Media Arts

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You may not see a full list of all your expected courses in your Moodle My Courses list or in this category. This does not necessarily mean that your course registrations are incorrect. There are two possible reasons:

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Course image 23-24 MA1054: Introduction to Narrative
Media Arts
This course is an introduction to narrative structures and strategies in film and television. The aim of the course is to explore what narrative is in those media, how it is constructed, how it is transmitted and how it is linked to the cultural context of media products.
Course image 23-24 MA1154: Screen Narrative: Theory and Practice
Media Arts
Moodle 201415

The course will focus on narrative structure in film and television through close analysis and practical application of screenwriting structures. It will allow students to pay close attention to narrative form in the screenplay and its resultant audiovisual form and enable students to apply their knowledge of narrative structures and conventions by writing their own screenplay.
Course image 23-24 MA1802: Immersive and Interactive Design
Media Arts

MA1802: Course Overview

You will develop the basic building blocks which form the foundations of design for games and interactive, immersive environments. You will be introduced to the functionality of game engines and will learn the process of setting up projects, importing assets and creating basic functionality. This module will explore how to match shader output from 3D modelling packages and render these in a real-time, game engine environment. It will explore the utilisation of basic interactivity and the use of interactive navigation and exploration of digital environments. Students will create projects set to industry relevant briefs and will pitch and plan their ideas thoroughly. Upon completion of this module students will have the building blocks required for more complex game design and development projects on further years of their study. You will present your original concepts and designs for a specific audience. Teaching will include formal lectures, lab-based learning, supervised time in workshops and one-to-one tutorials.

 

TERM 2

In the second term, you will journey into the realm of 3D game development using Unity and C#. Over the course of 11 weeks, you will delve into various aspects of game design and programming, refining your skills to create a fully playable 3D game application. The module is carefully structured to provide a comprehensive understanding of Unity's interface and tools, mastery of C# programming for scripting, and the ability to design engaging gameplay mechanics within a 3D environment.


Learning Objectives

  1. Gain a comprehensive understanding of Unity's interface and tools.
  2. Understand the basics of C# programming for scripting in-game functionalities.
  3. Design and implement engaging gameplay mechanics in a 3D environment.
  4. Utilise physics systems to create realistic and dynamic interactions.
  5. Integrate audio elements to enhance player immersion and atmosphere.
  6. Build and deploy a fully playable 3D game application.
  7. Document and submit your game development process.

Assignment

Your assignment is to create a 3D game using Unity and C#. You have two options: choose between making a Walking Simulator or an Escape Room. Craft a single-scene game that aligns with your chosen genre. For Walking Simulators, prioritise exploration, storytelling, and environmental interaction. If you opt for an Escape Room, concentrate on building an immersive atmosphere with smart puzzles and challenges based on object interactions.

Acceptance Criteria
Design
  • The project must consist of a single scene representing either an escape room or a walking simulator.
  • The idea for the final project must be discussed with and approved by the tutor.
  • Ensure that the visual elements of the game align with the intended idea and atmosphere of the ideated concept.
3D Environment
  • Construct the 3D environment utilising assets from the Unity Store.
Interactivity
  • Implement a first-person controller that is responsive and intuitive, controlled by a keyboard.
  • Introduce a minimum of two interactive elements within the game, such as switches, movable objects, or unlockable doors.
Scripting
  • Include a minimum of two C# scripts (with comments) to enhance the technical aspects of the project.
Deployment
  • Build the application specifically for the Windows platform.
  • Prepare a brief, simplified Game Design Document, including: game overview (synopsis, concept, genre, target audience, platform), design choices (visuals, sound, level design), gameplay (objectives, mechanics, features), and sreenshots.

Grading Requirements

Technical Acceptance Criteria: 50%

  • The project meets all the acceptance criteria listed above.

Deployment: 15%

  • The application successfully builds as a standalone application for Windows.
  • The Unity project loads with no critical errors.
  • The submission includes the game documentation.

Application Quality: 15%
  • First-person controls are intuitive and responsive.
  • Scene aesthetics align with the chosen genre and maintain visual coherence.
  • Interaction with objects works and feels intuitive.
Project Quality: 20%
  • The Unity project demonstrates a logical structure and good organisation.
  • C# scripts are well-structured and include comments explaining the code.
  • The documentation encompasses all necessary information, and provides a screenshots and clear overview of the project.

Course image 23-24 MA1803: Gameplay: Story, Form, Code
Media Arts

Course Overview

3D Digital Art  is a core module for first year students on (Ba) Video Games Art and Design. Its remit is to introduce students to the concept of 3D modelling for games and the creative industries and to develop these skills from simple asset creation into 3D environment design.

Term 1

You will begin this module learning the basic premises and concepts of 3D modelling, examining how polygonal forms are constructed, shaped and edited to create complex, game ready meshes. You will learn how to unwrap your meshes and create detailed and photorealistic textures in Substance Painter which is the absolute industry standard texturing package. Your first assessment point at the end of term 1 will see you produce a number of large and small asstts for your race track level which dovetails with MA1802. you will need to submit 2 large, 2 medium and 2 small assets for assessment.

Term 2

Here you will learn how to create a 3D environment to be utilised in your Escape Room project, as with term 1 you will need to submit 2 large, 2 medium and 2 small assets for assessment. You will be learning about the process of creating and utilising multiple assets and UVW maps in combination and compiling them in the 3DS Max environment. 

