MODULE LEARNING OUTCOMES
Learning outcomes: On successful completion of this module, you should be able to: 1. To identify a problem and to propose a potential solution using creative thinking and idea generation methods. (MQF6) 2. To communicate information and concepts visually to a professional standard (MQF5)
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 skills and scientific skills MQF7 - Information management and lifelong learning skills MQF8 - Managerial & entrepreneurial skills
MODULE LEARNING STRATEGIES
The module comprises lectures and tutorials and involves team working skills within the assignment.
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
A COURSEWORK weighted at 100%.
Continuous Assessment: 40% ¿ Progress Review
Final Assessment: 60% ¿ Final Proposal ¿ Presentation
MODULE TEXTS
Jean-Marc Gauthier (2018). Building Interactive Worlds in 3D: Virtual Sets and Previsualization for Games, Film & the Web 1st Edition Focal Press -ISBN-13: 9781138403345
Kimberlin, B. (2018). Inside the Star Wars empire: a memoir. Guilford, CT: Lyons Press. ISBN: 9781493032310 Dinur, Eran.(2017), The filmmaker's guide to visual effects : the art and technique of VFX for directors, producers, editors, and cinematographers, New York : Routledge, c2017
Micheal, E., 2011. Basics of game design. 1st ed. Boca Raton: :A K Peters/CRC Press, c2011.
Glintenkamp, P. (2011). Industrial Light & Magic: the art of innovation. New York: Abrams. ISBN: 9780810998025
Lanier, L. (2018). Aestetics 3D Lighting: history, theory, and application. New York: Routledge (A Focal Press book). ISBN: 9781138737570
Additional Reading
Gauthier, Jean-Marc., 2005, Building Interactive Worlds in 3D: Virtual Sets and Previsualization for Games, Film & the Web, Focal Press, Pap/Cdr edition
Peterson, Lorne., 2006, Sculpting a Galaxy: Inside the "Star Wars" Model Shop. Insight Editions, Div of Palace Publishing Group, LP
Duncan, Jody. & Cameron, James., 2006, The Winston Effect: The Art and History of Stan Winston Studio.Titan Books Ltd, 1 edition
Mark Vaz, Cotta., 1996, Industrial Light and Magic (Into the digital realm), Del Rey Books
Pinteau, Pascal., 2004, Special Effects: An Oral History. Harry N. Abrams, Inc.