Module Descriptors
REALTIME VFX
GDEV50078
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Sharon Coleclough
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • VFX PORTFOLIO weighted at 80% - Learning outcome(s) assessed: 1,2
  • DESIGN PORTFOLIO - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Problem Solving
Iteration Processes
Communication
Peer / Senior Feedback Approaches
Approaches to Professional Showcasing and Portfolio Presentation

Particle System Advanced Applications
3D DCC Packages for VFX assets
2D Drawn Textures
Procedural Texture Creation
Flipbook Asset Creation and Implementation
Shader Scripting
Specific UV approaches for VFX applications
Simulation and Baking for VFX
2D / 3D Animation Principles

Asset Optimisation Process
Theory Understandings of Gameplay and Game Feel Approaches
Game Art Theory Applications
Understandings of Gameplay, Value, Colour, Composition, Shape and Timing, as core VFX fundamentals.
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 80% - VFX Portfolio consisting of:

A set of visual effects designed around a game character with an established theme. This visual set will fit within an established game style, as determined by the module team.

Assets including textures, materials, flipbooks, shaders, 3D models, animations, etc.

Assets and features should align with core VFX principles, such as gameplay, shape, colour, value, timing and composition.

Assessment 2 20% – Design Portfolio consisting of:

Documentation of the creative process and iterative approaches, research and staff / peer feedback.

Ongoing reflection, as well as an overall final reflection including comparison to industry examples.
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. Develop understanding of software tools used to implement VFX within a game development environment.

Digital Literacy

2. Apply a critical, iterative approach to visual effect implementation that incorporates feedback and testing.

Application and problem solving

3. Research and identify effective approaches to game asset creation pipelines.

Research Skills

4. Summarize technical developments through work in progress breakdowns and final individual reflections of progress.

Reflection
RESOURCES
Software and resources:

Unreal Engine
Niagara
Blender
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.

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

Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 1, ISBN: 978-1138345065

Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 2, ISBN: 978-0367707804
WEB DESCRIPTOR
This module is an opportunity to apply VFX skills within games – use advanced VFX skills and abilities to create a skillset for a character within a pre-established project. This is a chance to build a working approach that simulates how a VFX artist would work within the industry, with the additional support of lecturers operating as senior FX artists, guiding and building the process.