Hnd cgi rendering & lighting 2015 16

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PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts ASSIGNMENT NO.3 Weeks 27 - 33

CGI Rendering & Lighting Tutor Alex Dobson Learner Name Issue Date 11/04/2016 Formative Assessment 09/05/2016 Full Submission 27/05/2016 This assignment covers Grading Criteria from the following units: Unit 72 CGI Rendering and Lighting for Computer Games Animation Learning Aim 1 Be able to apply lighting techniques to animations for computer games Learning Aim 2 Be able to apply rendering techniques to animations for computer games Learning Aim 3 Be able to reflect on own animation lighting and rendering work AIM & PURPOSE OF ASSIGNMENT This unit aims to develop learners’ skills in rendering and lighting for computer games animation to the standard required to work in the computer games industry. Rendering and lighting are key elements of the computer game production process as they determine what players will see and how they experience the game. The success of a computer game can be made or broken by the quality of the rendering and lighting. Computer game animators therefore need a good technical knowledge of and skills in rendering and lighting. Animators should have the ability to develop, produce and reflect upon their work so it is appropriate that some critical self-reflective practice is undertaken. This professional skill will be of great value in any future career. THE ASSIGNMENT You are a member of a small games development company under taking the role of level designer. You have already created a range of game ready assets for “Primate Planet” you must now apply a range of lighting and rendering techniques to your animations and game assets reflecting and critically evaluating your completed level scenario. Lighting and rendering techniques must be directly linked to the “Primate Planet” concept.


PEARSON

Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

CGI Lighting & Rendering - Task List Task 1 Learning Outcome 1: 1.1 and M2, M3, D2 You will research and use a minimum of three different lighting techniques that best reflect the concept of your level scenario. You will critically analyse why each chosen technique is suited to the game scenario. You will apply chosen lighting techniques to your playable level animations and assets for Primate Planet. Evidence for Assessment: You will create a personal portfolio of evidence or log in a format of your own choosing - Research at least three lighting methods/techniques in detail - Apply at least three lighting techniques to your level assets of level area - Level assets to be presented appropriately ready for client (levels should be playable exe files only) or video walkthrough - Explanation of how each lighting effect was created and justification as to why it has been used Lighting techniques: lighting types; lighting rigs; lighting controls and effects (projector, attenuation, colour); atmospheric cloud; smoke; fire; volumetric; fog; mist; shadows; vertex and pixel shaders; level of detail; surfaces; textures; mapping In order to achieve M2 you will utilise at least three creative lighting techniques or styles justifying each options effectiveness through use of detailed annotations and peer assessment. In order to achieve M3 you will work to an industry workflow: notes, research, experimentation, production and evaluation this should be evident for each lighting and rendering option chosen. Lighting and rendering aims should be clear and concise and will illustrate exactly what is trying to be achieved and how this relates to the game Primate Planet. In order to achieve D2 you will take responsibility for developing the lighting and rendering within your game level. You must ensure that you manage and organise your research effectively and be presented neatly to industry standards. Ways you can submit work/evidence: Artwork/Sketch pads Digital Portfolio Digital/Traditional Presentations Dropbox/OneDrive Video of Lighting Renders UE4 Game File exe Voice Recordings/Video blogs Written Reports (Its Learning)


PEARSON

Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

CGI Lighting & Rendering - Task List Task 2 Learning Outcome 2: 2.1 and M2, M3, D2 You will research different rendering techniques that are best suitable to your desired game platform you should apply at least 3 different types/options of rendering critically analysing why each chosen techniques for Primate Planet. Evidence for Assessment: You will create a personal portfolio of evidence or log in a format of your own choosing - Research at least three rendering techniques in detail - Apply at least three rendering techniques will be applied to your level (minimum three types) - Final Renders and renders of animation to be 1080p or 720p must be correctly compressed using codec H.264 - Explanation of how each rendering effect was created and justification as to why it has been used Rendering techniques: rendering engines; scene rendering; rendering controls; rendering options; single frame rendering; batch rendering; file types; file size; image resolution (TV, film, web, desktop, image formats); compression, AO, Mental Ray, V-Ray, Marmoset In order to achieve M2 you will utilise at least three different rendering options or styles justifying each options effectiveness through use of detailed annotations and peer assessment. In order to achieve M3 you will work to an industry workflow: notes, research, experimentation, production and evaluation this should be evident for each lighting and rendering option chosen. Lighting and rendering aims should be clear and concise and will illustrate exactly what is trying to be achieved and how this relates to the game Primate Planet. In order to achieve D2 you will take responsibility for developing the lighting and rendering within your game level. You must ensure that you manage and organise your research effectively and be presented neatly to industry standards. Ways you can submit work/evidence: Artwork/Sketch pads Digital Portfolio Digital/Traditional Presentations Dropbox Final Renders UE4 Game File exe Online Forum (Hysteria Creations) Voice Recordings/Video blogs Written Reports (Its Learning)


