Course specification and structure
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UDGAMOEF - BSc (Hons) Games Animation, Modelling and Effects

Course Specification


Validation status Validated
Highest award Bachelor of Science Level Honours
Possible interim awards Bachelor of Science, Diploma of Higher Education, Certificate of Higher Education, Bachelor of Science
Total credits for course 360
Awarding institution London Metropolitan University
Teaching institutions London Metropolitan University
School School of Computing and Digital Media
Subject Area Creative Technologies and Digital Media
Attendance options
Option Minimum duration Maximum duration
Full-time 3 YEARS  
Part-time 4 YEARS  
Course leader  

About the course and its strategy towards teaching and learning and towards blended learning/e-learning

The games sector is looking for technical artists: technically competent modellers who have good life drawing and modelling skills, can animate, can create visual effects and are competent in a range of post production techniques. The BSc Games Animation, Modelling and Effects degree would appeal to people interested in games art, and would fit into the broad category 'computer games', while also offering substantial interest to both students in animation and effects for this growing market.

Designing and building models for computer games requires a solid CG knowledge background and a high level of appropriate techniques and relevant tools. The core modules have been chosen with this in mind. The course allows students to specialise and explore areas of personal interest (i.e. modeller, animator, texture artist, visual effects artist) and build up a significant portfolio of work.

Students on the BSc GAME degree will collaborate with students on the BSc Games Programming course throughout the 3 years of study. Students will engage in team work and delivered finished game projects. Game Artists will be exposed to the necessary workflows to successfully produce assets for established game engines as well as game engines custom made by the Game Programming students.

The design of the course has been informed both by TIGA Guidelines for Computer Games Degrees with an art and design pathway, research and by our notable industry steering group members (for example, members of Gamelab, UK) who have an artistic and industry perspective on modelling and artwork for computer games. The Computing benchmark statements have also been taken into account:

http://www.qaa.ac.uk/Publications/InformationAndGuidance/Pages/Subject-benchmark-statement-Computing.aspx

In these benchmark statements the word ‘computing’ also refers to computer graphics (CG), visualisation and interactive game and simulation development.

Students’ learning is organised around direct contact time and directed time. Direct time takes place through lectures, workshops and tutorials. Problems are formulated via lectures and tutorials and implementation takes place in the workshop. This will take place through various access to learning facilities, materials on VLEs, hard copy and dedicated module websites.

Students will also use self-study time in addition to timetabled sessions for researching topics and reading around the taught material. Information sources will be library searches, the Internet, on-site interviews and opportunities to examine artefacts.

Team working is fostered through group work and projects. Increasingly e-learning is embedded within module design. Particular use is made of Virtual Learning Environments (WebLearn) and/or Internet-based user groups enabling asynchronous communication with tutors.

Course aims

The main aim for this course is to provide students with a general education in the area of computer games development, with an emphasis on Computer Graphics (CG) for games: concept artwork, 2D/3D assets (environments and character models), animation, textures, visual effects (VFX) and rendering. Students will develop problem solving and teamwork skills as well as the necessary communications skills plus awareness of the ethical responsibilities with which a developer must contend.

The BSc Games Animation, Modelling and Effects degree will provide career opportunities for students in the Computer Games industry and professional practice in a range of positions from concept artist, technical artist, graphics designer to technical asset artist, character/model builder, texture artist, character animator, environment artist, VFX artist etc. The programme would also provide excellent preparation for further research or study.
This course has been designed after taking into account industry demand for computer graphics skills, both creative artist and technical - including modelling, rigging, animation, texturing, lights/cameras, visual effects (VFX) and rendering.

The new BSc Games Animation, Modelling and Effects degree

1. offers a course which is relevant to the needs of industry and commerce in the computer games area with the focus on exposing students to the latest developments in computer games graphics design, animation and effects techniques
2. develops the analytical and practical skills associated with the design and implementation of graphics for computer games (modelling, animation and effects) from both a creative art and a technical perspective

3. develops the intellectual, technical and practical skills needed within the computer games modelling, animation and effects sectors

4. develops students’ creative and technical skills to fully prepare them for design/creative careers within the creative economy


5. develops students’ ability to communicate in terms of questioning, presentation, and logical representation in order to specify, resolve and design graphics for games across a wide range of genres.

