Module Descriptors
ADVANCED VEHICLE AND WEAPON PROTOTYPING
GAME70256
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Kieran Hicks
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • A practical hard suface game asset OR a gameplay prototype including weapon and vehicle mechanics with accompanying dev. weighted at 80%
  • Written report, length 2000 words. weighted at 20%
Module Details
Module Resources
Z-Brush
Maya
3dsmax
Adobe Photoshop
UDK
Blackboard virtual learning environment
Module Texts
Ahearn, L, 2008, 3D Game Environments: Create Professional 3D Game Worlds, Focal Press
Busby, J & Parrish, Z & Wilson, J, 2009, Advanced Level Design with Unreal Technology: Using Unreal Engine 3, Sams
Chin, R, 2012, Beginning iOS 3D Unreal Games Development, Apress
Cordone, C 2011, Unreal Development Kit Game Programming with Unreal Script, Packt Publishing
Isbister, K, 2006, Better Game Characters by Design, Morgan Kaufmann
McKinley, M, 2012, Maya Studio Projects: Game Environments and Props, John Wiley & Sons
Mooney, T, 2012, Unreal Development Kit Games Design Cook Book, Packt Publishing
Module Indicative Content
Advanced topics in weapons and vehicle design and asset production.

Exposure to the topics of Weapon profiling, weapon effects, weapon systems, vehicle performance management, handling and physics.

Asset production techniques such as Hard surface modelling for weapons, rigging weapons, particle dynamics and weapon textures.

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

Generation of solutions to weapon balancing, race mechanics and flow.
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.
Attendance at lectures and seminars
Research of academic paper publishing techniques
Assessment Details
A practical hard surface game asset OR a gameplay prototype including weapon and vehicle mechanics with accompanying development documentation. (Learning Outcomes 1, 2 and 3) 80% weighting

Written report, length 2000 words. (Learning Outcomes 4 and 5) 20% weighting
Web Descriptor
You will go on to produce portfolio ready assets in the fields of either 3D asset creation for vehicles and weapons or playable vehicle and weapon prototypes.