PEARSON

Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts

CGI Lighting & Rendering - Task List Task 3 Learning Outcome 3: 3.1, 3.2 and M1, D1, D3 Critically evaluate and analyse all lighting and rendering techniques used within your completed level concept. Do your level animations and assets meet your initial intentions is it fit for purpose and does it fit the initial brief as laid out in your group discussions regarding the development of the game demo Primate Planet. Evidence for Assessment: You will create a personal portfolio of evidence or log in a format of your own choosing - Critically evaluate - Technical quality - Critically evaluate- Aesthetical quality - Critically evaluate- Fitness for purpose - Critically evaluate- Peer review - Critically evaluate- Skills learned, - Comment on the achievement of Primate Planet objectives, technical & aesthetical quality - Recommendations for improvements to game level/demo In order to achieve M1 you must evaluate a range of appropriate lighting and rendering techniques analysing each technique critically (minimum of three from each topic) In order to achieve D1 you will fully justify how your concepts meet specific criteria for “Primate Planet� as discussed in your group. You will propose improvements as to how you can further improve and develop lighting and rendering aspects to achieve the desired standard required for marketing the game to the public. In order to achieve D3 You must be critical of your development process and final outcome(s). You should critically compare your final technical outcomes to your game concepts and original intentions fully justifying decisions taken and your overall performance. Ways you can submit work/evidence: Artwork/Sketch pads Digital Portfolio Digital/Traditional Presentations Dropbox Final Renders UE4 Game File exe Online Forum (Hysteria Creations) Voice Recordings/Video blogs Written Reports (Its Learning)


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts Indicative Reading/Web Links http://store.steampowered.com/ http://steamcommunity.com/greenlight/ http://www.unrealengine.com/udk/ http://forums.epicgames.com/forums/366-UDK http://www.unrealengine.com/udk/documentation/ http://udn.epicgames.com/Main/WebHome.html http://prezi.com/ http://eat3d.com/ Links This unit links with the following units in the Edexcel BTEC HNC and HND in Creative Media Production: • Unit 69: 3D Modelling for Computer Games • Unit 70: 3D Environments for Computer Games • Unit 71: 3D Animation for Computer Games • Unit 73: 3D Character Animation for Computer Games

This brief has been verified as being fit for purpose Assessor Alex Dobson Date 21/08/2015 Signature Internal Verifier Signature

Date


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts & Performing Arts Assessment Feedback Sheet Unit 72 CGI Rendering for Computer Games Criteria Reference

Learner

To achieve the criteria the evidence must show that the student is able to:

Achieved? (Tick)

LO 1 1.1

Complete an animation with lighting for a computer game working to a standard acceptable to an employer or client

LO 2 2.1

Complete the rendering processes for a computer game animation working to a standard acceptable to an employer or client

LO 3 3.1

Critically evaluate own finished product against agreed criteria and make recommendations for improvements

3.1

Critically evaluate own production skills against agreed criteria and make recommendations for improvements.

Higher Grade Achievements (where applicable)

Grade Descriptor

Achieved? (Tick)

Grade Descriptor

M1: Identify and apply strategies to find appropriate solutions

D1: Use critical reflection to evaluate own work and justify valid conclusions

M2: Select/design and apply appropriate methods/techniques

D2: Take responsibility for managing and organising activities

M3: Present and communicate appropriate findings

D3: Demonstrate convergent/ lateral/creative thinking

Achieved? (Tick)


PEARSON In addition to the above PASS criteria, this assignment gives you the opportunity to submit evidence in order to achieve the following MERIT and DISTINCTION grades

Grade Descriptor

Indicative Characteristics

Contextualisation

M1 Identify and apply strategies to find appropriate solutions

Effective judgements have been To achieve M1 you must identify a range made of appropriate lighting and rendering techniques analysing each technique critically (minimum of three from each topic). (Task 3)

M2 Select / design and apply appropriate methods / techniques

A range of methods and techniques have been applied

To achieve M2 you will utilise at least three creative lighting techniques and will have selected a further three different rendering options or styles justifying each options effectiveness through use of detailed annotations and peer assessment. (Task 1 & 2)

M3 Present and communicate appropriate findings

Coherent, logical development of principles/concepts for the intended audience

To achieve M3 you will work to an industry workflow: notes, research, experimentation, production and evaluation this should be evident for each lighting and rendering option chosen. Lighting and rendering aims should be clear and concise and will illustrate exactly what is trying to be achieved and how this relates to the game Primate Planet. (Task 1 & 2)

D1 Use critical reflection to evaluate own work and justify valid conclusions

Realistic improvements proposed against defined success characteristics

To achieve D1 you will fully justify how your concepts meet specific criteria for “Primate Planet� as discussed in your group. You will propose improvements as to how you can further improve and develop lighting and rendering aspects to achieve the desired standard required for marketing the game to the public. (Task 3)

D2 Take responsibility for managing and organising activities

Autonomy/independence demonstrated

To achieve D2 you will take responsibility for developing the lighting and rendering within your game level. You must ensure that you manage and organise your research effectively and be presented neatly to industry standards. (Task 1 & 2)

D3 Demonstrate convergent/ lateral/creative thinking

Self-evaluation has taken place To achieve D3 You must be critical of your development process and final outcome(s). You should critically compare your final technical outcomes to your game concepts and original intentions fully justifying decisions taken and your overall performance. (Task 3)


PEARSON Hopwood Hall College BTEC Higher National Diploma in Creative Media Production (Games Development) Year 2 Arts and Performing Arts ACHIEVEMENT SUMMARY Unit Formative Feedback

Action Plan

Summative Feedback

Feedback: Student to Assessor

Learner Signature & Date Assessor Signature & Date


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