Course learning outcomes

On completing the course students will be able to

Knowledge and understanding:

LO1: Carry out independent research and investigation;

LO2: Gain knowledge across a range of contexts appropriate to the contemporary industry practice in computer graphics (CG), games modelling, animation, effects techniques and applications.

Cognitive intellectual skills:

LO3: Be able to identify the problem, analyse available data, formulate and design creative solutions to a problem in the general area of CG and in particular for computer games;

LO4: Develop implementation skills and awareness within the domain of CG in a variety of contexts, software packages and delivery platforms in order to deliver professional quality artefacts.

Transferable skills including those of employability and professional practice:

LO5: Use and integrate diverse tools and techniques at a professional level as well as implement creative ideas in CG;

LO6: Work effectively as part of a multidisciplinary team and develop the skills associated with individual and team working, relationship management, communication and time management.

Subject-specific practical skills.

LO7: Be aware of the social and ethical issues as well as personal strengths and weaknesses associated with CG, games and media development, software development and operation;

LO8: Develop effective oral, visual and written communication skills via presentations, reports and demonstrations specific to CG.

Course learning outcomes / Module cross reference

Module Title Module Code

Digital Design and Image Making
CU4002

Game Design and Development CU4011
3D Modelling CU4009
Introduction to Drawing and Animation CU4010
Advanced 3D Modelling and Animation CU5004
Augmented Toy Development
CU5013
Modelling and Texturing CU5007
Moving Image and VFX CU5008
Games Asset Development
CU6007

Visual Effects for Computer Graphics and Games CU6008
Creative Technology Project CU6P02
Work Related Learning for Creative Technologies FC6051
Advanced CGI Techniques CU6057

Principle QAA benchmark statements

2016 Computing Subject Benchmark Statement:

https://www.qaa.ac.uk/docs/qaa/subject-benchmark-statements/sbs-computing-16.pdf?sfvrsn=26e1f781_12

The latest 2016 subject benchmark statement is used in the design, delivery and review of the BSc Computer Science course and in facilitating the knowledge and skills normally expected of a computer science graduate.

Assessment strategy

Formative assessment will be a regular feature of the semester, encompassing peer review, opportunities for QA (Quality Assurance), detailed feedback and guidance from tutors.

Summative assessment such as coursework, presentations and group work will require students to:

Model and provide optimal solutions for a given scenario;
Demonstrate an understanding of application work flow;
Write and present verbal and written reports on development and application-based approaches to problem solutions.

Summative assessment such as unseen examinations generally will not be used in the course (see module specs), however in some modules students may require to deal with:

Multiple choice tests;
Reports, usually of specified length.

The course assessment on the degree is spread over a period of time to give students the maximum opportunity for achievement. This should also ensure that students are able to submit work to a standard that meets the assessment required on each module and that they have the opportunity to work at the highest level possible.

The BSc Computer Animation course assessment schedule also conforms to the agreed Multimedia assessment 30-credit tariff. The 30-credit assessment tariff is included in this submission.

Organised work experience, work based learning, sandwich year or year abroad

As part of their 3rd year (Level 6) honours year students take a Short Work Related Learning module

The module enables students to undertake an appropriate period of professional activity, related to their course at level 6, with a business or community organisation and to gain credit for their achievements. The activity can be a professional training, volunteering activity, employment activity, an activity within the School of Computing & Digital Media, placement, or business start-up activity.

Short internships within London games or digital media companies are also options and subject to availability.

Course specific regulations

Standard University regulations apply.

Modules required for interim awards

Cores as specified in structure diagram.

Arrangements for promoting reflective learning and personal development

The course has been designed to take into account the reflective learning/personal development throughout all the course levels, from Level 4 (games modelling and design fundamental concepts and basics) to Level 5 (advanced techniques and tools and exploration of moving image and VFX techniques), and finally to Level 6 (complete game/prototype artefacts development and implementation throughout an entire project workflow).

A process of personal development takes place throughout the course to help students to think about and make sense of what is being learned and why; plan ahead and relate to what has been learned; and being able to apply the knowledge gained and developed skills in their own short and long term professional career. Student work implemented as module assignments can be also used and included to form their Personal Development Portfolio.

