Indicative Content
Practice as Research (PaR) is a way of working which enables you to use creative methods to research and develop meaning and information. This approach to research brings creativity and understanding to the fore in your research approach and empowers you to work in this rapidly emerging research discipline.
To develop this process you will have the freedom to negotiate your practical visual effects work and define your own approach and output. You will develop confidence in managing your own learning and creative decision making and your ability to negotiate projects and methods. You will undertake an examination of the methodologies and direction of your work in preparation for your final outward facing project.
The module will deliver a range of project scoping and acquisition methods and develop your project management skills alongside task analysis to help with project negotiation and development.
Through the creation of your portfolio, you will undertake comprehensive research and enquiry into your chosen area of visual effects, using your findings to inform your creative, technical, and practical decision making. You will develop the skills to plan, execute and evaluate a project based in creative practice, looking outwards to industry, creative sectors and research to place your work for impact and to generate discussion and awareness.
With your design document you will collate an extensive collection of planning and development documentation. Combining your research, ideas generation, production preparation and application. Your design will evidence your professional practice and creative decision making.
Additional Assessment Details
1. Project pitch 15% assessing learning outcome 3. The project pitch will take the form of an illustrated verbal presentation of 10 mins followed by question and answer. The pitch should detail the individuals proposal for a visual effects project including inspiration, research and planned outcomes and methodologies.
2. Design Document 35% assessing learning outcomes 1, 2, 3 and 4. The design document should be maintained throughout the module and detail all aspects of the project including research, production processes, testing and analysis and application. The final submission should be curated from this set of notes.
3. Negotiated Portfolio 50% assessing learning outcomes 1, 2 and 4. The negotiated portfolio can be a broad application of visual effects skills or it can focus on individual areas of specialism. The final form of the output is part of the negotiation but it should comprise a short video demonstrating the finished work.
Learning Strategies
This module is introduced with a series of mixed mode lectures and workshops to build project development and negotiation skills. This will develop into project development sessions where a student led approach will be adopted and the sessions will ensure the proposal and development is appropriate and that relevant materials are created to define the project and that an appropriate schedule of work is proposed.
You will debate ideas with peers and academic supervisors and be encouraged to engage with industry professionals in the development of your work. Academics will take on the role of a critical friend in the process to challenge and encourage debate or alternative viewpoints or processes.
Learning Outcomes
1. On completion of this module, you will be able to explain complex ideas and concepts in relation to a chosen field of Visual Effects, demonstrating an understanding of the Visual Effects industry and the pitching process. Knowledge and Understanding
2. On completion of this module, you will be able to understand and plan for life- long learning and personal development.
Learning
3. On completion of this module, you will be able to propose and question a specific set of production values and requirements for visual Effects demonstrated within a design document.
Enquiry
4. On completion of this module, you will be able to examine, appraise and critically evaluate a range of existing Visual Effects techniques, demonstrating a knowledge of the relevance, pipeline and Industry. Analysis
Resources
GDDspecialist teaching space
Blackboard VLE
Lynda.com
Media stores filmmaking resource
Greenscreen space
Virtual Production Studio
Visual Effects Software
• Maya
• Houdini
• PFTrack
• Reality Capture
• Nuke
• Adobe Suite
• PTGui
• Unreal
Texts
Barrett, E., & Bolt, B., 2019. Practice as Research: Approaches to Creative Arts Enquiry. London: I.B. Tauris. Dinur, E., 2022. The complete guide to photorealism: F or visual effects, visualization and games. New York: Routledge.
Kara, H., 2020. Creative Research Methods: A Practical Guide. 2nd ed. Bristol: Policy Press.
Maylor, D., 2022. Project Management. 5th ed. Harlow: Pearson.
Robson, C., 2014. How to do a Research Project, 2nd ed, Chichester: John Wiley.
Clark, B., Spohr, S., Higginbotham, D. & Bakhru, K., 2019. The Guide to Managing Postproduction for Film, TV, and Digital Distribution, New York: Routledge.
Web Descriptor
In this module you will have the opportunity to develop and create a visual effects project that will stretch your technical and creative boundaries. You will be able to self determine your learning process and form of expression and create work that focusses on your individual skillset and your creative passion.