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Advanced 3D Production for Interactive Environments - TFT00075H

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  • Department: Theatre, Film, Television and Interactive Media
  • Credit value: 20 credits
  • Credit level: H
  • Academic year of delivery: 2024-25

Module summary

This module will enable you to develop advanced skills in asset design and creation for interactive environments. Using industry-standard tools and workflows you will explore how to plan, model, animate, light and render 3D content for real-time applications including games, walkthroughs, simulations and interactive stories. The module takes an interdisciplinary approach to both the aesthetic and technical aspects of asset creation, drawing not only on game development practices but also fine art and production design for film, tv and theatre.

Module will run

Occurrence Teaching period
A Semester 1 2024-25

Module aims

Module Aims:

  • To build upon and combine theoretical and practical approaches learned in years 1 and 2 to the design of interactive 3D environments
  • To further develop your understanding of workflows for the creation of games and other 3D interactive media.
  • To develop practical and creative skills in environment design, 3D modelling, animation and sound design.

Module learning outcomes

after completing this module, you will be able:

  • to apply knowledge of professional practice in game design and virtual environments production
  • to select and use relevant media production tools in the creation of 3D assets and environments.
  • to apply relevant narrative structures and conventions to the design of interactive 3D environments

Academic and graduate skills:

  • Demonstrate an ability to transfer aesthetic ideas across a range of media types
  • Demonstrate an ability to produce a cohesive and complex interactive project
  • Demonstrate a critical awareness of the effect of aesthetic and practical design decisions on audiences
  • Demonstrate technical writing skills in describing the design, implementation and evaluation of prototypes using advanced in interaction techniques and technologies

Indicative assessment

Task % of module mark
Essay/coursework 100

Special assessment rules

None

Additional assessment information

Formative feedback is embedded in practical sessions

Indicative reassessment

Task % of module mark
Essay/coursework 100

Module feedback

You will receive individual oral feedback for the weekly practical lab sessions, during the lab sessions.

You will receive written feedback on coursework assignments using a proforma identifying key requirements and marks awarded for sections of the assignment. This will be in line with standard University turnaround times.

Indicative reading

Indicative books:

  • Collins, K. (2008). Game Sound. MIT Press.
  • Menard, M. (2014). Game Development with Unity. United States: Cengage Learning.
  • Macklin, C., Sharp, J. (2016). Games, Design and Play: A Detailed Approach to Iterative Game Design. United Kingdom: Pearson Education.
  • O'Hailey, T. (2018). Rig it Right! Maya Animation Rigging Concepts, 2nd Edition. United Kingdom: CRC Press.
  • Salen, K. and Zimmerman, E. (2004). Rules of Play: Game Design Fundamentals, MIT Press.
  • Sinclair, J. (2020). Principles of Game Audio and Sound Design: Sound Design and Audio Implementation for Interactive and Immersive Media. United Kingdom: Taylor & Francis Group.



The information on this page is indicative of the module that is currently on offer. The University constantly explores ways to enhance and improve its degree programmes and therefore reserves the right to make variations to the content and method of delivery of modules, and to discontinue modules, if such action is reasonably considered to be necessary. In some instances it may be appropriate for the University to notify and consult with affected students about module changes in accordance with the University's policy on the Approval of Modifications to Existing Taught Programmes of Study.