Module Descriptors
CINEMATICS FOR GAMES DESIGNERS
GDEV50011
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Benjamin Rimmer
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 1 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
  • Occurrence C, South Staffordshire College - Lichfield Site, UG Semester 1 to UG Semester 2
  • Occurrence D, Burton and South Derbyshire College, UG Semester 1 to UG Semester 2
  • Occurrence E, Stoke-on-Trent College, UG Semester 1 to UG Semester 2
Sites
  • Burton and South Derbyshire College
  • Digital Institute London
  • South Staffordshire College - Lichfield Site
  • Stoke Campus
  • Stoke-on-Trent College
Assessment
  • CINEMATIC SEQUENCE weighted at 60%
  • RESEARCH AND DESIGN weighted at 40%
Module Details
INDICATIVE CONTENT
Students will explore the following Cinematic development topics.


Worldbuilding

Texture and Material Manipulation

Motion Capture

Metahumans

Cinematic Theory

Cinematography

Editing

Directing

Light and Colour Theory

Narratology
ADDITONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning Outcomes 1 and 2)

Cinematic Sequence weighted at 60% consisting of:

A hand-crafted cinematic sequence using real time technologies consisting of storyboarding, directing and visual communication to create a virtual filmset. This sequence will be no longer than one minuet to a minimum of 30 seconds and must make use of different cinematic techniques.


Assessment Component 2 - (Learning Outcomes 3 and 4)

Research and Design weighted at 40% consisting of:

An analysis of how cinematic theory and industry-standard techniques are used to improve the narrative, enjoyment, feeling and tone of visual mediums, including a critical reflection of how the theory and techniques have been applied to the completed work.
LEARNING STRATEGIES
3x 2hr Workshop
LEARNING OUTCOMES

1. Demonstrate knowledge and understanding of cinematography and narratology in the context of a virtual film set.

2. Apply concepts and principles of real time cinematic sequences to a virtual set.

3. Use a wide range of established techniques to further enhance visual communication.

4. Reflect critically upon the creative and technical work created.
RESOURCES
Office 365

Game Engine Software

Motion Capture Studio

Autodesk Motion Builder

3D Modelling Software(s)

Quixel Megascans

Speed Tree

Autodesk Suite
REFERENCE TEXTS
Williams, R (2009) The Animators Survival Kit ISBN 9780571238347

Tracer & Pose Design 101 – The Animation of Overwatch (New Frame Plus)
https://www.youtube.com/watch?v=1EJSAm6OFOs

Movshovitz, Dean Pixar (2018) Storytelling: Rules for Effective Storytelling Based on Pixar's Greatest Films ISBN 978-1717736406
WEB DESCRIPTOR
You will hand craft and design real time cinematics in a chosen game engine, this will be taught over a collection of face-to-face lectures which will cover the theory and practical elements of working with real time cinematic solutions as well as motion capture to create immersive sequences.