SHE Level 5
SCQF Credit Points 15.00
ECTS Credit Points 7.50
Module Code MMI125051
Module Leader Edward Horn
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • B (January start)
  • C (May start)

Pre-Requisite Knowledge

Co- Requisite Knowledge: MMI525052 Digital Media Development MMI525050 Digital Media Technology

Summary of Content

This module allows the student to progress the skills acquired in semester A. The intention is to provide the student with a full understanding of the subject material relevant to the development of a digital media project to broadcast and commercial production standards and to provide the opportunity for the student to utilise creative workflows and technology suited to their relevant pathway. This module will allow the student to digitally enhance and publish digital content using industry relevant skills in relation to their elected pathway.


Critical analysis of production timescales and strategies for project revision and development. Implement practical digital media skills in response to a set brief. Evaluation of technical and digital production issues as applied to the product. Assessment of client information and communication requirements within the project scope. Explore rendering technologies with respect to final output for specific target audiences. Development of visual / oral presentation techniques. Evaluation of time-management and industry standard production issues.

Learning Outcomes

On successful completion of this module, students should be able to: - 1 - Demonstrate an understanding of the selection of suitable technologies to meet the requirements of specific creative tasks.2 - Articulate a design concept using a range of visual presentation techniques.3 - Demonstrate a solid understanding of the specific requirements for 3D visualisation within the relevant industry/pathway.4 - Demonstrate a range of production and post production skills to maximise the technical and aesthetic quality of the final output of a 3D visualisation.5 - Evidence an industry standard understanding of digital media production techniques and relevant emerging technologies with regards to the students chosen pathway or specific industry.

Teaching / Learning Strategy

Formal lecturers delivered by academic and guest lecturers. Laboratory based exercises. Evaluation of personal work and peer group evaluation on a regular basis. Directed learning strategies where appropriate. Independent learning methodologies will be employed. Group and individual learning. Students are provided with a range of online self paced video training materials from providers such as and These supplement the lab teaching and provide support for a range of additional topics within relevant disciplines. Formative feedback will be provided through visual presentations during timetabled lab sessions. Final summative assessment will take the form of a digital media visualisation in response to a coursework brief

Indicative Reading

Essential Reading Gunn, W. Otto, T. Smith, R. C., 2013, "How Design Thinking Can Transform Organizations and Inspire Innovation", Harper Business. ISBN: 9780061766084 Cardoso, J., 2013, "Crafting 3D Photorealism: Lighting Workflows in 3ds Max, Mental Ray and V-ray", 3Dtotal Publishing. ISBN 0956817157 Birn, J., 2013, "[Digital] Lighting and Rendering", Pearson Education, Limited. ISBN 0321928989 Suggested Reading Hunter, F. Biver, S., 2007, "Light: Science and Magic - An Introduction to Photographic Lighting", Focal Press, ISBN 9780240808192 Stenning, J., 2014, "Direct3D Rendering Cookbook", Packt Publishing. ISBN 1849697108 O'Connor, J., 2010, "Mastering Mental Ray: rendering techniques for 3D & CAD professionals", Indianapolis, Ind: Wiley. ISBN 0470563850 Miller, T. Haines, E. Hoffman, N., 2008, "Real-Time Rendering", A K Peters, Limited. ISBN 1568814240 Cardoso, J., 2011, "3D Realism Practical & Easy Workflows", CreateSpace. ISBN 1467962090, Steel, J., 2006, "Perfect Pitch: The Art of Selling Ideas and Winning New Business". John Wiley & Sons, ISBN-139780471789765 Fullerton, T., 2014, "Game Design Workshop", Third Edition, CRC Press Schell, J. ISBN-13: 978-1482217162 Williams, R., 2009, "The animator's survival kit", London, Faber and Faber. ISBN 0571238343, Whitaker, H. Halas, J., 2009, "Timing for Animation" , Elsevier/Focal Press. ISBN 0240521609, Osipa, J., 2010, "Stop Staring: Facial Modeling and Animation Done Right", Wiley. ISBN 0470609907

Transferrable Skills

C&IT skills Analytical and evaluative skills Ability to reflect Independence Presentation skills Report writing skills

Module Structure

Activity Total Hours
Assessment (FT) 10.00
Seminars (FT) 6.00
Practicals (FT) 18.00
Independent Learning (FT) 110.00
Lectures (FT) 6.00

Assessment Methods

Component Duration Weighting Threshold Description
CW1 n/a 100.00 50% Digital Media Individual Practical Project - A typical coursework assessment brief will take the form of a practical project assignment based on the type of creative brief the students might expect to encounter within industry. For example "Develop a visualation suitable for use as a virtual set for Film and TV". As part of the summative assessment and where appropriate, students will formally present their response to module assessors to reflect a conventional "creative pitch" and provide justification as to why their solution is appropriate for a particular industry sector.