Module Descriptors
LEVEL ART AND VISUAL STORYTELLING
GDEV40016
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Nicola Edwards
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 2
  • Occurrence C, British University Vietnam, UG Semester 2
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • DEVELOPMENT AND REFLECTIVE ART BOOK - 1500 WORDS weighted at 30%
  • REALTIME 3D NARRATIVE ENVIROMENT weighted at 70%
Module Details
Indicative Content
Visual storytelling, Mise-en-scène,

Spatial design & Architecture,

Environmental storytelling,

Unreal Block mesh,

UE landscape & Materials,

UE Static mesh modify tools

Asset Collision and player controls

Foliage and Foliage Painting tools,

UE Lighting & Cameras

Additional Assessment Details
Assessment Component 1 – (Learning outcomes 2 and 4)

Development and Reflective Art Book weighted at 30% consisting of:

An art book that reflects the artistic and creative journey, knowledge, design processes and critical reflection of the final environment towards a given brief. Additional elements will include market research, numerous iterative designs as well as games engine development towards a single finalised concept to be presented in a professional manner.

Assessment Component 2 – (Learning outcomes 1, 2 and 3)

Realtime 3D Narrative Environment weighted at 70% consisting of:

A video flythrough and reflective commentary of a small, playable level with a focus on spatial design, environmental storytelling, set dressing and compositional considerations using a provided asset pack, showing narrative through prop placement and visual storytelling.
Learning Strategies
1x hr theory lecture

2x hr tutorial

3x hr workshop
Learning Outcomes
1. Demonstrate environment narrative, visual storytelling, and level design through environment production.

2. Identify design processes and iterate upon a development pipeline, including level blockouts and environment design

3. Construct a small, playable level with a focus on visual and environmental storytelling

4. Reflect on the creative design and production processes used in development of the Realtime environment through the creation of a digital art book.
Resources
PureRef

3ds Max

Unreal Engine 5

Quixel Bridge & Megascans Library

Photoshop
Texts
Artists' master series: Color and light (2022). Worcester: 3DTotal Publishing.

Block, B.A. (2013) The visual story: Creating the structure of film, TV, and Digital Media. New York: Focal Press, Taylor & Francis Group.

Gurney, J. (2009) Imaginative realism: How to paint what doesn't exist. Kansas City: Andrews McMeel Pub.

Gurney, J. (2010) Color and light: A guide for the realist painter. Kansas, MO: Andrews McMeel.

K., C.F.D. (2015) Architecture: Form, space, & order. Hoboken: John Wiley & Sons.

Salmond, M. (2021) Video game level design: How to create video games with emotion, interaction and engagement. New York: Bloomsbury Academic.

TOTTEN, C.H.R.I.S.T.O.P.H.E.R.W. (2019) Architectural approach to Level Design: Second edition. A K PETERS.

Web Descriptors
This module aims to build the student’s knowledge and skills in visual storytelling. The module looks at the fundamentals of level design, architecture and spatial design to communicate with the player

The module will explore Mise-en-scène, set dressing, composition, & environmental storytelling to portray setting, location and theme.

The culmination of this is a playable level in Unreal Engine, built using the MegaScans and marketplace assets.