Module Descriptors
ADVANCED CHARACTER PROTOTYPING
GAME70255
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Daniel Webster
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PORTFOLIO weighted at 100%
Module Details
Module Texts
Chin, R, 2012, Beginning iOS 3D Unreal Games Development, Apress
Cordone, C 2011, Unreal Development Kit Game Programming with Unreal Script, Packt Publishing
Fedor, 2007, Creative Essence: The Face, Ballistic
Goldfinger, 1992, Human anatomy for artists the elements of form, OUP USA
Isbister, K, 2006, Better Game Characters by Design, Morgan Kaufmann
Keller, 2011, Introducing Zbrush 4, Wiley & Sons
Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons
Lanning, Petroc, and Baysal, 2007, D'artiste Character Modeling 2: Digital Artists Masterclass, Ballistic Media
Spencer, 2011, Zbrush Creature Design, John Wiley & Sons
Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons
Module Learning Strategies
6 hours per week lectures / labs
2 * 2 hour session
2 * 1 hour online feedback

Directed reading and learning, class attendance.
Information gathering (Internet, books, technical articles, patents, company catalogues and literature, etc)
Discussions with experts in industry and University.
Problem analysis and solution (analytical, experimental and/or numerical).
Use of existing software packages (technical, business, math, word-processing, database, project scheduling).
Experimental work (industrial, academic, including computer simulations).
Report writing.
Preparation of oral presentation.
Presentation and defence of work at seminars.
Attendance at lectures and seminars
Module Indicative Content
Advanced topics in character and organic subjects in games creation and asset production.

Exposure to the topics of character design, character inventory, character physics, character controls, character animations and character statistics.

Asset production techniques such as character polygon modelling, sculpting, texturing, materials, advanced shaders, hair, cloth.

Application of a broad range of advanced research techniques to analyse complex problems in Character production.

Generation of solutions to complex problems in character creation, character balancing, character control and testing.

Use of oral, written and electronic communication to find information and to explain, debate and present complex arguments, proposals and ideas while adapting to different cultures and gaming markets.
Module Resources
Z-Brush
Maya
3dsmax
Adobe Photoshop
UDK
Blackboard virtual learning environment
Module Additional Assessment Details
A Practical 3D model of advanced character design OR a solution to a complex digital problem within character design with accompanying development documentation. Learning Outcomes 1,2,3,4 and 5
Web Descriptor
In this module students will create fantastic systems or 3D models relating to the world of character prototyping. Create amazing, detailed sculptures and 3D characters or design complex blueprints and character abilities using cutting edge techniques.