UNIVERSITY OF BRADFORDFaculty of Engineering and InformaticsSchool of Media,Designand TechnologyProgramme title:BA(Hons) Graphics for Games

Awarding and teaching institution: / University of Bradford
Final award: / BA (Honours) [Framework for Higher Education Qualifications level 6]
Diploma of Higher Education [Framework for Higher Education Qualifications level 5]
Certificate of Higher Education [Framework for Higher Education Qualifications level 4]
Programme title: / Graphics for Games
Programme approved/accredited by: / n/a
Duration: / 3 years full time; 4 years full time with placement; 6 years part time.
UCAS code: / GW42 BA/DCG; I630 BA/GG
Subject benchmark statement: / Computing; Art and Design; Communication, Media, Film & Cultural Studies
Date produced: / April 2005
Last updated : / March 2014

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 School of Media,Designand Technologyis part of Bradford University’s Faculty of Engineering andInformatics, 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.The School is a partner of Creative Skillset, the sector skills council for the creative industries, which is an acknowledgement of its clear links to industry and indicates the relevance of its programmes for employment in the media sector. Our other partners include the BBC, the National Media Museum (NMeM),and Bradford UNESCO City of Film..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 programmes 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 programme 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 programme also provides you with an appreciation of the social, aesthetic, and business contexts within which media artefacts are produced and circulated.

The School 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 Gamesprogramme, these aims are achieved by:

  • Delivering a programme of study with some opportunities for shared learning with other programmes offered by the School, with increasing specialization as you move towards graduation. The final year of the programme focuses mainly on project production, allowing you to integrate the skills and knowledge developed in the first two years of the programme;
  • 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.

Although the University does not recruit directly to Ordinary degrees this route is available to students for whom a less intense programme of study is appropriate.

A Bachelor’s degree (Ordinary) is awarded to students who have demonstrated:

  • a systematic understanding key aspects of their field of study, including acquisition of coherent and detailed knowledge informed by aspects of 2D and3D computer graphics, as well as traditional graphics which are intended for use in real time systems of computer games and are influenced by current industry practice.
  • an ability to deploy accurately established techniques of analysis and enquiry withinthe creation of graphics for computer games.
  • conceptual understanding that enables the student:
  • to devise and sustain arguments, and/or to solve problems, using ideas and techniques.
  • to describe and comment upon particular aspects of current research, or equivalent scholarship, or practice in the discipline of graphics for computer games.
  • an appreciation of the uncertainty, ambiguity and limits of knowledge.
  • the ability to manage their own learning, and to make use of primary sources.

Typically, holders of the qualification will be able to:

  • apply the methods and techniques that they have learned to review, consolidate, extend and apply their knowledge and understanding.
  • communicate information, ideas, problems and solutions to both specialist and non specialist audiences.

And holders will have:

  • the qualities and transferable skills necessary for employment requiring:
  • the exercise of initiative and personal responsibility
  • the learning ability needed to undertake appropriate further training of a professional or equivalent nature.

Curriculum

The map of your studies is detailed further below showing core (C) and optional (O) modules. Each year, or stage, of an Honours programme comprises 2 semesters with 60 credits being studied in each semester. Ordinary degrees comprise 100 credits at stages 2 and 3.

Stage 1 [Level 4]

By the end of this stage, you will be able to:

  1. Demonstrate a broad knowledge base of fundamental technical, practical creative and theoretical concepts.
  2. Recognise select and apply the above to your work.
  3. Show an awareness of practical and conceptual knowledge of major subjects including the foundation skills associated with art production and technical issues surrounding graphical content and game design.
  4. Apply creative skillsto successfully accomplish straightforward tasks.
  5. Work effectively as an individual, able to organise and manage yourself to secure completion of tasks.
  6. Demonstrate an awareness of technical / creative / theoretical subjects in the fields of game design and game engine use, 3D modelling and animation.
  7. Collect information, ideas and concepts from recommended sources and organise and reference them appropriately.

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 / 4 / 1
EM0149L / Observational Drawing / C / 10 + 10 / 4 / 1+2
EM0106D / Visual Literacy and Imaging / C / 20 / 4 / 1
EM0151L / Creative Industries- Foundations / C / 10+10 / 4 / 1+2
EM0129D / History and Conventions of Computer Games / C / 20 / 4 / 2
EM0140D / 3D Character Modelling and Animation / C / 20 / 4 / 2

Students who have achieved at least 120 credit points at Level 4 may exit the programme and are eligible for the award of Certificate of Higher Education.

