Module Details

The information contained in this module specification was correct at the time of publication but may be subject to change, either during the session because of unforeseen circumstances, or following review of the module at the end of the session. Queries about the module should be directed to the member of staff with responsibility for the module.
Title 3D MODELLING AND ANIMATION FOR GAMES
Code SOTA203
Coordinator Mr T Owens
Music
Thomas.Owens@liverpool.ac.uk
Year CATS Level Semester CATS Value
Session 2023-24 Level 5 FHEQ First Semester 15

Aims

To develop and refine techniques and methods of 3D asset creation. To gain greater fluency with standard tools used in 3D asset creation, including modelling software and game engines. To learn how to effectively animate figures in order to convey information meaningfully. To generate work for a creative portfolio that may be used in a professional context.


Learning Outcomes

(LO1) Demonstrate technical proficiency with 3D modelling software.

(LO2) Export, import, and utilise 3D assets in a manner that reflects industry practice.

(LO3) Effectively utilise keyframe animation and rigging to create motion.

(LO4) Describe contemporary methods for 3D asset creation and animation.

(S1) IT/technical skills.

(S2) Comprehension.

(S3) Communication (verbal, written, visual/interactive).

(S4) Time and project management; organization skills.

(S5) Critical thinking.

(S6) Writing.

(S7) Creativity and adaptability.


Syllabus

 

Topics covered in this module include: 3D level design in a game engine. 3D modelling techniques in a 3D tool. Textures and materials. Character rigging. Scene lighting and camera control. Animation and inverse kinematics.


Teaching and Learning Strategies

Teaching Method 1 - Seminar - 2 hours per week for 12 weeks
Description: Seminars are an interactive space for the presentation of new content as well as practical exercises.
Attendance Recorded: Yes
Notes: Students will practice using design software via short exercises in the unscheduled directed hours.
Unscheduled Directed Student Hours (time spent away from the timetabled sessions but directed by the teaching staff): 24

Teaching Method 2 - Workshop - 2 hours per week for 11 weeks
Description: Workshops allow for supervised work time and focused tuition.
Attendance Recorded: Yes
Notes: Workshops begin in Week 2.

Teaching Method 3 - Tuition
Description: individual tuition on projects.
Attendance Recorded: No

Teaching Method 4 – Unscheduled Seminars
Description: Recorded and/or drop-in sessions expanding upon specific topics (e.g. modelling fur)
Attendance Recorded: No


Teaching Schedule

  Lectures Seminars Tutorials Lab Practicals Fieldwork Placement Other TOTAL
Study Hours   24

      24

1

22

71
Timetable (if known)              
Private Study 79
TOTAL HOURS 150

Assessment

EXAM Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
             
CONTINUOUS Duration Timing
(Semester)
% of
final
mark
Resit/resubmission
opportunity
Penalty for late
submission
Notes
Students will create an interactive scene in a game engine containing four original assets, with two being animated. This submission will be supported by a video or text justification of techniques a    60       
Students will produce two 3D models, one static and one animated, for game-based contexts. This submission will be supported by a video or text justification of techniques and principles used. Submiss    40       
Three informal practice tasks completed during seminars, workshops and unscheduled directed learning hours.         

Recommended Texts

Reading lists are managed at readinglists.liverpool.ac.uk. Click here to access the reading lists for this module.