Module Descriptors
DIGITAL PRESENTATION 2 I
FVFX50531
Key Facts
School of Digital, Technologies and Arts
Level 5
15 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 112
Total Learning Hours: 160
Assessment
  • Coursework weighted at 100%
Module Details
MODULE LEARNING OUTCOMES
On successful completion of this module, you should be able to:

1. To communicate developed design concepts via appropriate visual media to reflect current industry standards or conventions, to include either 2D digital artwork, 3D modelling or game engine integration of assets. MQF1, MQF5 2. To practice further skill in 3D modelling, especially in organic or soft surface modelling, texturing and rigging skills. MQF1, MQF2 3. To identify the limitation, obstacles and problems that occur in 3D organic low polygon modelling. MQF6

MQF Learning Outcome Area MQF1 - Knowledge MQF2 - Practical skills MQF3 - Social skills & responsibilities MQF4 - Ethics, professionalism and humanities MQF5 - Communications, teamwork and leadership skills MQF6 - Scientific method, critical thinking and problem solving skills MQF7 - Lifelong learning and information management skills MQF8 - Entrepreneurial & managerial skills
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
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 game 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.

Students will be able to direct the project emphasise so that both 2D and 3D artists aspirations are taken into account.
MODULE ADDITIONAL ASSESSMENT DETAILS
A COURSEWORK - ART & DESIGN weighted at 100%. Continuous Assessment 40% (LO1): ¿ Research, Idea Development, & Visual Concept in 2D Digital Work Final Assessment 60% (LO1): ¿ 3D Model Presented in Rotated Animation Video (50%) ¿ Presentation and PowerPoint Slides (10%)

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 (e.g. Maya meshes and textures within game engine) (LO 1)
MODULE TEXTS
Bower, S. (2016) Understanding Perspective: Easy Techniques for Mastering Perspective Drawing on Location (The Urban Sketching Handbook). Beverly, MA: Quarry Books.- ISBN: 9781631591280
Anatomy for 3D Artists: The Essential Guide for CG Professionals (2016) Worcester: 3DTotal Publishing. ISBN: 9781909414242
King, R. (2015) 3D Animation for the Raw Beginner Using Maya. Boca Raton: Taylor & Francis. ISBN: 9781439852644
Haynes, E. & Knight, T. (2016), The Art of Kubo and the Two Strings, Chronicle Books, ISBN-13: 978-1452153155