Module Descriptors
VFX AND SHADERS FOR GAMES
GDEV40050
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Kieran Osborne
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PORTFOLIO OF VFX AND SHADER DEVELOPMENT  weighted at 80% - Learning outcome(s) assessed: 1,2
  • REFLECTIVE DEVELOPMENT ARTBOOK  - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 3,4
Module Details
ADDITIONAL ASSESSMENT DETAILS
This module focuses on an in-depth exploration into games visual effects, highlighting the application of visual effects, texturing, shaders, and FX mathematics. Students will create a collection of visual effect assets that fit within a brief, with the aim of developing a cohesive and functional VFX package.

Assessment 1 – Game VFX Asset Collection 80% [Learning Outcomes 1 and 2]

Each student will be required to create a set of VFX assets that solve a set of in-game tasks set out by the lecturing team. This will be themed around a game and a VFX-specific requirement – for example, a cannon shooting a cannonball. Four tasks in total will be set – the first three will be focused on learning specific applications or theory, and the final task will be a chance to incorporate all aspects into one piece.

Assessment 2 – Reflective Development Artbook 20% [Learning Outcomes 3 and 4]

Each student will be expected to document their creative process, as well as any iterative approaches, staff / peer feedback, and how they have applied these inputs to their work.
INDICATIVE CONTENT
- Problem Solving
- Iteration Processes
- Communication
- Research skills for VFX Creation

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

- Asset Optimisation Processes
- VFX Game Art Pipeline and Process
- Theory Understandings of Gameplay and Game Feel Approaches
- Applications of FX within Environments, Gameplay and Decoration
LEARNING OUTCOMES
1. Develop an understanding of core game visual effects theory, professional practice and the disciplines application within games development.

Programme Learning Outcome: Knowledge and Understanding

2. Apply technical skills within industry level software to create effects akin to those in developed games.

Programme Learning Outcome: Application and Problem solving

3. Apply the iterative process and feedback from both peers and lecturers, to build a constructive, reflective ethos.

Programme Learning Outcome: Reflection, Critical Reasoning and Collaboration

4. Develop presentation skills for future work related portfolio projects, to share outside of your discipline, and demonstrate professional practice.

Programme Learning Outcome: Personal Development & Entrepreneurship
LEARNING STRATEGIES
Students will be expected to engage in a structured blend of scheduled teaching and independent study.

Scheduled sessions will typically include lectures introducing core concepts, alongside workshops where students apply techniques, participate in guided discussions, and undertake problem-solving and peer-learning activities.

Lecture sessions focus on theory, methodology and good practice, while workshop and development sessions provide individual guidance, practical demonstrations and support in applying artistic and technical principles.

Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by digital resources and forum feedback.

Teaching activities are designed to mirror professional art-department feedback loops, enabling students to experience iterative development and critique like industry practice.
RESOURCES
A VFX capable Game Engine
3D modelling software
Art creation software
Graphics tablets
Digital Academy Forum
Digital Academy Upload System
Game lab
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.

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

Harris, D, (2022), Making Videogames: The Art of Creating Digital Worlds Hardcover

Jones, P, (2022), Game Artist: The Ultimate Career Guide
WEB DESCRIPTOR
Take your first steps in becoming a real-time visual effects artist! Explore the full VFX development pipeline all the way from planning to full implementation, including texturing, shader development and particle scripting. This is a perfect introduction to particle systems and games visual effects for anyone who wants to become a Realtime VFX Artist.