Module Descriptors
MATERIALS, LIGHTING AND PRESENTATION
GDEV70009
Key Facts
Digital, Technology, Innovation and Business
Level 7
20 credits
Contact
Leader: Daniel Webster
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, PG Semester 1 to PG Semester 2
Sites
  • Stoke Campus
Assessment
  • SCENE ANALYSIS weighted at 30%
  • IMPLEMENTATION AND DELIVERY weighted at 40%
  • PRESENTATION - 10 MINUTES weighted at 30%
Module Details
Indicative Content
Understanding of the theory for:

PBR material surfaces

Realtime game Lighting fundamentals and advanced lighting techniques

Lumen¿/ gpu lightmass / path tracer

Colour grading / post-processing

Shader effects: emission / transmission / sub surface scattering

Photogrammetry and Scan data use

Understanding lighting for Physical Units, working in line with Photography fundamentals and expertise with light control (Reflections, GOBOS, Dynamic/ Baked Lights)

Generation/ use of Photogrammetry or Scanning to produce a 3D artefact
Additional Assessment Details
The Assignment criteria is as follows:

Scene Analysis 30% [Learning outcomes 1,3]

Within you specialisation or field of interest provide a comprehensive analysis and breakdown of the provided scene or* a scene of your choosing. This will be presented via a logbook on the Digital Academy forum page for this module.

This will be assessed on the following criteria:

Quality of Analysis

Quality of research

Quality of Written and Visual communication:

Ideas

Analysis

Concept

Planning

*You may create a scene for this piece however it will need to be approved by the Module Leader. Photogrammetry is an option for this module, and you may wish to explore this skill set further in line with the assignment.

Implementation and Delivery 40% [Learning outcomes 1,2]

How you adjust and make changes to the lighting and materials for a scene are an important factor in showing your skills in lighting and general presentation for Games Art assets using or implementing Photography theory or elements of to enhance or chance the mood of a scene. It is also important to ensure the changes made are shown for good reason and can demonstrate your understanding of what changes you are making are having on the subject scene.

You will be assessed on the following:

Quality of Lighting

Quality of Material Control

Quality of Renders

Presentation 30% [Learning outcome 4]

You will deliver your project work in a 5-to-10-minute presentation. This will cover the three key areas of your assignment:

The planning and research

The Materials and Lighting changes

The final artefact

This will be assessed as follows:

Cohesion of the Presentation

Quality of Visual demonstratives

Relevance and Justification of topics covered
Learning Strategies
Two, three-hour sessions per week

Lecture Sessions will consist of theory, methodology and good practice deliverable content

Demonstrative / Development Support sessions will consist of providing support to students and demonstrating technical applications of theory or providing examples of development/ improvement to student work.
Learning Outcomes
1. Apply lighting and composition for 3D a scene which focuses on your area specialism.

Knowledge and Understanding

2. Annalise current competency and skills to identify individual continuing professional development opportunities.

Learning

3. Evaluate and critically appraise current contemporary practice for Lighting Artistry in the Games industry.

Analysis

4. Summarize and reframe understanding to suit specialist and non-specialist audiences.

Communication
Resources
Reference to the Module welcome page for study guidance.¿

Access to Staffordshire University library

Access to internet sources through Staffordshire University library.

Provision as appropriate of case materials by tutor and / or external organisations.

The Blackboard virtual learning environment will be available to support this module.

Details will be supplied on the Module Welcome page.¿

Software:

Digital Academy Forum

Digital Academy Uploads

Adobe Photoshop

Pixologic ZBrush

Autodesk 3DS Max

Autodesk Maya

Autodesk Fusion 360

3D Coat

Substance Designer

Substance Painter

Unreal Engine 5

Blackboard

Hardware general:

Access to Scanning Equipment available via Visualisation and Simulation Studio

HandySCAN Black Elite

MechScan Macro 3D Scanner

Faro FOCUS S70

Access to Photography Equipment available from CISO – Henrion Media Store
Texts
Adler, L. (2017). Photographer s Guide to Posing, the: Techniques to Flatter Anyone. Rocky Nook.

Bradbury, R. (2021). Mastering lighting & flash photography: A definitive guide for photographers. Ammonite Press.

Freeman, M. (2017). The photographer’s eye remastered 10th anniversary: Composition and design for better digital photographs. Ilex.

Gurney, J. (2010). Colour and light: A guide for the realist painter. Andrews McMeel Publishing.

Plater, S., & Wilkinson, P. (2015). Mastering Portrait Photography. Ammonite Press.

William Faucher (2022). Lighting in Unreal Engine 5 for Beginners

. [Online Video]. 10 June 2022. Available from: https://www.youtube.com/watch?v=fSbBsXbjxPo. [Accessed: 3 March 2023].
Web Descriptor
Dive into advanced practise and procedure for controlling the presentation of a scene through materials and lighting, as well as the implementation Photogrammetry/ Scan data to produce 3D Assets.