UNIVERSITY OF BRADFORDSchool of Computing, Informatics & MediaDepartment of Creative TechnologyProgramme/course title: Graphics for Games
Awarding and teaching institution: / University of BradfordFinal award: / BA (Honours) [Framework for Higher Education Qualifications level H]
Programme title: / Graphics for Games
Programme approved by: / n/a
Duration: / 3 years full time; 4 years full time with Diploma of Industrial / International Studies; 4 years part time intensive; 6 years part time.
UCAS code: / GW42 BA/DCG
Subject benchmark statement: / Computing; Art and Design; Communication, Media, Film & Cultural Studies
Date produced: / April 2005
Last updated : / May 2012
Introduction
Even in difficult economic times, creative industries are growing in the UK and internationally. As computer game development technology is capable of producing ever more spectacular output, the operators using the technology must be equipped with the skills and ideas to get the most from it. Graduates who can demonstrate strong creative and technical aptitude and a critical understanding of the workings of the industry are very much in demand. Studying hard on a degree here will equip you for a rewarding career
The Department of Creative Technology is part of Bradford University’s School of Computing, Informatics and Media (or SCIM for short), and it offers cutting edge undergraduate and postgraduate degree programmes in the fields of computer games development and computer animation. These are delivered against a background of internationally recognised research in computer animation, virtual reality, distributed virtual environments, visualization, imaging, multimedia, digital video, human computer interaction, artificial intelligence and more. Our courses are unique in that they are offered in collaboration with the National Media Museum (NMeM), giving students access to an additional wealth of resources and expertise.
The Department prides itself on being part of the Yorkshire and Humber Skillset Media Academy, alongside the NMeM and East Coast Media. Employability is one of our key values, and many of our graduates go on to exciting jobs in the computer game, animation, visual effects, interactive and wider new media industries, regularly winning national and international awards for their work. While our courses provide you with specific sets of practical production skills, they also enhance your overall employability through their extensive use of team-working and problem-solving approaches to learning.
Programme Aims
The programme is intended to:
Equip students who wish to develop expertise in the creative, aesthetic and technical aspects of computer game graphics, supported by a range of relevant audio-visual media disciplines.
On this course you will develop your creative skills through study of the basics of game level design and creation, 3D computer animation, observational drawing and image production and manipulation, putting all these elements into practice through project modules. While the main emphasis is on content creation (helping you to produce a strong portfolio of work on graduation), the course also provides you with an appreciation of the social, aesthetic, and business contexts within which media artefacts are produced and circulated.
The Department aims to provide Honours degree programmes which enable you to develop an integrated range of knowledge, understanding and skills in the field of computer game development through critical engagement with principles, applications, content design and production practice. In addition the programmes aim actively to encourage students to develop a portfolio of appropriate transferable skills and attributes. For the Graphics for Games course, these aims are achieved by:
· Delivering a programme of study with some opportunities for shared learning with other courses offered by the Department, with increasing specialization as you move towards graduation. The final year of the course focuses mainly on project production, allowing you to integrate the skills and knowledge developed in the first two years of the course;
· Providing a supportive, structured environment in which you are encouraged to develop independent learning skills;
· Developing subject knowledge and understanding, developing discipline skills and personal transferable skills, enabling graduates to pursue programmes of further study, or to move directly into responsible employment.
Programme Learning Outcomes
When you have completed the programme you will be able to:
LO1. Demonstrate knowledge of the development and scope of forms of production and distribution, a flexible familiarity with the generic attributes of applications software, awareness of the conventions within which media artefacts are produced and read, and a well-developed set of creative, problem solving, and team working skills.
LO2. Comprehend and critique the social, political, cultural, technical, and business conditions of computer game production and reception in national and international contexts.
LO3. Demonstrate knowledge of and competence in major software applications packages, with particular reference to Graphics for Games.
LO4. Develop knowledge and practical understanding of the use of graphics in computer games.
LO5. Apply the awareness of the concepts surrounding sustainability to the varied disciplines of games development.
LO6. Demonstrate competence in content specification, design, production, marketing and evaluation in the context of 2D, 3D, linear and non-linear media, with particular emphasis on graphics for computer games.