Other external links providing expertise and experience

TIGA accreditation
http://tiga.org/education/tiga-university-accreditation

Career, employability and opportunities for continuing professional development

The BSc (Hons) Games Modelling, Animation and Effects course has been designed after taking into account industry demand for computer graphics skills, both creative artist and technical - including modelling, rigging, animation, texturing, lights/cameras and visual effects (VFX) and rendering.

On graduation students will have a solid theoretical background and professional skills in the area of Computer Graphics (CG) with an emphasis on computer games development (concept artwork, 2D/3D assets [environments and character models], rigging, animation, textures, VFXs and rendering).

Successful completion of this course offers improved career opportunities in industry or professional practice in a range of various positions from concept artist, technical artist, graphics designer to technical asset artist, character/model builder, texture artist, character animator, environment artist, VFX artist etc.

Many companies and diverse businesses, not only in computer/video games, seek knowledge and skills in CG. Your university work and the development of your skills will address the requirements of future CG trends, emerging markets and online communities.

The programme would also provide excellent preparation for further research or study.

Career opportunities

This degree programme prepares you for a range of job roles, including concept artist, technical artist, graphics designer to technical asset artist, character/model builder, texture artist, character animator, environment artist, VFX artist etc.

Examples of what former students have gone on to do in game design, art, animation and testing industries can be seen on our blog.

Entry requirements

In addition to the University's standard entry requirements, students should have:

  • a minimum of grades CCD in three A levels, one of which must be from a relevant subject (or a minimum of 88 UCAS points from an equivalent Level 3 qualification, e.g. BTEC Level 3 Extended Diploma/Diploma; or Advanced Diploma; or Progression Diploma; or Access to HE Diploma of 60 credits)
  • GCSE English and Mathematics at grade C/grade 4 or above (or equivalent)

If you don't have traditional qualifications or can't meet the entry requirements for this undergraduate degree, you may still be able to gain entry by completing our Games Animation, Modelling and Effects (including foundation year) BSc (Hons).

Applicants with relevant professional qualifications or extensive professional experience will also be considered on a case-by-case basis.

To study a degree at London Met, you must be able to demonstrate proficiency in the English language. If you require a Tier 4 student visa you may need to provide the results of a Secure English Language Test (SELT) such as Academic IELTS. For more information about English qualifications please see our English language requirements.

If you need (or wish) to improve your English before starting your degree, the University offers a Pre-sessional Academic English course to help you build your confidence and reach the level of English you require.

Official use and codes

Approved to run from 2019/20 Specification version 1 Specification status Validated
Original validation date 25 Jun 2019 Last validation date 25 Jun 2019  
Sources of funding HE FUNDING COUNCIL FOR ENGLAND
JACS codes 101020 (computer games programming): 100%
Route code GAMOEF

Course Structure

Stage 1 Level 04 September start Offered

Code Module title Info Type Credits Location Period Day Time
CU4002 Digital Design and Image Making Core 30 NORTH AUT+SPR THU PM
CU4009 3D Modelling Core 30 NORTH AUT+SPR THU AM
CU4010 Introduction to Drawing and Animation Core 30 NORTH AUT+SPR WED AM
CU4011 Game Design and Development Core 30 NORTH AUT+SPR TUE AM

Stage 2 Level 05 September start Offered

Code Module title Info Type Credits Location Period Day Time
CU5004 Advanced 3D Modelling and Animation Core 30 NORTH AUT+SPR MON PM
CU5007 Modelling and Texturing Core 30 NORTH AUT+SPR TUE AM
CU5008 Moving Image and VFX Core 30 NORTH AUT+SPR THU AM
CU5013 Augmented Toy Development Core 30 NORTH AUT+SPR MON AM

Stage 3 Level 06 September start Offered

Code Module title Info Type Credits Location Period Day Time
CU6007 Games Asset Development Core 30 NORTH AUT+SPR TUE PM
CU6008 Visual Effects for Computer Graphics and Games Core 30 NORTH AUT+SPR WED AM
CU6057 Advanced CGI Techniques Core 15 NORTH AUT WED PM
CU6P02 Creative Technology Project Core 30 NORTH AUT+SPR WED PM
FC6050 Research Related Learning Alt Core 15 NORTH SPR WED PM
FC6051 Work Related Learning for Games and Animation Alt Core 15 NORTH SPR WED PM