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 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)
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 Additional Assessment Details
100% coursework
a Written /practical assignment, length 5000 words ( learning outcome 1,2,3,4)
Module Special Admissions Requirements
None
Module Resources
Unreal tournament 2004, Halflife 2
Film technology studio, computer game lab
Video Cameras