Module Descriptors
PRACTICAL SKILLS FOR COMPUTER GAMES
LMAC40215
Key Facts
School of Digital, Technologies and Arts
Level 4
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 150
Independent Study Hours: 150
Total Learning Hours: 300
Pattern of Delivery
  • Occurrence A, LMA Liverpool, UG Semester 1
Sites
  • LMA Liverpool
Assessment
  • PORTFOLIO weighted at 100%
Module Details
ASSESSMENT DETAILS
Assessment – Portfolio (100%)
An individual portfolio comprising:
• evidence of experimentation with a range of games art and animation software as introduced within the module
• a 15 – 20 second linear animation of an original asset in response to a set brief, underpinned by evidence of research and developmental processes
• evidence of ongoing critical reflection
[Learning Outcomes 1, 2, 3, 4, 5]

Formative Assessment
Participation in workshops and discussions
Contribution to group activities
Presentation of work in progress
INDICATIVE CONTENT
This module will complement the learning that is taking place in Drawing Skills for Concept Art, in that it is intended to develop your ability to use a range of techniques and processes, which can be applied to the design and production of 2D and 3D assets. It will introduce you to graphics software and tools required for the creation of digital graphics, subsequent assets and basic 2D and 3D animation.

You will be introduced to a wide range of roles and responsibilities that exist within the games design pipeline considering the way in which practitioners within the industry utilise fundamental skills and processes for games design and development. You will learn to recognise where each process features within the production pipeline in order that you can begin to make judgements regarding the appropriate skills and processes required and the best software to deploy. In doing this you will learn how to articulate what influences industry practice when selecting software and techniques.

Through a series of demonstrations and hands-on practical workshops, you will explore the stages of 2D and 3D asset development, with emphasis on developing an understanding of digital graphics, 2D software, 3D software and digital workflows. You will produce a process journal containing technical instructions supported by your own notes and annotated instructions, and evidence of your experimentation in the following:

• The fundamentals of digital graphics and the production of appropriate assets.
• Principles of 2D and 3D software
• Drawing and editing tools and skills
• Principles of basic 2D and 3D animation including tools, controls and processes
• Basic lighting skills
• Basic rendering skills
• Asset management

Your experimentation will lead to an individual response to a brief that brings together your skills in using a range of games art and animation software technique and processes. You will generate new ideas and adopt creative approaches to your work, which may be inspired by the work of professional practitioners within the field, e.g. developing a visual art or graphics style.
LEARNING STRATEGIES
Learning strategies in this module place an emphasis on practical work and allow you to build creative and technical skills through experimentation and experience in using software techniques and processes. This will be facilitated through a series of lectures and demonstrations, each followed by hands-on practical activities in a controlled environment. Continuing the practical theme, you will apply your newly acquired knowledge and practise your skills through the making of an animated asset. You will work to a set brief in ways reflective of current industry expectations through activities such as:
• Exploration of different software, techniques and processes
• Ideas development workshops
• Supervised planning meetings
• Individual practical work
Group tutorials and critiques with formative feedback
1:1 tutorials
To enhance your practical development, you will also be introduced to a range of reflective practice models by which you can begin to critically evaluate your own progress and products. These models will be presented to you in the classroom and you will be supported to apply them continually alongside your practical activities. This practice will be explicit through discussion, and in written format within your portfolio and will be implicit in the way you adapt your practical approach and improve your creative and technical outcomes.

To extend the learning that takes place in class your will be expected to engage in independent study outside of timetabled sessions.
RESOURCES
Sketchbook.
Drawing Board.
Mix drawing materials.
Graphics tablet
Paper, Printers, Scanner.
Computer.
Photoshop
3D Creation Software.
Game Engine
TEXTS
Bailey, E. (2016) Photoshop: Absolute Beginners Guide: 7 Ways to Use Adobe Photoshop Like a Pro in Under 10 Hours! (Graphic Design, Adobe Photoshop, Digital Photography, Creativity): CreateSpace Independent Publishing Platform
Beane, A (2012) 3D Animation Essentials: John Wiley & Sons
Caplin, S. (2008) Art and Design in Photoshop: How to simulate just about anything from great works of art to urban graffiti: Focal press
Gordon B. Gordon M (2005) The Complete Guide to Digital Graphic Design: Thames and Hudson Ltd
Kenworthy, C. (2011) Master Shots: v. 2: 100 Ways to Shoot Great Dialogue Scenes: Michael Wiese Productions
Kerlow, I. (2009)The Art of 3D Computer Animation and Effects: John Wiley & Sons
Lea, D. (2009) Creative Photoshop CS4: Digital Illustration and Art Techniques: Focal Press
O Hailey, T. (2015) Hybrid Animation: Integrating 2D and 3D Assets: Focal Press
Taylor, R. (1999) The Encyclopaedia of Animation Techniques: Focal press
Williams, R. (2012) The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators: Faber and Faber
LEARNING OUTCOMES
1. DEMONSTRATE THE ABILITY TO EXPLORE SOFTWARE AND TECHNIQUES FOR THE PRODUCTION AND ANIMATION OF 2D AND 3D GAME ASSETS.
[Learning]

2. EXAMINE THE CORE PRINCIPLES OF 2D AND 3D ASSET DEVELOPMENT AND ANIMATION AND THEIR PLACE IN THE COMPUTER GAMES INDUSTRY
[Enquiry]

3. USE A RANGE OF GAMES ART AND ANIMATION SOFTWARE AND DEPLOY APPROPRIATE TECHNIQUES TO CREATE 2D AND 3D GAMES ASSETS
[Application]

4. ASSESS YOUR OWN STRENGTHS AND LIMITATIONS WITH REGARDS TO UNDERSTANDING AND APPLYING PRINCIPLES AND TECHNIQUES. REVIEW THE SUCCESS OF A FINISHED ITEM AGAINST A SET BRIEF.
[Reflection]

5. OVERCOME THE CHALLENGES OF SELECTING APPROPRIATE SOFTWARE AND TECHNIQUES AND WORKING SAFELY WITHIN A SET TIMEFRAME WHEN RESPONDING TO A SET BRIEF.
[Problem Solving]