CREATIVE MEDIA PRACTICES (I) - 2022/3
Module code: DMAM002
In light of the Covid-19 pandemic the University has revised its courses to incorporate the ‘Hybrid Learning Experience’ in a departure from previous academic years and previously published information. The University has changed the delivery (and in some cases the content) of its programmes. Further information on the general principles of hybrid learning can be found at: Hybrid learning experience | University of Surrey.
We have updated key module information regarding the pattern of assessment and overall student workload to inform student module choices. We are currently working on bringing remaining published information up to date to reflect current practice during the academic year 2021/22.
This means that some information within the programme and module catalogue will be subject to change. Current students are invited to contact their Programme Leader or Academic Hive with any questions relating to the information available.
A series of specialist workshops which span contemporary media production, with an emphasis on current innovative techniques. Occasionally, complementary workshops will run concurrently.
The module will be assessed through the development of a cumulative portfolio. Students submit outputs from the workshops as a presentation portfolio and accompany this with a reflective synopsis on their learning and development.
The skills and knowledge acquired in this module are cumulative and are further assessed as part of students’ individual contributions to the following Collaborative Project module.
Music and Media
O'DELL Matthew (Music & Med)
Number of Credits: 30
ECTS Credits: 15
Framework: FHEQ Level 7
Module cap (Maximum number of students): 20
Overall student workload
Prerequisites / Co-requisites
Indicative content includes:
- 2D Animation / Motion Graphics
- Cinematography: Real and Virtual
- Live Action: Script / Directing / Performance
- Virtual Production
- 3D Modelling & Animation
- Game Engines and Real-time Graphics
- Videogames / Interactive & Immersive Media
- Editing, VFX & Colour
|Assessment type||Unit of assessment||Weighting|
|Coursework||Individual Creative Portfolio||100|
The assessment strategy is designed to provide students with the opportunity to demonstrate:
Facility with the techniques, software and hardware introduced by the module.
Thus, the summative assessment for this module consists of:
- Creative Brief / Portfolio, 100%, (individual)
This is an individual response to a flexible and open creative brief, for example “A Moment’s Reflection”, “Chance Encounter”, where each student applies the techniques learnt in the various workshops; this is supported by a reflective commentary.
Formative assessment and feedback
Continuous formative assessment is given through timetabled group critiques and individual tutorials. Work-in-progress presented will be given direct feedback regarding its quality and standard at these times. Students will also be able to discuss and develop the themes, composition and so on of their overall submission within individual tutorials.
- Provide instruction in modern workflows related to 3D asset production and the use of a 3D game engine for scene composition and real-time rendering
- Introduce students to the principal 2D animation techniques
- Introduce students to the process of creating interactive and immersive experiences
- Provide insight into script development, actor direction and performance capture
- Provide instruction in the fundamental techniques used in post-production
- Provide students with support to further develop their production skills
- Support students in focusing their
|001||Demonstrate skilled application of digital arts techniques across multiple areas that were covered in depth by module workshops.||KP|
|002||Comprehend implications and potential for digital media arts presented by new developments in virtual production.||CK|
|003||Be able to devise workflows that incorporate different tools, leveraging their unique strengths.||CK|
|004||Realise negotiated practical outcomes considering creative, logistical, and budgetary requirements||C|
|005||Select, test and make appropriate use of software, processes and environments||PT|
|006||Reflect on approach to skills acquisition, in order to increase efficacy in this area.||PT|
|007||Study independently, set goals, manage workloads and meet deadlines||PT|
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy is designed to:
Equip all students with a solid level of expertise in the modern, time-efficient digital media technologies the MA is based around. It is expected that students will be proficient in various relevant areas but are likely to have gaps in their knowledge and / or have not used specific skills in some time. In this module, assessment will reward technical proficiency and skill, rather than placing emphasis on the creativity of outcomes in terms of theme / narrative and so on.
Module content will be delivered through a combination of:
- Lectures, demos, creative exercises (‘workshops’)
- Group seminars, presentations, critiques (‘seminars’)
- Individual tutorials (‘tutorials’)
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Upon accessing the reading list, please search for the module using the module code: DMAM002
Programmes this module appears in
|Film, Animation and Digital Arts MA||1||Compulsory||A weighted aggregate mark of 50% is required to pass the module|
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2022/3 academic year.