UNIVERSITY OF BRADFORDSchool of Computing, Informatics & MediaDepartment of Creative TechnologyProgramme/course title: Graphics for Games

Awarding and teaching institution: / University of Bradford
Final 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 : / July 2011

Introduction

Even in difficult economic times,creative industriesare 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 researchin 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 practicalproduction 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.Demonstrateknowledge 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 sustainabilityto 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 andgame 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 / Semester
EM0139D / 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 marketand 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 / Ord
From 2011/12 intake / Credits / Level / Sem
EM0264D / Advanced Character Animation / C / C / C / 20 / 2 / 1
EM0256M / Game Appreciation and Analysis / C / C / C / 10 / 2 / 1
EM0265M / Advanced Observational Drawing / C / C / C / 10 / 2 / 1
EM0258D / Media Ethics, Compliance & Sustainability / C / - / 20 / 2 / 1
EM0257M / Environment, Set and Prop Creation / C / C / C / 10 / 2 / 2
EM0261D / Concept and Idea Development / C / C / C / 20 / 2 / 2
EM0255M / Games Industry Studies / C / C / C / 10 / 2 / 2
EM0366D / Option: Motion Capture / O / - / O / 20 / 3 / 2
EM0253D / Option: Facial Modelling/Animation / O / - / O / 20 / 2 / 2

Stage 3

By the end of this stage, you will be able to critically review, consolidate and extend a 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 / Ord
From 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 2011:

Year 1

Unit Code / Credits / Stage / Sem / Level / Module Title / Honours
EM0139D / 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 / Honours / Ordinary
EM0106D / 20 / 2 / 1 / 1 / Visual Literacy and Imaging / C
EM0265M / 10 / 3 / 1 / 2 / Advanced Observational Drawing / C / C
EM0256M / 10 / 2 / 1 / 2 / Game Appreciation & Analysis / C / C
EM0140D / 20 / 2 / 2 / 1 / 3D Character Modelling & Animation / C
EM0261D / 20 / 3 / 2 / 2 / Concept and Idea Development / C / C

Year 3

Unit Code / Credits / Stage / Sem / Level / Module Title / Honours / Ordinary
EM0258D / 20 / 3 / 1 / 2 / Media Ethics, Compliance & Sustainability / C
EM0264D / 20 / 2 / 1 / 2 / Advanced Character Animation / C / C
EM0257M / 10 / 2 / 2 / 2 / Environment, Set and Prop Creation / C / C
EM0255M / 10 / 3 / 2 / 2 / Games Industry Studies / C / C
EM0253D / 20 / 3 / 2 / 2 / Option: Facial Modelling & Animation / O / O
EM0366D / 20 / 3 / 2 / 3 / Option: Motion Capture / O / O

Year 4

Unit Code / Credits / Stage / Sem / Level / Module Title / Honours / Ordinary
EM0337D / 20 / 4 / 1 / 3 / Option: Individual Specialisation / O
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 / C
EM0328D / 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.

Teaching and Assessment Strategies

You will experience a wide range of teaching and learning environments. Concepts, principles and theories are generally explored in formal lectures, discussed and debated in associated tutorials and seminars, and demonstrated in laboratory classes. Practical skills are developed in studio, laboratory, and workshop sessions, taking advantage of the University’s, and its partners’, extensive software and hardware provision. Professional, personal, and presentational skills are developed through discussion and small-scale project work which involves problem solving and design exercises. These are often tackled through collaborative learning in small groups supported by members of academic staff. Larger–scale project work is used to bring various aspects of your course together. A particular strength of this course is the contribution made to the teaching programme by successful practising animation professionals.

Each 10-credit module on the course requires you to commit 100 hours of study. Some of these hours will be formally timetabled - lectures, laboratories, seminars, tutorials and workshops – and others will involve you in carrying out private study. The balance between these forms of study changes as you pass through the three years of the course. There are a lot of “contact hours” (time spent with tutors) in the earlier stages of the course; the final year is mostly project based, and at this stage you will be expected to manage your own learning, under the general guidance of your tutors.

Basic principles and concepts are addressed in the first year (Stage One) of your studies. In the second year (Stage Two) a more analytical approach is taken, and in the final year (Stage Three) you will have the opportunity to synthesise and critically review the knowledge, understanding, and skills you have gained throughout the course. You will also have the opportunity to shape elements of your own learning experience, by selecting optional and elective modules, and defining your own project briefs.

Methods of assessment are similarly varied and your progress will be assessed using a mix of formal examinations, presentations and seminar papers, reports, laboratory tests, essays, coursework assignments, and projects. The appropriate method is chosen so that you may demonstrate the particular learning outcomes of each module.

Education for Sustainable Development (ESD)

Sustainable media and computing are highly relevant areas to the course, so we include taught content around sustainable themes and the opportunity to explore and express these in project-based and written work.

The level 2 module, ‘Do the Right Thing’: Media Ethics, Compliance and Sustainability’utilises external HEFCE funding and aims to deliver ESD content in an exciting and discipline specific manner through targeted lectures, guest speakers and film screenings (in addition to meeting other professional requirements such as legal compliance). There are numerous opportunities for group work throughout the years (especially level 2 and 3) in which students learn to resolve conflict and work collaboratively to achieve shared goals.

Students have considerable flexibility in individual and group project directions, which would allow them to explore ESD themes further if they show interest. They are encouraged to become involved in the production of media for the University’s ‘Ecoversity’ initiative, either as part of project work or as extra-curricular projects.

Assessment Regulations

This Programme conforms to the standard University Assessment Regulations which are available at the following link:

Admission Requirements

The University welcomes applications from all potential students regardless of their previous academic experience; offers are made following detailed consideration of each individual application. Most important in the decision to offer a place is our assessment of a candidate’s potential to benefit from their studies and of their ability to succeed on this particular programme. Entrance requirements for each programme will vary but consideration of your application will be based on a combination of your formal academic qualifications and other relevant experience.

If you have prior certificated learning or professional experience which may be equivalent to parts of this programme, the University has procedures to evaluate this learning in order to provide you with exemptions from specified modules contained within the curriculum. Please talk to us if you do not fit the standard pattern of entry qualifications.

The University of Bradford has always welcomed applications from disabled students, and these will be considered on the same academic grounds as are applied to all applicants. If you have some form of disability you may wish to contact the programme leader before you apply.

Offers are made following detailed consideration of each application, and an individual interview with departmental teaching staff. Most important in the decision to offer a place is our assessment of a candidate’s potential to benefit from their studies and of their ability to succeed on this particular course. Entrance requirements will vary but are set after consideration of each applicant’s academic background and achievements and all other relevant experience. A typical offer to someone seeking entry through the UCAS scheme would be 280 points with C grades of above in Mathematics and English GCSE (or equivalent). Applications are welcome from candidates with non-standard qualifications or who, lacking academic qualifications, have significant relevant experience. Alternatively, you may join this course following successful completion of the Foundation Year in Informatics.

Students may be permitted to transfer to one of the Department’s other BA/BSc courses at the end of the first semester of Stage One and, exceptionally, to selected courses at the end of semester two, Stage One.

Learning Resources

The course is supported by laboratories with up to date hardware and software with regular update and replacement cycles (the course’s major software package, Autodesk’s Maya, is updated frequently). Additionally, students have access to motion capture facilities, broadcast TV, chromakey and photographic studios, digital video editing and production suites, an observational drawing studio, sound studio facilities and a loans counter where audio visual equipment (e.g. still and video cameras, lights, microphones etc.) can be reserved and loaned free of charge.