Module Descriptors
SYNERGY OF COMPUTER GAMES AND FILM
GAME70106
Key Facts
Faculty of Arts and Creative Technologies
Level 7
15 credits
Contact
Leader: Wenyan Wu
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 102
Total Learning Hours: 150
Assessment
  • COURSEWORK weighted at 100%
Module Details
Module Resources
Unreal tournament 2004, Halflife 2
Film technology studio, computer game lab
Video Cameras
Module Special Admissions Requirements
None
Module Texts
Real-Time Cinematography for Games, Brian Hawkins, Charles River Media, 2005 ISBN: 1-58450-308-4
3D Game-Based Filmmaking: The Art of Machinima, Paul Marino, Paraglyph Press, 2004 ISBN: 1-932111-85-9

Research papers and conference proceedings.
Module Indicative Content
This module will investigate the cutting edge development of links between computer games and TV/film. This will include;
- Examine the relationship between games and film by analysing various films and computer games ( videogames)
- Examine the traversal phenomenon of convergence between the film and computer games, leading to new media genre, such as Technoludic films
- Investigate how computer games influence films and vice versa
- Identify and analyse the concepts and techniques of incorporating computer games into Films
- Investigate cross platforms to deliver and distribute computer games (such as interactive movie and satellite television).
Module Additional Assessment Details
100% coursework
a Written /practical assignment, length 5000 words ( learning outcome 1,2,3,4)
Module Learning Strategies
4 hours per week lectures and seminars and laboratory based practical work
24 hours lectures and seminars and 24 practical work
Directed reading, information gathering, student supervised learning (102)