UNDERGRADUATE

PROGRAMME SPECIFICATION

Programme Title: Visual Effects and Animation Group

Awarding Body: Staffordshire University

Teaching Institution: Staffordshire University

Final Awards: BA [Hons] Concept Art for Games and Film

Intermediate Awards: BA; Dip HE; Cert HE

Concept Art for Games and Film

Mode of Study Full-time

UCAS Codes: G614

JCAS Codes: I620

QAA Subject Benchmarks: Art and Design

Professional/Statutory Body: N/A

Entry Year: 2016-17

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EDUCATIONAL AIMS OF THE PROGRAMME

BA [Hons] Concept Art for Games and Film
This course for gamers and artists who aim to design next generation characters and environments. The UK gaming and film industry is among the most highly rated in the world. It offers a huge range of exciting career opportunities for multi-skilled individuals with the drive and enthusiasm to succeed.
Best of all, regardless of whether you’d like to create visual effects for film or TV – or you’d prefer to develop the next generation of digital characters and environments as a digital games artist this is the degree for you.
The aims are:
•  To develop advanced skills in digital arts and technology in the creation of characters and environments for next generation computer games
•  Study the traditional skills of concept design, visualisation techniques, life drawing and first hand observation
•  Develop digital skills in matte painting and compositing for environment design
•  Develop advanced skills in 3D modelling and digital sculpting
What is distinctive about this programme?
A concept art course with a difference. The key focus is to create multi-skilled [creative, technical, problem solvers etc.] concept artist which means working in teams and alone. Studying and observing life and everything manmade to visualise and create next generation game or film assets.
Taught by artists, technologists and guest lecturers. Traditional art techniques are married alongside digital painting, 3D modelling and sculpting to produce rounded multi-skilled artists ready to hit the ground running ready for the next generation.
Our close links to the Games Design courses means you will study together on the unique game making project modules in level 5 and 6. Experiencing the Epic Games Centre and motion capture whilst designing and developing skills and knowledge of rigour of game design and production.
The course is designed and developed by games and visual effects specialists in collaboration with professional concept designers. Proven by our students With Project Thanatos, for PC by Raptor Games winning Dare to be Digital’s Intel Visual Computing Tools Audience Award and BAFTA’s "Ones to Watch Award" Nominations in 2012.
At level 6 students will create a written dissertation alongside a large practical portfolio.
Final year students will spend a week in a masterclass taught by a leading professional artist to really develop skills, in preparation graduating and preparing for the world of work.
Graduate destinations are the games, visual effects, film and design industries. With this degree under your belt, students will equipped to take a place in these thrilling, rapidly advancing areas of the entertainment industry.
The Staffordshire Graduate
The Staffordshire Graduate develops students into becoming reflective and critical lifelong learners with a global perspective, prepared to contribute in the world of work.
Our course aims to produce rounded, articulate and highly employable graduates. The UK Government are injecting millions into the games and visual effects industries to keep the pool of talent in the UK. Technically creative and multi-skilled students are highly in demand.
This course is designed to ensure our graduates are work ready, employable and entrepreneurial. The first year of study has a career developing modules and delivered the Staffordshire Graduate attributes gently and slowly to introduce the complex world of working in games and film.
The modules will develop your confidence, team working ability, industry knowledge, entrepreneurial skills, enterprise, continual personal and professional development [PDP], CV writing, portfolio creation, personal marketing and ensures the students to engage proactively with the Industry.
Discipline Expertise through an integrated teaching and learning approach from experienced staff leading to an understanding of the forefront of knowledge in visual effects. Professionalism by introducing students to the nature of a games and film at career. Guest lecturers will teach and inform you of the practice that takes place in the industry and how to act and gain a job.
Global Citizenship by emphasising global issues and the globalised economy in the context of visual effects and entertainment in subjects and modules that underpin the visual effects industry.
Communication and Teamwork by utilising teaching, learning and assessment methods that provides opportunities for learners to become effective written and oral communicators / presenters and be able to interact appropriately with a range of colleagues, both individually and in networked teams, reflecting industrial modus operandi. In particular all students undertake a major individual project dissertation in their final year.
Reflective and Critical Learning by ensuring that you will have the ability to carry out inquiry-based learning and critical analysis. This is the essence of problem solving. Module assessments encountered at the latter stages of study in particular tend to be open-ended in solution facilitating this type of learning.
Lifelong Learning by emphasizing digital literacy and transferable core skills which includes writing, problem solving, analysis and reflection.
Employability, Enterprise and Entrepreneurship through the delivery of specifically targeted modules in the areas of business and innovation developing the work ready attributes of the graduate.