Provisional Teaching Structure 

3-hour demonstration and Lab workshop (Term 1) 

3-hour demonstration and Lab workshop (Term 2) 

 

Most sessions will end with a piece of formative assessment set for students to complete and show at the beginning of the next week’s session. This will not only introduce the College's expectation of continual assessment and achievement but also mirrors industry practice where group critique and feedback sessions are the norm. 

 

Learning Outcomes

Understand the core principles of 3D digital art and apply these in practical led projects

2) Demonstrate an ability to work with industry standard software and proceedures to create assets to join a pipeline.

3) Respond to assignment briefs creatively and prepare materials for pre-production

4) Work independently, making effective use of a range of learning resources and demonstrating efficient time management

5) Demonstrate an ability to assess your own practice and partake in group critique sessions

6)  Present ideas in oral, written and visual form.

 

SUMMATIVE ASSESSMENT 1: 3D assets created for Unity Racing Car environment

WEIGHTING: 45%

SUBMISSION: Upload to Editshare server or other arranged means by Thursday 10th of December by 12pm

RETURN: You will receive feedback on Moodle by 4 study weeks after submission

 

SUMMATIVE ASSESSMENT 2: Oral Pitch

WEIGHTING: 10%

LENGTH: 10 minutes or equivalent

SUBMISSION: Delivered orally in class or through agreed means on the 26th of January.

RETURN: You will receive feedback immediately and a grade by 4 study weeks of submission.

 

SUMMATIVE ASSESSMENT 3: 3D Assets for escape room project

WEIGHTING: 45%

SUBMISSION: Upload to Editshare server or other arranged means by Thursday 26th of March by 12pm,.

RETURN: You will receive feedback on Moodle by 4 study weeks after submission

 


Course image 23-24 MA2020: Contemporary Digital Practice: tools and technologies
Media Arts
The Contemporary Digital Practice course is taught weekly by Dr. Mohammad Namazi. Students will be introduced to a wide variety of 20th and 21st century artists as a resource and an inspiration. You will be expected to experiment with several disciplines and mediums during the course. These may include video art, coding, animation, soundscapes, performance and installations. You will be encouraged to explore collaborative combinations of these. You will be required to conduct in-depth artistic research and create a digital artwork. This space is for experimenting and taking risks!
Course image 23-24 MA2022: Creative Sound Design
Media Arts
Contains the Assessments and Marking Criteria and the Course Information files
Course image 23-24 MA2023: Animation and Visual Effects
Media Arts
The Animation and Visual Effects unit aims to introduce you to some of the main principles and skills underlying what is actually a very broad subject indeed. It is roughly divided into an Animation block in the Autumn term and a VFX block in the Spring term. We will cover classical animation principles (like Disney) as well as more recent approaches to graphical film making (like South Park) as well as the use of animation in documentary and for illustration. The visual effects block will concentrate on fundamental 2D effects like compositing, masking and tracking.

Classes will usually be a combination of screenings, discussions, demonstrations and practical learning. We will mainly be working with software such as After Effects and Photoshop but there will be some camera based shooting such as for visual effects plates or to generally gather assets.

Animation and visual effects are both creatively demanding and very hard work but can also be extremely rewarding. They occupy a unique position between traditional artforms and the technical systems of media production and have always been a site of intense innovation and experimentation. So practice hard, learn everything you can and remember to have fun!
Course image 23-24 MA2052: Documentary
Media Arts
This course examines the ideas that both audiences and filmmakers commonly use to discuss documentaries. Each week students will examine a single film whose construction highlights a particular issue, and will discuss it in conjunction with a selected written text. The aims of the course are:

1. to understand the main issues in contemporary documentary;
2. to explore how particular filmmakers have addressed these issues in their practice;
3. to understand how we, as contemporary viewers, relate these ideas to our own viewing experience;
4. to explore, as far as possible, the diversity of possible responses to documentary films.

The ideas which are examined fall into three related groups. The first is that of the development of documentary:

*What is documentary?
*How have the ideals of documentary changed over its history?
*What has been the role of technology in the development of documentary?

The second is that of the filming process:

*What are the limits of what can be filmed?
*What happens when people know they are being filmed?
*What kinds of performance are acceptable and even necessary?
*Can truthfulness ever be established?

The third is that of our own experience and expectations as audiences:

*What kinds of construction or even manipulation do we want in order to make factual footage comprehensible?
*Can we cope with ambiguities?
*What do we want from photographs, moving images and recorded sounds?
*What happens when we see and hear exceptional or traumatic events through documentary?
Course image 23-24 MA2066: Post-Classical Hollywood
Media Arts
This course offers students the opportunity to study the American commercial film industry since 1945, with an emphasis on the changes to the Hollywood mode of production in Hollywood’s “post-classical” period – i.e., the decades since the collapse of the studio system in the 1950s. Individual films and filmmakers will be considered in principal relation to the institutional, economic and stylistic changes occurring at that point on Hollywood’s historical evolution. Where appropriate, reference will also be made to relevant historical context during this period of enormous social and political upheaval and momentous cultural change in the United States. Topics to be discussed include the decline of the studio system (including the Paramount Decree, the HUAC hearings, the impact of television and the demise of the Production Code), the emergence of the New Hollywood, the rise and decline of Hollywood auteurism, genre revisionismand its meanings, the shifting forms of corporate organisation in Hollywood since the 1950s and their practical and aesthetic consequences, and the impact of contemporary media technologies.