Module Descriptors
GAME AUDIO AND VFX
GDEV40037
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Sharon Coleclough
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PRACTICAL ASSESSMENT, COURSEWORK-BASED weighted at 60% - Learning outcome(s) assessed: 1,2,3
  • PRODUCTION PORTFOLIO - 2400 WORDS weighted at 40% - Learning outcome(s) assessed: 3.4
Module Details
ADDITIONAL ASSESSMENT DETAILS
This module focuses on introducing designers to the fundamentals of game feel, highlighting the application of visual effects, audio, and engine components to enhance gameplay. Students will work together in small teams (2-3 students per team) and each create a set of game-feel assets that fit within the team’s given theme.

Assessment 1 - Game Feel Asset Collection, 60% weighting, consisting of;

- VFX, Audio and Game Feel specific assets, all focused around making a player experience more enjoyable within a framework.

- Additional assets, such as textures, sprites and audio, which are specifically created manually or within a procedural package will also be assessed under this criterion.

- Students will be split into teams for this module; each team will have a theme which should be reflected in the final assets created.

Assessment 2 – Production Portfolio, 40% weighting, consisting of;

- Each student will be expected to create a development log which documents their learning and their outcomes, as well as a final reflection piece.

- Each student will be expected to create a brief final showcase video for their work, at a maximum of 3 minutes long.
INDICATIVE CONTENT
- Problem Solving
- Iteration Processes
- Communication

- Fundamental Properties of Sound (Acoustic and Perceptual)
- Sound Effects creation/development
- Contextual Audio Systems
- Introduction to Audio Production – DAW and Editing/post-production
- Fundamentals of digital audio and audio file management

- Particle System Basics
- 3D DCC Packages for VFX assets
- 2D Drawn Textures
- Procedural Texture Creation

- Asset Optimisation Process
- Theory Understandings of Gameplay and Game Feel Approaches
LEARNING OUTCOMES
1. Identify suitable game engine tools to solve VFX challenges and audio placement and creation.

Programme Learning Outcome: Application and problem solving

2. Demonstrate technical skills in artefact development, such as 3D modelling, animation, and shader creation, to support VFX development and panning, synthesis, placement and effects to support audio development.

Programme Learning Outcome: Digital Literacy

3. Compare the outcomes of chosen techniques used in the completion of the group work to industry examples and approaches.

Programme Learning Outcome: Critical Reasoning and Collaboration

4. Summarise technical developments through work-in-progress breakdowns and final individual reflection of progress.

Programme Learning Outcome: Reflection
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops/tutorials that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve research tasks, design tasks, and ongoing development of project work supported by the resources provided.
RESOURCES
- Unreal Engine
- Niagara
- Blender
- Audio DAW (Audition or Similar)
- Appropriate workstation device
- Version Control (GitHub or equivalent)
- Digital Academy Forum
TEXTS
Andurlekar, H. (2023) Build stunning real-time VFX with unreal engine 5 : start your journey into unreal particle systems to create realistic visual effects using Niagara. First edition. Birmingham: Packt Publishing.

Caldwell, C. (2017) Story structure and development : a guide for animators, VFX artists, game designers, and virtual reality. Boca Raton: CRC Press.

Collins, K. (2008) Game sound : an introduction to the history, theory, and practice of video game music and sound design. 1st ed. Cambridge, MA: MIT Press

Roda, C. (2022) Real time visual effects for the technical artist. 1st ed. CRC Press: Boca Raton, FL.

Zdanowicz, G. and Bambrick, S. (2019) The Game Audio Strategy Guide. 1st edition. Focal Press.