INDICATIVE CONTENT
Approaches to Professional Showcasing and Portfolio Presentation
Self-Motivated Processes
Industry Expectations for VFX Artists
Communicating experiences and processes through documentation
Consistent Asset Workflows
Complex VFX Asset Creation Workflows
Memory and Optimisation Management
Engine-Ready Asset Focus
Polish, Presentation and Professional Practice Explorations
ADDITIONAL ASSESSMENT DETAILS
This assessment focuses on a self-guided VFX portfolio project, in which the student identifies an area of games visual effects they want to explore further and establish an issue-based project which is approved by the academics. This project should have industry relevance and be professionally presented and produced.
Assessment 1 - Game VFX Assets Portfolio 70% [Learning Outcomes 1 and 2]
A Visual Effects Demonstration that exemplifies the techniques used to solve visual effects problems within the chosen project.
This should demonstrate high level visual effects techniques, touching on both artistic and technical ability.
This set-piece also incorporates aspects of the example game or scene that the project is centred around, such as a first-person camera walk-through for a first-person game shooter exploration or a sequence fly through for a cut scene etc.
This work should be rolled into a final portfolio-style showcase.
Assessment 2 – Development Art Book 30% [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.
This artbook also requires evidence of technique research, and applications of said techniques, to show ability in self-guided learning.
This Artbook should also include the final showcase as a portfolio style piece.
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 similar to industry practice
LEARNING OUTCOMES
1. Develop the ability to execute a VFX development pipeline using industry-standard tools and techniques appropriate for contemporary games production.
Digital Literacy
2. Plan and implement a structured VFX development pipeline, applying effective technical and creative problem-solving methods that emulate professional production workflows.
Application and problem solving
3. Investigate VFX methodologies and develop a research-driven approach to asset creation, demonstrating a self-directed, iterative process of technical exploration.
Research Skills
4. Critically evaluate your technical progress through work-in-progress breakdowns and a final reflective account, presenting outcomes to a professional portfolio standard.
Reflection
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.
Pearl, J., 2015. Becoming a Video Game Artist: From Portfolio Design to Landing the Job. Berkeley: Ten Speed Press.
St-Laurent, S., 2004. Shaders for Game Programmers and Artists. Boston: Premier Press.
WEB DESCRIPTOR
This module explores the role of a VFX artist and their applications within solving games development issues, focusing on usage within gameplay, environments and decoration. This module focuses on giving aspiring visual effect artists the ability to approach VFX issues from an independent perspective and use their creative ability to generate working assets for games. By the end of this module, you will have created portfolio-ready VFX assets.