The module will introduce students to the production of visual assets and media typically employed in the game concept development, pitching, and approval process.
The aim of this Module is to provide the student with a working knowledge of the computer arts production techniques and practices required to design and visually communicate concepts for games.
By the end of this module the student should be able to:
1. Utilise a range of computer arts software packages to produce 2D, 3D, and animated assets suitable for application in previsualisation
2. Demonstrate an appreciation of visual arts theories and visual communication methods appropriate to game concept development
3. Develop previsualisation materials that aid in the communication of an original game concept, and present the game concept in line with games industry practices and expectations
1 Concept Development
Generating, documenting, and communicating an initial idea
Overview of communication theory and visual narrative
Define and discuss the core elements of gameplay within a concept
4 Software and Tools
Exploring the range of products and resources available to facilitate effective design
5 2D Image Manipulation
Creating and editing assets in terms of visually communicating a game concept
6 Utilise 3D software
Utilise 3D software to communicate layouts, movement, and interaction
7 Time-Based Media
Use animation/video editing software and moving image techniques to convey gameplay
Communicating a concept in support of demographics, platform, and marketplace
Statement on Teaching, Learning and Assessment
Students will receive a series of lectures supported by online tutorials and supervised practical sessions. Lectures will cover the core content of the module, discussing the underlying theories and concepts that inform previsualisation for the creative industries. The supervised practical sessions will be dedicated to project work, in particular the development of the Pitch Document assessment submission.
Teaching and Learning Work Loads
|Supervised Practical Activity||24|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.
We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2017/18 , and may be subject to change for future years.