Module Special Admissions Requirements
Pre-requisites Graduate level 3d modelling ability / Enrolment on Masters award
Module Learning Outcomes
1. DEMONSTRATE A CRITICAL AWARENESS OF ONLINE COMMUNITY REQUIREMENTS AND EVALUATE THE NEEDS OF CURRENT USER GENERATED CONTENT RESEARCH, ADVANCED SCHOLARSHIP, CONTEMPORARY PROBLEMS AND/OR NEW INSIGHTS, MUCH OF WHICH IS AT, OR INFORMED BY, THE FOREFRONT OF THE COMMUNITY GENERATED CONTENT
Analysis
2. DEVELOP A SYSTEMATIC WORKFLOW TO AID DECISION MAKING IN THE USE OF SPECIALIST 3D PACKAGES AND TOOLS, EMPLOYING APPROPRIATE DECISION MAKING IN COMPLEX AND UNPREDICATABLE SITUATIONS IN THE REALM OF CONTENT FOR ONLINE COMMUNITIES.
Problem Solving
3. DEMONSTRATE SKILLS AND QUALITIES THAT HAVE BEEN CRUCIAL TO THE APPROACH TAKEN IN THE PRODUCTION OF COMPLEX 3D OBJECT. WHERE RELEVANT SHOW INNOVATIVE SOLUTIONS TO TASKS AT A PROFESSIONAL OR EQUIVALENT LEVEL, REQUIRING THE EXERCISE OF INITIATIVE AND PERSONAL RESPONSIBILITY, SELF DIRECTION AND ORIGINALITY IN PROBLEM SOLVING
Reflection
4. USE ORAL, WRITTEN AND ELECTRONIC COMMUNICATION TO FIND INFORMATION AND TO EXPLAIN, DEBATE AND PRESENT COMPLEX ARGUMENTS, PROPOSALS AND IDEAS WHILE ADAPTING TO DIFFERENT AUDIENCES AND CIRCUMSTANCES
Communication
Module Additional Assessment Details
3D Modelling of a complex game asset or assets which makes use of current game construction pipelines and is to a live brief 70% (Assessing Learning Outcomes 1 and 2)
Production Journal on Virtual Learning Environment that shows a research proposal including a moodboard, color research and a blockout pass and keeps a weekly note of progress highlighting the decision making process. Maximum of 2000 words 30% (Assessing Learning Outcome 3)
Module Indicative Content
This module will allow students to work with advanced modelling workflows and online user communities.
Students will research topics such as; Game engine functionality, user content, modular production and online game competitions.
Module Learning Strategies
4 Hours per week Seminar / Interactive discussion
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 Texts
Fedor, 2007, Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366
Spencer, 2011, Zbrush Creature Design, John Wiley & Sons, ISBN 978-1118024331
Spencer, 2011, Digital Clay: Character Creation with Z-Brush, John Wiley & Sons, ISBN-13: 978-0470249963
Kingslien, 2011, Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons, ISBN 978-0470872567
Keller, 2011, Introducing Zbrush 4, Wiley & Sons, ISBN 978-0470527641
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260
Goldfinger, 1992, Human anatomy for artists the elements of form, OUP USA, ISBN-13 978-0195052060
Fedor, 2007, Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366
Lanning, Petroc, and Baysal, 2010, D'artiste Character Modeling 3: Digital Artists Masterclass, Ballistic Media, ISBN-13: 978-1921002359
Module Resources
Zbrush
Substance Suite
Adobe Suite
Office
Blackboard
Digital Academy
DIS submission system
Web Descriptor
This module will allow students to work with advanced modelling workflows and online user communities. Students will research topics such as game engine functionality, user content, modular production and online game competitions.