VIRTUAL PRODUCTION - 2027/8
Module code: DMA3022
Module Overview
The latest video games go far beyond simple gameplay, developing rich narratives and worlds, which are brought to life by professional actors. Exploring this exciting area, this module introduces real-time cinematic production using game engines, focusing on workflows used in AAA game development. Students will explore how tools such as Unreal Engine are used to create high-quality in-engine cinematics, integrating animation, lighting, sequencing, and performance capture. The module places particular emphasis on motion capture and performance capture pipelines, enabling students to direct, capture, and implement character performances within real-time environments. Working collaboratively, students will develop their skills in virtual cinematography, storytelling, and scene direction, alongside technical workflows for integrating assets and animation into game engines. By the end of the module, students will be able to design and produce a polished real-time cinematic sequence suitable for inclusion in a professional portfolio, opening doors to work in AAA video games and other areas of film and TV where game engines and virtual production techniques are increasingly being used.
Module provider
Music & Media
Module Leader
WEINEL Jon (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 6
Module cap (Maximum number of students): N/A
Overall student workload
Workshop Hours: 24
Independent Learning Hours: 96
Lecture Hours: 12
Guided Learning: 12
Captured Content: 6
Module Availability
Semester 2
Prerequisites / Co-requisites
N/A
Module content
Indicative content includes:
- Real-time cinematics in game engines
- Virtual production in AAA game development
- Cinematic sequencing
- Virtual cinematography and lighting
- Motion capture and performance capture
- Character animation pipelines
- Dialogue capture, facial motion capture and lip-sync
- Directing and producing
- Narrative writing and development
- Collaboration virtual production projects
- Virtual production in film and TV
- Asset integration and pipeline management
Assessment pattern
| Assessment type | Unit of assessment | Weighting |
|---|---|---|
| Coursework | Virtual Production Project | 100 |
Alternative Assessment
N/A
Assessment Strategy
The assessment strategy is designed to enable students to demonstrate their understanding of virtual production techniques and workflows, combining creative, technical, and collaborative skills across the planning, production, and presentation of a virtual production project. Assessments will evaluate the ability of students to apply virtual production technologies, analyse form and context, and communicate ideas effectively. Students will show critical and reflective engagement with the creative, cultural, and ethical dimensions of virtual production, situating their work within contemporary digital arts and industry practices. The assessment approach supports the development of professional, analytical, and creative skills that feed directly into future careers in fields such as AAA games and areas of film & TV where games technologies are also used.
Assessment 1: Virtual Production Project
This assessment requires students to present a group project including planning, production, execution and presentation of a virtual production. This will be accompanies by a critical reflection which evaluates the creative and technical processes used.
Formative assessment and feedback are integrated throughout the module during the workshops. In the earlier parts of the module, students will develop a pitch for their project work which will be presented in class, allowing them to receive feedback from the tutor and their peers on the viability of their project. This will help to ensure that the project students embark on has a good chance of success, and there are opportunities to adjust scope if the project is not viable. Continuous feedback will also be provided during these sessions through group critiques and discussions of work-in-progress, allowing students to refine their projects in response to direct tutor and peer input. Individual technical support and targeted feedback are offered at key stages of the production process. As the main assessment deadline approaches, students will have dedicated coursework support workshops ensuring they are able to deliver their projects within scope and on time.
Module aims
- Develop an understanding of real-time cinematic pipelines with game engines
- Develop proficiency in using game engines for cinematic sequencing and storytelling
- Explore motion capture and performance capture workflows for character-driven animation
- Introduce virtual cinematography and directing techniques for interactive media
- Develop collaborative workflows aligned with game production pipelines
Learning outcomes
| Attributes Developed | ||
| 001 | Demonstrate understanding of cinematic production techniques with game engines | KP |
| 002 | Evidence proficiency in using Unreal Engine for sequencing cinematics | PT |
| 003 | Plan, manage, and execute a virtual production project | CP |
| 004 | Collaborate effectively in a virtual production team | PT |
| 005 | Reflect in appropriate critical language on their project outputs | CPT |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy for this module is designed to develop specialist skills in virtual production through a combination of lectures, seminars, and lab-based project work. It builds on prior experience in areas such as 3D modelling, animation, scripting, motion capture and visual effects, showing how these skills integrate within professional virtual production workflows. Students will explore the creative and technical processes that underpin the production pipeline, learning how to develop cinematic sequences for AAA video games. The module encourages both independent and collaborative learning, fostering creativity, resourcefulness, and resilience through experimentation, problem-solving, and the development of professional working practices.
Learning and teaching methods will include lectures and workshops. Lectures will introduce theoretical principles and practical approaches related to virtual production pipelines, enhancing student understanding and critical awareness of virtual production. Workshops will provide students with the opportunity to explore industry-standard virtual production pipelines. Students will be encouraged to engage in collaborative work designing and realising their own virtual productions, drawing on their diverse skillsets and specialistsm. The module also integrates preparatory reading and other supporting materials. This approach supports students in developing their ability to design, manage, and evaluate complex virtual production projects, strengthening both their technical expertise and their creative confidence in professional contexts.
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: DMA3022
Other information
The Department of Music and Media is committed to developing graduates with attributes encompassing Employability, Digital Capabilities, Global and Cultural Capabilities, Sustainability, and Resourcefulness and Resilience.
Employability: This module enhances the professional readiness of students for careers in AAA games and related areas of film and television where games technologies are also used, addressing key skills gaps in virtual production. Delivered by tutors and industry specialists, it develops proficiency with professional tools and techniques such as the use of Unreal Engine for developing game engine cinematics, while fostering collaborative and interpersonal skills essential for creative studio environments.
Digital Capabilities: Students will gain advanced technical skills in the use of real-time 3D environments and motion capture within virtual production workflows. Workshops and collaborative exercises also strengthen digital communication and project-sharing skills using various digital production and collaboration tools.
Global and Cultural Capabilities: Virtual production is a global medium that connects diverse stories, cultures, and creative traditions. Students will engage with visual production practices from a range of cultural contexts, developing cultural awareness, creative empathy, and the ability to represent multiple perspectives within their work.
Sustainability: The module promotes awareness of sustainable production practices, and efficient workflows to reduce travel, waste, and environmental impact. Students are introduced to industry sustainability initiatives such as BAFTA Albert and the Screen New Deal, and are encouraged to reflect these values in both production methods and creative themes.
Resourcefulness and Resilience: Students are challenged to respond creatively and flexibly to technical and artistic problems, developing independence and confidence in solving real-world production challenges. Collaboration and peer learning are central to the studio environment, encouraging the sharing of knowledge and the development of innovative solutions within a supportive, professional context.
Programmes this module appears in
| Programme | Semester | Classification | Qualifying conditions |
|---|---|---|---|
| Games Design BSc (Hons) | 2 | Optional | A weighted aggregate mark of 40% 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 2027/8 academic year.