PROGRAMME OUTCOMES

This course is designed to develop and assess attainment against Staffordshire University’s interpretation of the Framework of Higher Education Qualifications. The numbers on the table below demonstrate how the course learning outcomes relate to the QAA Art and Design Benchmark.

Knowledge & Understanding
Demonstrate a systematic understanding of key aspects of advanced game concept design that considers the full ramifications of innovative concept design on the entire game production pipeline through design of 2D and 3D characters, vehicles, environments, architecture and the underpinning engineering principles required to produce relevant technical concept models.
[3.7, 4.1, 4.2, 4.3, 4.6]
Learning
Demonstrate a critical understanding of the context of knowledge acquired in learning the academic, practical, creative and technical skills associated with concept art and design related to digital and traditional arts and technology.
[ 3.1, 4.6, 5.1, 5.2, 5.4]
Enquiry
Demonstrate a professional approach to research to support individual development as a digital and traditional artist
[4.2, 4.2, 4.4, 5.3]
Analysis
Analyse, research and solve problems associated with small and large scale projects and evaluate the strengths and weaknesses and make conclusions based upon facture evidence, experimentation and creative development work.
[4.2]
Problem Solving
Be resourceful, demonstrate the skills necessary to understand and analyse a problem in order to create a complete artistic and technological solution based upon a set of objectives.
[4.4, 4.3]
Communication
Communicate interpersonally either in the form of written and oral expression in a professional manner to a variety of specific audiences; including fellow students, tutors and industry.
[4.3, 4.4, 4.6,]
Reflection
Use critical evaluation and reflection to place existing and planned work within the context of contemporary practice. Demonstrate how this positively affects the development of self-directed work.
[4.1, 4.1, 4.4]
Application
Apply critical reasoning and argument to demonstrate being entrepreneurial with the ability to apply concepts in different contexts in personnel development in the creation of original ideas and concepts for games and film.
[4.3, 4.4. 4.5]

PROGRAMME STRUCTURE, MODULES AND CREDITS

Course Structure: Concept Art for Games and Film with Foundation Year

L
E
V
E
L

3

/ Teaching
Block 1 / CORE
GAME30269
Introduction To Visual Art Skills

[30]

/ CORE
GAME30161
Photoshop For Games Development

[30]

/ CONDITIONAL CORE
GAME30268
Introductory Modelling And Rendering
OR
GAME30500
Introduction to Digital Art

[30]

/ CORE
GAME30270
The Language Of Art And Design

[30]

Teaching
Block 2

Course Structure: Concept Art for Games and Film [3 year]

L
E
V
E
L
4 / Teaching
Block 1 / CORE
FVFX40154
Introduction to CGI
[30] / CORE
FVFX40150
Character Concept Design 1
[30] / CORE
FVFX40225 Digital Image Production
[15]
Teaching
Block 2 / CORE
FILM40125
Digital Matte Painting 1
[30] / CORE
FVFX40300
Career Development for Games Concepts
[15]
L
E
V
E
L
5 / Teaching
Block 1 / CORE
FVFX50155
Digital Matte Painting 2
[30] / OPTION
[15] / CORE
FVFX50514
Creature Design
[30]
Teaching
Block 2 / OPTION
[15] / CORE
FILM50126
Character Concept Design 2
[30]

Options

GAME50503 Junior Concept Art for Collaborative Projects [15] Sem 1

GAME50170 Junior Collaborative Games Development and Testing [30] Sem 1 and 2

FVFX50158 Junior VFX [15] Sem 2

FVFX50502 Digital Simulations [15] Sem 2

L
E
V
E
L
6 / Teaching
Block 1 / CORE
FVFX60161
FX Research Project
[30] / CORE
GAME60508
Senior Concept Art for Collaborative Projects
[15] / CORE
FVFX60506
Advanced Concept
Art 1
[15]
Teaching
Block 2 / CORE
FVFX60160
FX Portfolio Project
[30] / CORE
FVFX60509
Employability for Visual Effects and
Games
[15] / CORE
FVFX60507
Advanced Concept
Art 2
[15]

HOW WILL I BE TAUGHT AND ASSESSED?

