Module Descriptors
ART OF LIGHTING
GDEV50007
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Robert Lambert
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, South Staffordshire College - Lichfield Site, UG Semester 2
  • Occurrence D, Burton and South Derbyshire College, UG Semester 2
  • Occurrence E, Stoke-on-Trent College, UG Semester 2
  • Occurrence F, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Burton and South Derbyshire College
  • Digital Institute London
  • South Staffordshire College - Lichfield Site
  • Stoke Campus
  • Stoke-on-Trent College
Assessment
  • PROJECT ARTEFACT weighted at 80%
  • DEVELOPMENT LOGBOOK AND REFLECTION - 1000 WORDS weighted at 20%
Module Details
INDICATIVE CONTENT
You will build an understanding of:


Lighting styles for both organic and hard surface subjects.

Lighting theory. Cinematography.

Interior / exterior lighting techniques

Lumen / gpu lightmass / path tracer

Colour grading / post-processing

Shader effects: emission / transmission / sub surface scattering
ADDITIONAL ASSESSMENT DETAILS
Assessment component 1 - (Learning Outcome 1,2,3)

Project Artefact weighted at 80% consisting of:

Light and relight a series of 3D models which will form a collection of lighting studies based on references. The 3D models will be a mixture of metahumans, megascans assets, and free unreal marketplace projects.



Assessment Component 2 - (Learning Outcome 4)

Development logbook and reflection weighted at 20% consisting of:

Communicate the creative processes used and critically reflect on the project artefact in the form of a digital academy forum thread and will also critically reflect via a final forum post on the work done.
LEARNING STRATEGIES
3-hour lecture and tutorial

3-hour workshop
LEARNING OUTCOMES

1. Comprehend the various processes used by lighting systems within a games engine.

2. Apply appropriate lighting, rendering techniques, and shader solutions to 3D models to produce a high-quality visual output.

3. Identify and solve complex lighting related issues for both dynamic and static lighting workflows.

4. Communicate and critically review the development of your lighting and re-lighting workflows, evaluating the effectiveness of the chosen techniques in the lighting pipeline.
RESOURCES
3d modelling software

Game engine software

Photo editing software

Digital academy forum

Digital academy upload system

Data projection resource
REFERENCE TEXTS
3d modelling software

Game engine software

Photo editing software

Digital academy forum

Digital academy upload system

Data projection resource
WEB DESCRIPTOR
This module will prepare you for lighting multiple mediums of work based on various styles of cinematography, video game lighting, and general lighting theory such as exposure, composition, and mood. You will apply these skills to content inside a game engine using a mixture of metahumans, megascans and free marketplace assets.