Advanced 3D Production for Interactive Environments (Masters Level) - TFT00123M
- Department: Theatre, Film, Television and Interactive Media
- Credit value: 20 credits
- Credit level: M
-
Academic year of delivery: 2024-25
- See module specification for other years: 2023-24
Module summary
This module will enable you to develop advanced skills in asset design and creation for interactive environments. Using industry-standard tools and workflows you will explore how to plan, model, animate, light and render 3D content for real-time applications including games, walkthroughs, simulations and interactive stories. The module takes an interdisciplinary approach to both the aesthetic and technical aspects of asset creation, drawing not only on game development practices but also fine art and production design for film, tv and theatre.
Module will run
Occurrence | Teaching period |
---|---|
A | Semester 1 2024-25 |
Module aims
Module Aims:
- To combine theoretical and practical approaches from industry to the design of interactive 3D environments
- To develop understanding of workflows for the creation of games and other 3D interactive media.
- To develop practical and creative skills in environment design, 3D modelling, animation and sound design.
Module learning outcomes
after completing this module, you will be able:
- to apply knowledge of professional practice in game design and virtual environments production
- to select and use relevant media production tools in the creation of 3D assets and environments.
- to apply relevant narrative structures and conventions to the design of interactive 3D environments
Academic and graduate skills:
- Demonstrate an ability to transfer aesthetic ideas across a range of media types
- Demonstrate an awareness of the industrial contexts of 3D production work, including games, film, and television.
- Demonstrate an ability to produce a cohesive and complex interactive project
- Demonstrate a critical awareness of the effect of aesthetic and practical design decisions on audiences
- Demonstrate technical writing skills in describing the design, implementation and evaluation of prototypes.
Indicative assessment
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Special assessment rules
None
Additional assessment information
Formative feedback is embedded in practical sessions
Indicative reassessment
Task | % of module mark |
---|---|
Essay/coursework | 100 |
Module feedback
You will receive individual oral feedback for the weekly practical lab sessions, during the lab sessions.
You will receive written feedback on coursework assignments using a proforma identifying key requirements and marks awarded for sections of the assignment. This will be in line with standard University turnaround times.
Indicative reading
Indicative books:
- Collins, K. (2008). Game Sound. MIT Press.
- Menard, M. (2014). Game Development with Unity. United States: Cengage Learning.
- Macklin, C., Sharp, J. (2016). Games, Design and Play: A Detailed Approach to Iterative Game Design. United Kingdom: Pearson Education.
- O'Hailey, T. (2018). Rig it Right! Maya Animation Rigging Concepts, 2nd Edition. United Kingdom: CRC Press.
- Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals, MIT Press.
- Sinclair, J. (2020). Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. United Kingdom: Taylor & Francis Group.