LO7. Critically compare and contrast production packages and processes across a range of media forms.
LO8. Demonstrate the ability to coherently combine and integrate a number of different data and media types, and to make informed judgements in the context of rapidly developing and converging media industries.
LO9. Analyse and interpret aural, visual, and audio-visual material.
LO10. Apply, in practice, current principles and techniques for games graphics, and will be able to evaluate critically the relative efficacy of different approaches to problem solving in the visual design process.
LO11. Evaluate, analyse and apply issues of game theory, the history of computer games, and the contemporary games industry to your own work.
LO12. Command practical skills in data management & presentation, interpretation of information, IT and communication skills, and demonstrate experience of creative and systematic problem solving through reflective and enquiring learning. This includes teamwork and leadership, effective project management and personal management.
LO13. Evaluate the social and environmental impact of your actions, and use of technology, both as an individual and as part of a media or computing related organisation.
Curriculum
The map of your studies is detailed further below showing core (C) and optional (O) modules. Each year, or stage, of an Honours course comprises 2 semesters with 60 credits being studied in each semester.
It is also possible to study on this course on a part time basis over 6 years, with 60 credits per semester being taken
Although the University does not recruit directly to Ordinary degrees this route is available to students for whom a less intense course of study is appropriate. Ordinary degrees comprise 100 credits at stage 1 and 80 credits at stages 2 and 3. (For students who enrol from September 2011 this requirement will be 100 credits at stages 2 and 3).
Stage 1
By the end of this stage, you will have acquired a broad knowledge base of fundamental technical, practical and theoretical concepts and will be able to apply them to you work. Major subjects include the foundation skills associated with art production and technical issues surrounding graphical content and game design, as well as the development of professional skills in game design and game engine use and 3D modelling and animation.
Modules are equally divided into practical artistic focus and theoretical focus, with an additional emphasis on core elements such as visual literacy skills and knowledge of the background and history of games and game development.
Module Code / Module Title / Type / Credits / Level / SemesterEM0139D / Introduction to 3D Computer Animation / C / 20 / 1 / 1
EM0142M / Observational Drawing 1 / C / 10 / 1 / 1
EM0106D / Visual Literacy and Imaging / C / 20 / 1 / 1
EM0145L / Developing Professional Skills (CT) / C / 10+10 / 1 / 1+2
EM0129D / History and Conventions of Computer Games / C / 20 / 1 / 2
EM0140D / 3D Character Modelling and Animation / C / 20 / 1 / 2
EM0143M / Observational Drawing 2 / C / 10 / 1 / 2
Stage 2
By the end of this stage, you will be able to analyse and evaluate information on game development and the global games industry market and will be able to relate this information to their own work. Major subjects include the continuation if skill-building in core practical and technical areas, taking skills further into Observational Drawing and idea development, as well as in 3D modelling for real-time and specialist animation processes.
Modules continue to build on the core skills of 3D graphics and creativity, as well as underpinning this development practice with an industry focus.
Module Code / Module Title / Hons / Ord / Credits / Level / SemEM0264D / Advanced Character Animation / C / C / 20 / 2 / 1
EM0256M / Game Appreciation and Analysis / C / C / 10 / 2 / 1
EM0265M / Advanced Observational Drawing / C / C / 10 / 2 / 1
EM0261D / Concept and Idea Development / C / C / 20 / 2 / 1
EM0271M / Digital Sculpting / C / C / 10 / 2 / 2
EM0272D / Environment, Set and Prop Creation / C / C / 20 / 2 / 2
EM0255M / Games Industry Studies / C / C / 10 / 2 / 2
EM0366D / Option: Motion Capture / O / - / 20 / 3 / 2
EM0253D / Option: Facial Modelling/Animation / O / - / 20 / 2 / 2
Stage 3
By the end of this stage, you will be able to critically review, consolidate and extend considerable specialist knowledge in games and games graphics creation and implementation, and demonstrate the successful application of this to their own research-based and self directed projects.
Major emphasis is placed on industry facing projects and project management where students are able to create a portfolio of individual and group work with a personal specialisation.