Stage 2 [Level 5]

By the end of this stage, you will be able to:

  1. Analyze and evaluate information on game development and the global games industry market.
  2. Apply the above information to your own work, particularly identifying opportunities for the development of your own portfolio of industry facing work.
  3. Explain, and manipulate knowledge in key practical and technical areas and apply it to your individual and group projects.
  4. Demonstrate a practical and technical application of topics such as observational drawing,concept art and idea development, 3D modelling for real-time and specialist animation processes.
  5. Demonstrate stronger project management skills, being able to select and deploy strategies to secure outcomes and aiding your development as an autonomous learner.

Module Code / Module Title / Hons / Ord / Credits / Level / Sem
EM0277D / Game Appreciation and Industry Analysis / C / C / 20 / 5 / 1
EM0275D / Advanced Observational Drawing / C / C / 20 / 5 / 1
EM0261D / Concept and Idea Development / C / C / 20 / 5 / 1
EM0283D / 3D Character Creation / C / C / 20 / 5 / 2
EM0272D / Environment, Set and Prop Creation / C / C / 20 / 5 / 2
EM0366D / Option: Motion Capture / O / - / 20 / 6 / 2
EM0253D / Option: Facial Modelling/Animation / O / - / 20 / 5 / 2

Students who have achieved at least 120 credit points at Level 5 may exit the programme and are eligible for the award of Diploma of Higher Education.

Stage 3 [Level 6]

By the end of this stage, you will be able to:

  1. Critically review, consolidate, appraise and be ready to extend a considerable specialist knowledge in games and games graphics creation and implementation.
  2. Effectively implement deeper, more rigid project management on both, a personal and group standing.
  3. Demonstrate advanced academic, conceptual, communicational, and project management skills.
  4. Initiate, plan, design, research and sustain an extended piece of independent intellectual work, or original practical work with intellectual or conceptual elements based on individual initiative.

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, with the aim of completing a portfolio of work ready to take to industry job interviews.

Module Code / Module Title / Hons / Ord / Credits / Level / Sem
EM0375Q / Individual Project / C / C / 40 / 6 / 1
CM0341Q / Option:Final Year Project (Undergraduate Ambassadors Scheme) / O / - / 20+20 / 6 / 1+2
EM0347D / Option: Dissertation – Preparation / O / - / 20 / 6 / 1
EM0337D / Option: Specialisation / O / C / 20 / 6 / 1
EM0376Q / Design For Industry / C / C / 40 / 6 / 2
EM0348D / Option: Dissertation – Write-up / O / - / 20 / 6 / 2
EM0366D / Option: Motion Capture / O / - / 20 / 3 / 2
EM0253D / Option: Facial Modelling/Animation / O / - / 20 / 5 / 2

Students who have achieved at least 120 credit points at Level 4 may exit the programme and are eligible for the award of Certificate of Higher Education.

Students who have achieved at least 120 credit points at Level 5 may exit the programme and are eligible for the award of Diploma of Higher Education.

The curriculum may change, subject to the University's programme approval, monitoring and review procedures.

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. The Schoolhas an industrial training co-ordinator who has contacts with a large number of outside organisations and who assists in helping you find a placement. The university’s International Office provides a wide range of opportunities and support for students to gain international experience. 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 programme together. A particular strength of this programme is the contribution made to the teaching programme by successful practising animation professionals.

Each 20-credit module on theprogramme requires you to commit 200 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 programme. There are a lot of “contact hours” (time spent with tutors) in the earlier stages of the programme; 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 programme. 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.

The course has a commitment to industry practice within the curriculum. This is reinforced by the industry speakers and guest lecturers which are built into the delivery of our industry facing modules.

All modules contain elements of practical assessment and these form a working portfolio which is assessed in the final project module at Stage 3. Employability is built into all our courses in both core and optional modules. Some examples of these are contained in the table below. Employability and destination planning are very much entrenched within the reflective and practical modules throughout the curriculum

Education for Sustainable Development (ESD)

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

The level 1 module, “Creative Industry Foundations”aims to deliver ESD content in an exciting and discipline specific manner through targeted lectures. The level 2 module “Concept & Idea Development” encourages students to think globally and sensitively about cultural identity, prejudice and empowerment. The module “Digital Sculpting” is committed to equality and respect for all genders, races and sexualities due to its sensitive character options and requirements of the assessment brief.There are numerous opportunities for group work throughout all of 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 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.