Module Descriptors
MAJOR PRODUCTION IN GAMES ART AND ANIMATION
LMAC60225
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Andrew Stubbs-Lacy
Hours of Study
Scheduled Learning and Teaching Activities: 150
Independent Study Hours: 150
Total Learning Hours: 300
Assessment
  • INCOURSE ASSESSMENT weighted at 100%
Module Details
ASSESSMENT DETAILS
Portfolio (100%)
A portfolio of work comprising:
• A major games art and animation product that is assessed via your individual input into the planning, creation and presentation of the finished product, demonstrating your ability to confidently integrate critical theory and industry relevant creative and technical processes.
• Evidence of research, developmental processes, appropriate production documentation, health and safety, and reflective practice you have undertaken.
[Learning Outcomes 1, 2, 3, 4, 5, 6, 7]

Formative Assessment:
Observation of engagement in practical development
Progress reviews and group critique sessions
INDICATIVE CONTENT
In this module, the culmination of all your previous education and training, you will take part in the planning and creation of a complex and extensive games art and animation product. It will be a high-level creative response for an identified output and will have been designed in order to stimulate, challenge and highlight your skills and abilities.

The module will commence with a thorough exploration of the requirements for delivering a games art and animation product which will inform your strategic plan. Your plan will be an opportunity to demonstrate awareness of current commercial practice from a local, national and international perspective. It will be fully developed and include for example, timelines, roles and responsibilities, allocation of resources both human and physical, marketing, and broadcasting and/or screening. You will present this as a formal document. Your project may be linked to the creative idea for an item, service or business idea generated from your Industry Pitch module in Semester 1.

Your strategic plan will lead into the implementation of an extensive games art and animation production. To justify and support your plan, you will be expected to explore and take into consideration the historical, cultural and social contexts in which your product is placed and any critical debate associated with it. Informed by this, and in line with industry practice and expectations, you will play a role in the production pipeline. You may work in a creative and/or technical capacity depending on the role you have been designated or negotiated. You will be expected to recall previous experience, education and training, as well as peer and lecturer feedback, consistently seeking to improve and enhance your professional, artistic and/or technical capability as would be expected within the profession itself. With lecturer support you will be encouraged to invite an audience, potentially including industry practitioners and agents to the screening of your finished production, to increase potential for future employment within the games industry.

At all times, you will be expected to apply professional standards reflective of an entry level practitioner into the computer games industry, demonstrating qualities consistent with those expected when working to an extensive games art and animation brief.
LEARNING STRATEGIES
The module will commence with an introduction including an explanation of assessment and delivery structure.
The strategic planning element of the module will be supported through lectures, planning workshops including group work and document writing guidance, discussion, 1:1 progress reviews and problem solving activities.
The production element of the module will be facilitated through creative and technical pre-production, production and post-production workshops, 1:1 and group tutorials, group critique, problem solving exercises and practical participation in the planning creation and presentation of an extensive moving image production.

This module will begin with an introduction to the requirements of the module and a review of the strategic direction for the extensive collaborative project. Learning will be facilitated through a range of group sessions (i.e. lectures and workshops) and individual tutorials, as follows:
• Research activities including an exploration of existing work via streaming services, DVD, internet, cable and satellite.
• Planning workshops
• Theoretical and contextual studies workshops
• Ideas generation activities and design planning
• Technical and professional skills recap activities appropriate to the genre
• Health and safety recap
• Reflective practice recap
As the module progresses, learning strategies will focus on your development as a professional and will therefore be situated in work-based practice rather than in classroom based learning. The production element of the module will be facilitated as applicable to the industry sector through activities such as:
• Creative and technical pre-production and production workshops
• 1:1 and group tutorials
• Group critique
• Problem solving exercises
• Summative product presentation and testing
• Reflective practice
RESOURCES
Seminar Room
Computer access / internet access
Sketchbook.
Drawing Board.
Mix Drawing Materials.
Paper, Printers, Scanner.
Computer / internet access
Photoshop
2D Creation Software.
3D Creation Software
Game Engine
TEXTS
Dile, F. & Platten, J. (2006) The Ultimate Guide to Video Game Writing and Design: Lone Eagle Publishing Company
Lidwell, W. Hoden, K & Butler, J. (2010) Universal Principals of Design Revised and Updated: 115 Ways to Enhance Usability, Influence Perception, Increase Appeal, Make Better Design Decisions and Teach Through Design: Rockport
Rogers, S. (2014) Level Up! The Guide of Great Video Game Design: John Wiley & Sons
Solarski, C. (2012) Drawing Basics and Video Game Art: Watson-Guptill
Thompson, J. & Berbank Green, B. (2007) The Computer Game Design Course: Principles, Practices and Techniques for the Aspiring Game Designer: Thames and Hudson Lyd
Watkins A. (2011) Creating Games with Unity and Maya: How to Develop Fun and Marketable 3D Games: Focal Press
LEARNING OUTCOMES
1. DEMONSTRATE AN AWARENESS OF THE UNDERPINNING THEORY AND CRITICAL DEBATE SURROUNDING A PARTICULAR GAMES ART AND ANIMATION PRODUCTION.
[Knowledge and Understanding]

2. MAKE USE OF A BROAD RANGE OF EXISTING SKILLS AND EXPERIENCE IN ORDER TO SUCCESSFULLY PLAN, CREATE AND PRESENT AN EXTENSIVE GAMES ART AND ANIMATION TO A PROFESSIONAL STANDARD.
[Application]

3. IDENTIFY CHALLENGES AND PRESENT SOLUTIONS WHEN PLANNING, CREATING AND PRESENTING AN EXTENSIVE GAMES ART AND ANIMATION PRODUCTION FOR THE GAMES INDUSTRY. MAKE INFORMED DECISIONS THROUGHOUT THE PROCESS TO MOVE A PROJECT TOWARDS ITS INTENDED OUTCOME. [Problem Solving]

4. CONSIDER YOUR STRENGTHS AND LIMITATIONS AND PREPARE THE GROUNDWORK FOR EXPANDING YOUR EXISTING SKILLS AND KNOWLEDGE IN ORDER TO PRODUCE A HIGH-QUALITY PRODUCT.
[Reflection]

5. ARTICULATE IDEAS AND INFORMED CHOICES IN ORDER TO MAKE A MEANINGFUL CONTRIBUTION TO THE PLANNING AND PRODUCTION PROCESS RESULTING IN A HIGH QUALITY OUTCOME. DEMONSTRATE ABILITY TO DISCUSS AND DEBATE.
[Communication]

6. EXAMINE AND CRITICALLY EVALUATE THE COMPLEX REQUIREMENTS OF PLANNING AND CREATING AN EXTENSIVE GAMES ART AND ANIMATION PRODUCTION FOR THE GAMES INDUSTRY IN ORDER THAT THE FINAL PRODUCT IS DEVELOPED APPROPRIATELY FOR THE MARKETPLACE.
[Enquiry; Analysis]

7. MAKE A MEANINGFUL AND RESPONSIVE CONTRIBUTION TO A TEAM IN THE PLANNING, CREATION AND PRESENTATION OF AN EXTENSIVE GAMES ART AND ANIMATION PRODUCTION. PRESENT IN A PROFESSIONAL MANNER APPROPRIATE TO ENTERING THE GAMES INDUSTRY.
[Working with Others]