Teaching and Learning
The range of teaching and learning [LT] methods used is broad and diverse. “Hands on” practical work underpinned with academic theory and industry practice is embedded in all of your modules. The methods include lectures, tutorials, video tutorials, group work, problem based tasks and workshop sessions with our virtual learning environment [Blackboard] and the Digital Academy online forum.
You can expect 12 hours of teaching with an approximately 28 hours of additional work per week in year 1 and 2. Each module delivers on average 3 hours per week of tuition. Year 3 has 6 hours of contact time with 31 hours of independent study as your ability and confidence to work independently are nurtured.
Video tutorials are a common teaching support technique and are used in some modules to deliver practical content. They offer you the opportunity to study the tutorials again without the aid of the tutor being present.
The learning and teaching strategy is guided by research conducted by the teaching staff into new and innovative methods of pedagogy. Our industrial colleagues inform our awards and staff skills are constantly updated in both visual effects and games concept design.
Teaching staff are industry facing and some work on projects throughout the year which help to contribute to the innovative exciting courses. Introductory technical instruction sessions are taught by our technical staff which are integrated into the modules. This is in support of your academic studies where you will be trained on equipment, health and safety, risk assessment, software and hardware.
Studio-based activities are a significant feature of art and design. Effective learning is developed through studios and workshops with staff and students sharing experiences.
Group project are used in level 5 and 6 as a vehicle for learning, and the group critique, where you present and discuss your work with their peers and tutors.
Visualisation and drawing field trips will take place throughout your course to encourage you to observe life from a different point of view and to develop your artistic and creative ideas. This has included trips to Harry Potter World and Madame Tussauds. You are encouraged to participate with the professional world through study visits to film, TV, VFX [visual effects] houses, games, animation, film festivals and attend the visiting professorial lectures that take place each year.
Problem based learning is used in all levels. A task is given during a tutorial and you are challenged to solve real world problems quickly, individually or in teams reflecting industry-working practices. The development of your independent learning skills is promoted through self-directed and self-initiated study, which may be formalised through individually- negotiated learning agreements.
Personal development planning is used at all levels of the awards recording progress where you will create personal portfolio websites important information such as CV’s and work experience.
The digital academy forum is used extensively throughout the course to upload coursework and write reflectively. This allows both academic staff to regularly peer review work to offer formative feedback.
The teaching staff maintain external industry contacts which provide feedback on current and new course developments. You, our students also provide feedback through the staff student course committee meetings.
After year 2 we encourage you to consider taking an optional placement year, which would lead you to gain up to a year’s worth of vital work experience and exit with a sandwich degree qualification.
Placements http://www.staffs.ac.uk/support_depts/careers/placements/
Past students have chosen to work at a range of companies including Envy Post and Disney in London; two leading post production studios where as others choose to go freelance or create a start-up company through the university’s SPEED scheme http://www.beinspiredatstaffs.ac.uk/
The benefits are enormous to your personal development, your CV and building up a vast network of contacts in the industry to help you gain that first career job more quickly upon graduation.
Assessment
A range of assessment techniques are used including art books for life drawing, presentations, demonstrations, written reports, practical work, oral tests, online tests, reflective log books, exams, class tests, portfolios, group work, peer assessments and online blogs and forums where you present their work. The method of assessment for each module has been carefully considered by the teaching teams to ensure the best possible outcome is achieved balanced with maintaining academic rigour.
The majority of assessments are course work based. We use some live briefs set by our industry colleague and no exams.
Problem based learning tasks are generally assessed the following week by peers and/or tutors which develop the your practical, theoretical, critical and analytical skills. The work has to be presented online or in class with a description on the learning and development cycle. The problems presented are outcome based and how you get to a solution is managed with the help of the academic as the facilitator.

ADDITIONAL INFORMATION

Entry Requirements [including IELTS score]
The awards in this programme are normally full time. The awards usually last three years full time, except in the case where you opt to take a supervised year in industry after level 5. In that case the duration is four years. The current IELTS score is 6.5. Please contact the university admissions for more detail on t:+44[0]1782 292753 e: or http://www.staffs.ac.uk/study/
What qualifications would I need to join this programme?
For details of UCAS tariff points please see the current online prospectus at: http://www.staffs.ac.uk/undergraduate/
Entry to the Concept Art for Games and Film with Foundation Year course also requires passing an interview.
Entry to the Concept Art for Games and Film course normally also requires passing an interview.
The entry requirements for the award are normally: We accept A-Levels, BTEC nationals, Foundation degrees or the equivalent onto the awards. You have to pass an interview too where you present a portfolio of previous work.
Or a pass in a recognised Access to Higher Education course or a Foundation Year.
The current IELTS score is 6.5
Essential Portfolio items:
Pencil work of the following
Life drawing – at least one person – not photo copying. Does not have to be nudes.
Game character design posed in an original environment design
Digital art work in 2D or 3D.
Disability Statement
Staffordshire University operates a policy of inclusive teaching and learning to ensure everyone has an equal opportunity to fulfil their educational potential. Details about how to apply to have your needs assessed can be found at:
http://www.staffs.ac.uk/study/disabled/

AWARD SPECIFIC INFORMATION