Module Descriptors
CREATURE DESIGN
FVFX50514
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Jan Korenko
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • COURSEWORK weighted at 100%
Module Details
ASSESSMENT DETAILS
The assessment comprises of 100% coursework

Practical project consisting of number of different shorts tasks assessing learning outcomes 1 and 2

Presentations assessing learning outcome 3:
• Interim review (formative assessment via PowerPoint presentation)
• Final review (critical deconstruction of finished design via PowerPoint presentation)
INDICATIVE CONTENT
Unique creatures, weather of frightful or friendly appearance are a key aspect of many films and games. This module will allow students to undertake an in-depth study into creature design workflow where thinking “out of the box” may often be way forward.

This module introduces the digital sculpting workflow with a huge emphasis on artist’s ability to transfer traditional skills into to digital world. You will build upon the knowledge learned in Character Design (L4) module, thus topics such as anatomy, proportions, dynamic stances will be often discussed throughout the project. You will start with research and production of sketches and thumbnails which will allow you to explore key factors and possible concepts for your creature. Once this is established to a satisfactory standards you will be able to realize the creature as digital sculpt.
Students will cover following skills / areas:
• Research skills
• Traditional art skills (drawing, anatomy, dynamic poses)
• Digital sculpting
• Photogrammetry
• Texturing
• Material setup, lighting and rendering
• Use of render passes
• Post-production skills
• Presentation skills
As part of the assignment students will be asked to discuss their progress and finished design via PowerPoint presentations.
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 12 weeks. Students are expected to conduct 228 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 credible design concepts in 2D and 3D format, as defined by verbal briefing / launch and Blackboard VLE materials.
3. Document all development stages of the project in a form of personal diary and deliver narrative presentations, as defined by verbal briefing / launch and Blackboard VLE materials.

Attend any designated Technical instruction in relation to Computer Workshops.

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.
RESOURCES
Autodesk Entertainment Creation Suite
Autodesk Memento
Autodesk 123D Catch
Adobe Creative Suite
Pixologic ZBrush
Marmoset Toolbag
Luxion KeyShot
Digital Academy Forum
Digital Tutors
Library
Blackboard
Wacom Cintiq interactive pen display / Wacom graphic tablet
TEXTS
Dixon, D., Morris, D., 1982. After Man: A Zoology of the Future, New edition edition. ed. Granada Publishing, London; New York.
Papstein, Steiner, 2014. ZBrush Characters and Creatures. 3DTotal Publishing.
Spencer, S., 2012. ZBrush Creature Design: Creating Dynamic Concept Imagery for Film and Games, Pap/DVD edition. ed. Sybex, Hoboken.
Team, Grassetti, 2012. ZBrush Character Sculpting: Volume 1. 3DTotal Publishing.
Whitlatch, T., 2015. Principles of Creature Design: Creating Imaginary Animals. Design Studio Press.
LEARNING OUTCOMES
1. RESEARCH INTO EXISTING ANIMAL SPECIES AND IDENTIFY KEY FACTORS TO SUPPORT THE DEVELOPMENT THE FINAL DESIGN.
[Enquiry; Analysis]

2. PRODUCE A CREATURE CONCEPT DESIGN IMPLEMENTING KEY INFORMATION FROM RESEARCH THAT CONTRIBUTES TO THE GENERAL APPEARANCE OF THE CREATURE, ITS CHARACTERISTICS AND BACKGROUND.
[Application]

3. CRITICALLY REFLECT UPON THE VISUAL AESTHETICS AND EVALUATE SHAPE, FORM, COLOUR, TEXTURE AND LIGHT IN YOUR WORK THROUGH PRESENTATION OF THE FINISHED DESIGN.
[Reflection;Visual Analysis]