VISUAL EFFECTS - 2026/7

Module code: DMA2019

Module Overview

Visual effects bring games to life, creating explosive, dazzling, and immersive experiences for players. This module provides an in-depth exploration of visual effects in games, focusing on modern real-time rendering techniques. You will develop skills in simulating particles, fluids, and other physics-based dynamic systems, harnessing the capabilities of contemporary graphics pipelines. The module will also explore procedural techniques for generating terrain and environmental effects using visual scripting systems. By the end of the module, you will understand how to design visual effects systems and incorporate them into real-time game engines to produce performant, production-ready assets and solutions. The coursework encourages experimentation and creative exploration, culminating in a portfolio of polished visual effects assets and systems that demonstrate professional-level practice.

Module provider

Music & Media

Module Leader

WEINEL Jon (Music & Med)

Number of Credits: 15

ECTS Credits: 7.5

Framework: FHEQ Level 5

Module cap (Maximum number of students): N/A

Overall student workload

Independent Learning Hours: 96

Lecture Hours: 12

Laboratory Hours: 24

Guided Learning: 12

Captured Content: 6

Module Availability

Semester 2

Prerequisites / Co-requisites

N/A

Module content

Indicative content includes: 

  • Real-time visual effects
  • Particle systems
  • Simulation of fluids
  • Rigidbody dynamics and collision interactions
  • Procedural terrain generation
  • Environmental effects such as weather, lighting, and atmosphere Integration of visual effects into real-time rendering pipelines 
  • Performance optimisation and considerations
  • Asset creation workflows for production-ready visual effects 
  • Visual scripting techniques for procedural systems
  • Research and problem-solving approaches for visual effects challenges
  • Portfolio development and critical reflection

Assessment pattern

Assessment type Unit of assessment Weighting
Coursework Visual Effects Portfolio and Report 100

Alternative Assessment

N/A

Assessment Strategy

The assessment strategy enables students to demonstrate achievement of the module learning outcomes through practical and reflective work focused on the design and implementation of interactive visual effects. Assessments evaluate the ability to create and integrate real-time VFX systems such as particles, fluids, and environmental effects within game engines, applying procedural and technical problem-solving skills to produce optimised, production-ready assets. Students will document and reflect on their processes, evaluate creative and technical approaches, and present professional outputs suitable for portfolio development and employability.

Assessment 1: Visual Effects Portfolio and Report

This assessment requires students to produce a portfolio of visual effects assets and systems. An accompanying reflective report will document and evaluate the creative/technical visual effects systems developed on the module. 

Formative feedback will be provided through lab sessions, demonstrations, and one-to-one tutor guidance, including support on technical challenges, workflow integration, and simulation techniques. Students will receive feedback on work-in-progress to consolidate professional practice, problem-solving skills, and iterative development. Additional feedback mechanisms may include peer review, informal demonstrations, and tutorial guidance based on individual project focus and chosen visual effects systems.

Module aims

  • Explore a range of creative techniques, practices, methodologies and systems for making visual effects.
  • Equip students with a deeper understanding of the technical principles which physics-based visual effects utilise.
  • Enable students to produce polished, game-ready digital assets suitable for integration into interactive environments.
  • Allow students to design and implement visual effects systems based on their own creative and technical specifications.

Learning outcomes

Attributes Developed
001 Generate and develop visually compelling effects using industry-standard tools KCPT
002 Explore the creation of visual effect systems using node-based visual scripting tools. KCP
003 Incorporate visual effects tools into modern game engines and production pipelines. KP
004 Research, apply and evaluate appropriate solutions to solve video game visual effects problems. KCPT

Attributes Developed

C - Cognitive/analytical

K - Subject knowledge

T - Transferable skills

P - Professional/Practical skills

Methods of Teaching / Learning

The learning and teaching strategy develops advanced technical and creative skills in visual effects, enabling students to design, simulate, and implement game-ready effects for real-time engines. Through practical exercises, demonstrations, and labs, students will create particle systems, simulations, and environmental effects while engaging critically with optimisation, pipelines, and performance. The module builds confidence in problem-solving and research, fostering collaboration, iteration, and reflection through testing and feedback. It also prepares students for professional practice by aligning activities and assessments with industry-standard workflows and production scenarios.

Learning and teaching methods include a combination of lectures, practical labs, demonstrations, guided tutorials, and independent study. Weekly sessions provide structured opportunities to develop, test, and review visual effects assets, and to discuss technical challenges collaboratively. Engagement with preparatory materials, including technical tutorials, simulation examples, professional documentation, and case studies, to support application of knowledge in labs and projects. Learning materials will include visual effects breakdowns, design documentation, simulation examples, and real-time playable assets. These resources support development of both technical problem-solving skills and practical implementation capabilities.

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.

Reading list

https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA2019

Other information

The Department of Music and Media is committed to developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience. This module is designed to allow students to develop knowledge, skills, and capabilities in the following areas: 

Employability: This module equips students with industry-relevant skills for visual effects production in games. Students will develop technical proficiency in simulating particles, fluids, rigid bodies, terrain, and environmental effects, and learn to produce game-ready assets that meet professional standards. Through iterative design, testing, and reflection, students will build problem-solving, project management, and workflow integration skills that directly support employability in games design and technical art roles. 

Digital Capabilities: Students will engage with contemporary digital workflows, real-time rendering pipelines, and visual effects simulation systems. The module develops digital literacy in working with simulation and procedural systems, digital asset pipelines, and professional project documentation. Students will also enhance their use of digital communication, collaboration, and file-sharing platforms, skills that will carry forward across their degree and into professional practice. 

Global and Cultural Capabilities: Visual effects are a global aspect of games production, requiring awareness of diverse stylistic, cultural, and audience contexts. The module encourages students to examine visual effects practices from multiple cultural and international perspectives, reflecting on design choices, aesthetics, and the impact of global workflows. Peer discussions and presentations foster cross-cultural understanding and collaborative skills. 

Sustainability: Where relevant, students will be made aware of sustainable practices within digital content production and games development, including performance optimisation and efficient asset creation. There is also scope for students to explore visual effects concepts that engage with environmental and cultural sustainability themes, reinforcing awareness of responsible production practices.

Resourcefulness and Resilience: The module challenges students to respond to complex technical and creative problems, requiring independent research, experimentation, and iterative problem-solving. Students will develop resilience through testing, optimisation, and refinement of visual effects systems, preparing them for professional environments where adaptability and innovation are key. 

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 2026/7 academic year.