SHE Level 3
SCQF Credit Points 20.00
ECTS Credit Points 10.00
Module Code M3W224392
Module Leader Simon Haslett
School School of Computing, Engineering and Built Environment
Subject Applied Computer Games
  • A (September start)

Pre-Requisite Knowledge

Introduction to 3D Animation or equivalent

Summary of Content

This module's aim is to introduce students to creating 3D content for different industries that employ 3D computer-generated imagery, whilst practising and undertaking diverse requirements, processes and workflows. Additionally enables students to appropriately identify and adapt effective production workflows and suitable techniques, further plan, research, and produce appropriate content suitable for different industries.


3D Industries Entertainment/Advertising: Film/TV VFX Previz industries, various industrial: architecture, aerospace, automotive, engineering, medical, games etc Production Techniques HDRI creation, rotoscoping/drawing mattes, compositing photorealistic multi pass cg into live action photography, colour correction/grading Requirements, Processes, Workflows CG pipelines (live action variations, all CG) colourspace fundamentals merging/combining digital images photographic quality control concatenation versioning/naming conventions formats lens distortion management grain management 3D Modelling Assets: multipass CG rendering, generic objects, set extensions, characters State Of The Art Emerging Trends: e.g VR, AR, HDR cinema, multi-screen immersive cinema, theme park entertainment attractions, interactive exhibits etc

Learning Outcomes

On successful completion of this module students should be able to:1. Identify and illustrate an understanding of different production techniques associated to the creation of 3D content for a variety of different 3D industries2. Demonstrate an understanding of requirements, processes and workflows appropriate to different industries that employ computer-generated imagery 3. Develop and produce a range of 3D content to be utilised by different industries4. Effectively utilise appropriate 3D techniques to construct & prepare 3D assets according to different requirements.5. Identify emerging trends in digital visual arts industries in context with CG development.

Teaching / Learning Strategy

The University 'Strategy for Learning' documentation has informed the learning and teaching strategy for this module. The course will be presented as a programme of lectures supported by tutorials and associated practical lab work. Students are directed to planning skills throughout the course, further enhance their creative and technical skills through practice and improve communication skills through oral presentations, class based discussions and critique sessions. Tutorials and laboratory exercises will help students develop their technical skills using industry standard tools and improve techniques through practice. Will further explain, elaborate and put in to practice certain concepts covered in the lecture material. Lectures, lab exercises and video tutorials will be made available for the students on GCU Learn. Additional online digital video material will enhance support via GCU Learn and encourage flexible student learning and encourage students to engage with alternative digital resources. Student will receive formative feedback throughout the programme, further feedback and grades will be provided for the coursework assignment undertaken as part of the module.

Indicative Reading

Essential: None Recommended: Bratt, B., 2011. Rotoscoping: Techniques and Tools for the Aspiring Artist. Taylor & Francis. Wright, S., 2010. Digital Compositing for Film and Video. Elsevier Science. Brinkmann, R., 2008. The Art and Science of Digital Compositing: Techniques for Visual Effects, Animation and Motion Graphics. Elsevier Science. http://creativeskillset.org/creative_industries vfx breakdown websites eg: http://www.cgmeetup.net/home/animation-and-visual-effects/behind-the-scenes/ http://www.vfxbreakdowns.com/

Transferrable Skills

b7 Specialist knowledge and application b7 Critical thinking and problem solving b7 Communication skills, written, oral and listening b7 Effective information retrieval and research skills b7 Computer literacy b7 Self confidence, self discipline& self reliance (independent working) b7 Awareness of strengths and weaknesses b7 Ability to prioritise tasks and time management b7 Interpersonal skills b7 Presentation skills

Module Structure

Activity Total Hours
Practicals (FT) 48.00
Lectures (FT) 12.00
Assessment (FT) 18.00
Independent Learning (FT) 122.00

Assessment Methods

Component Duration Weighting Threshold Description
Course Work 01 n/a 30.00 35% Presentation
Course Work 02 n/a 70.00 35% Digital Submission