MODULE 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 - Innovation, Knowledge and critical thinking skills MQF2 - Practical skills MQF3 - Social skills & responsibilities MQF4 - Values, attitudes, professionalism and ethics MQF5 - Communications, leadership and team skills MQF6 - Problem solving & scientific skills MQF7 - Research, 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%. Proposal (LO1) 100%
MODULE TEXTS
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.