Module Code / Module Title / Hons / Ord / OrdFrom 2011/12 intake / Credits / Level / Sem
EM0333K / Design For Industry / C / C / C / 20+20 / 3 / 1+2
EM0324D / Individual Project 1 / C / C / C / 20 / 3 / 1
CM0341Q / Option: Final Year Project (Undergraduate Ambassadors Scheme) / O / - / - / 20+20 / 3 / 1+2
EM0347D / Option: Dissertation – Preparation / O / - / - / 20 / 3 / 1
EM0337D / Option: Individual Specialisation / O / - / C / 20 / 3 / 1
EM0328D / Individual Project 2 / C / C / C / 20 / 3 / 2
EM0348D / Option: Dissertation – Write-up / O / - / - / 20 / 3 / 2
EM0366D / Option: Motion Capture / O / - / - / 20 / 3 / 2
EM0253D / Option: Facial Modelling/Animation / O / - / - / 20 / 2 / 2
Course arrangements for students commencing part time intensive course, over 4 years in September 2012:
Year 1
Unit Code / Credits / Stage / Sem / Level / Module Title / HonoursEM0139D / 20 / 1 / 1 / 1 / Introduction to 3D Computer Animation / C
EM0145L / 20 / 1 / 1&2 / 1 / Developing Professional Skills (CT) / C
EM0142M / 10 / 1 / 1 / 1 / Observational Drawing 1 / C
EM0129D / 20 / 1 / 2 / 1 / History and Conventions of Computer Games / C
EM0143M / 10 / 1 / 2 / 1 / Observational Drawing 2 / C
Year 2
Unit Code / Credits / Stage / Sem / Level / Module Title / HonoursEM0106D / 20 / 2 / 1 / 1 / Visual Literacy and Imaging / C
EM0265M / 10 / 3 / 1 / 2 / Advanced Observational Drawing / C
EM0256M / 10 / 2 / 1 / 2 / Game Appreciation & Analysis / C
EM0140D / 20 / 2 / 2 / 1 / 3D Character Modelling & Animation / C
EM0272D / 20 / 3 / 2 / 2 / Environment, Set and Prop Creation / C
Year 3
Unit Code / Credits / Stage / Sem / Level / Module Title / Honours / OrdinaryEM0261D / 20 / 3 / 1 / 2 / Concept and Idea Development / C / C
EM0264D / 20 / 2 / 1 / 2 / Advanced Character Animation / C / C
EM0271M / 10 / 2 / 2 / 2 / Digital Sculpting / C / C
EM0255M / 10 / 2 / 2 / 2 / Games Industry Studies / C / C
EM0253D / 20 / 3 / 2 / 2 / Option: Facial Modelling & Animation / O / -
EM0366D / 20 / 3 / 2 / 3 / Option: Motion Capture / O / -
Year 4
Unit Code / Credits / Stage / Sem / Level / Module Title / Honours / OrdinaryEM0337D / 20 / 4 / 1 / 3 / Option: Individual Specialisation / O / C
EM0347D / 20 / 4 / 1 / 3 / Option: Dissertation – Preparation / O
EM0366D / 20 / 3 / 2 / 3 / Option: Motion Capture / O
EM0333K / 40 / 4 / 1+2 / 3 / Design For Industry / C / C
EM0253D / 20 / 4 / 2 / 2 / Option: Facial Modelling & Animation / O
EM0348D / 20 / 4 / 2 / 3 / Option: Dissertation – Write-up / O
Summer period
EM0324D / 20 / 4 / sum / 3 / Individual Project 1 / C / CEM0328D / 20 / 4 / sum / 3 / Individual Project 2 / C / C
The curriculum may change, subject to the University's course approval, monitoring and review procedures.
Diploma of Industrial Studies
Diploma of International Studies
You have the option to undertake an industrial placement, or of studying or working abroad for a year between stages 2 and 3; this option is strongly encouraged. SCIM has an industrial training co-ordinator who has contacts with a large number of outside organizations and who assists in helping you find a placement. Successful completion of the industrial year qualifies you for the award of the Diploma of Industrial Studies in addition to your degree. The university’s International Office provides a wide range of opportunities and support for students to gain international experience. Successful completion of the international year qualifies you for the award of the Diploma of International Studies in addition to your degree. Both options provide the opportunity to gain valuable experience, and are viewed favourably by prospective employers.