient detail and conclusion to allow full utilisation of those ideas, be they characters, environments or props.

In order to achieve this, a full appreciation of a 'digital pipeline' will be required, utilising available industry standard software and hardware. Game engine content will need to be modelled with full consideration for geometry optimisation and import / export pre-requisites when utilising a Maya : Cry Engine workflow.

Students will be able to direct the project emphasise so that both 2D and 3D artists aspirations are taken into account.
Module Learning Strategies
Supervised and self managed reviews of appropriate media, with planned objectives
Agreement of production cycle / workflow with designated 'delivery points' for assets
Demonstration of key techniques / principles via tutor / TI input or video tutorials