Module Descriptors
CINEMATICS FOR GAME DESIGNERS
GDEV50056
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Benjamin Rimmer
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • CINEMATIC SEQUENCE weighted at 60% - Learning outcome(s) assessed: 1,2
  • RESEARCH AND DESIGN DOCUMENTATION - 2400 WORDS weighted at 40% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Worldbuilding

Texture and Material Manipulation

Motion Capture

Metahumans

Cinematic Theory

Cinematography (framing, composition, lens, film type)

Audio (diegetic and non-diegetic)

Editing

Directing

Light and Colour Theory

Narratology
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 Cinematic Sequence 60% - (Learning Outcomes 1 and 2)

A hand-crafted cinematic sequence using real-time technologies consisting of storyboarding, directing, visual and audio communication to create a virtual film set.

Assessment Component 2 Research and Design Documentation 40% - (Learning Outcomes 3 and 4)

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

Knowledge and Understanding

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

Application and Problem Solving

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

Digital Literacy

4. Reflect critically upon the creative and technical work created.

Reflection

RESOURCES
Office 365
Game Engine Software
Motion Capture Studio
Autodesk Motion Builder
3D Modelling Software(s)
Autodesk Suite
TEXTS
Bordwell, D., Thompson, K. and Smith, J. (2020) Film art : an introduction. Twelfth, international student edition. New York, New York: McGraw-Hill Education.

Marks, A. and CRC Press LLC. (2017) Aaron Marks’ Complete Guide to Game Audio : For Composers, Musicians, Sound Designers, Game Developers. Third edition. Boca Raton: CRC Press. Available at: https://doi.org/10.1201/9781315758442.

Movshovitz, Dean Pixar (2018) Storytelling: Rules for Effective Storytelling Based on Pixar's Greatest Films ISBN 978-1717736406

Williams, R (2009) The Animators Survival Kit ISBN 9780571238347
WEB DESCRIPTOR
Explore how games merge with film as you learn to create inventive and immersive cinematics for game. Develop your storytelling skills as you consider cinematography, audio, editing and directing to create engaging and meaningful scenes that make your player want to learn more and dive deeper into the game. Using cutting edge technology to design and develop your understanding of how game and cinema meet, this module asks you to create visuals and audio that take your game to the next level.