Gaming

DURATION: 10 Months / Full time

ASIC / OFQUAL approved

Lavel 4
Programme Learning Outcomes
At Level 4 of the programme students will be introduced to the world of multimedia, especially the potential of visual communication. The modules of this programme will allow the students to explore experiment, criticize, and share the ideas from traditional animation to the latest cutting edge technology in the media sector and also to research and develop new ideas to solve various visual communication issues. The modules Birth of Animation and Visual exploration will enable the students to explore and research the concepts behind invention of moving images and basic principles in drawing. Adobe Photoshop and Autodesk Maya modules encourage the students to learn the techniques of manipulating 2D images and 3D environment. The supporting module Digital photography will allow the students to understand the timeline of modern digital photography and basic principles of digital imaging. Adobe Premier Module explains the ways and techniques in visual problem solving and also the basic principles in video editing. The modules in this Level self-motivate the students to understand the basic principles of multimedia and provide historical, theoretical and practical knowledge about animation and visual effects.

Students will be able to demonstrate a basic knowledge and understanding of:
• The fundamental theories of visual communication and the birth of moving images.
• The wide range of historical and contemporary concepts of animation, photography and video editing.
• Bringing out the creativity skills within them.
• Sketching techniques, concept arts and pre-production pipeline.

Entry Requirements
No specific qualifications are required for entry to this suite of qualifications.
However it is recommended that candidates accessing this programme will have completed full-time education up to GCSE or its equivalent level and also should have basic computer operating knowledge. Applicants must submit evidence in the form of a portfolio of work and/or attend interview to assess their computer knowledge.

Unit 1

Unit Break up

• Visual Communication
• Concepts & Birth Of
• Animation

15 Credits
75 Guided Learning Hours
75 Self Study Hours
K/506/1328


Unit 2

Unit Break up

• Pre-Production & Visual
• Exploration

15 Credits
100 Guided Learning Hours
50 Self Study Hours
K/506/2317


Unit 3

Unit Break up

• Digital Imagery -
  Adobe Photoshop

30 Credits
100 Guided Learning Hours
200 Self Study Hours
T/506/2319


Unit 4

Unit Break up

• Digital Imaging
  & Photography Basics

15 Credits
75 Guided Learning Hours
75 Self Study Hours
J/506/2390


Unit 5

Unit Break up

• 3D Animation Basics-
  Autodesk Maya

30 Credits
100 Guided Learning Hours
200 Self Study Hours
L/506/2388


Unit 6

Unit Break up

• Visual Problem Solving
  & Adobe Premier Basics

15 Credits
50 Guided Learning Hours
100 Self Study Hours
R/506/2389


Lavel 5
Programme Learning Outcomes
At Level 5 of the programme students are encouraged to develop an understanding of the unique nature of their chosen award. The main objective of the modules in this level is to make the students reasonably knowledgeable of every single aspect of the 3D animation production process and create a specialist in one of the areas of the production process. Students will go through a more personal and self-motivated exploration in their area of interest and the module 'Directed Projects in 3D' will guide them to achieve it in the form of their Portfolios. In addition to this the students will be motivated to study and research about the evolution of contemporary animation through the module 'history of animation' and able to interpret different multimedia techniques through 'Research Methods' which will allow the students to study and criticize the pros and cons of any multimedia process. Within the specialist area of animation the students will be encouraged to discuss ideas, analyse, plan, implement their own creative skills and their capacity for independent thought will be emphasised. This will enable the students to prepare themselves for the independent study at Level 6.

Students will be able to demonstrate a basic knowledge and understanding of:
• The evolution of contemporary animation techniques and visual effects.
• Methodologies, plans, implementation techniques to derive a production pipeline and to communicate visually through the animation outcomes.
• Research and develop plans to create animation for any type of audience and the ability to understand the purpose of any particular visual communication.
• Development, experimentation and implementation of a unique visual identity

Entry Requirements
The candidate must have completed 12 years in education having "A" level or its equivalent and should have a level 4 course completed in a similar subject.
Candidates having 3 years' experience and a portfolio which meets the approval of the Digimation Board will be accepted.

Unit 1

Unit Break up

• History of Animation

15 Credits
75 Guided Learning Hours
75 Self Study Hours
L/506/2391


Unit 2

Unit Break up

• Computer Animation and • Visualisation

30 Credits
100 Guided Learning Hours
200 Self Study Hours
R/506/2392


Unit 3

Unit Break up

• 3D Pipeline Management

30 Credits
100 Guided Learning Hours
200 Self Study Hours
Y/506/2393


Unit 4

Unit Break up

• Research Methods and
  Investigative Skills

15 Credits
50 Guided Learning Hours
100 Self Study Hours
D/506/2394


Unit 5

Unit Break up

• Directed Projects in 3D
  Animation and Portfolio
  Development

30 Credits
100 Guided Learning Hours
200 Self Study Hours
H/506/2395


Lavel 6
Programme Learning Outcomes
This course is designed to appeal to those students aspiring to enter the world of computer gaming. At Level 6 of the programme students are encouraged to develop an understanding of the unique nature of their chosen award. The main objective of the modules in this level is to make the students reasonably knowledgeable of every single aspect of the Game production process and create a specialist in one of the areas of the production process. Students will go through a more personal and self-motivated exploration in their area of interest and the module 'Directed Projects in Game Development' will guide them to achieve it in the form of their Portfolios and also entrepreneur skills in independent publishing. In addition to this the students will be motivated to study and research about the evolution of contemporary Game development through extensive modules and be able to interpret different techniques through 'Research Methods' which will allow the students to study and criticize the pros and cons of any Game Development process. Within the specialist area of Game Design and Development using Game Engines and Software applications as the prime tool for development, the students will be encouraged to implement their own ideas and skills with "hands on" practical exposure to industry relevant techniques.

Students will be able to demonstrate a developing knowledge and understanding of:
• Gaming concepts, processes and methodologies behind every computer game.
• Research and Develop games using the game engines with maximum efficiency and also to understand the purpose of a particular game and its importance as a visual communication tool to any type of audience.
• Methodologies, plans, implementation techniques to derive a Game production pipeline and to communicate visually through the playable demos.
• Cover the basics of programming in Java and C , and understanding their underlying principles and implement them in a Game environment.
• Development, experimentation and implementation through the use of wide range digital media technology at their disposal.

Entry Requirements
The candidate must have completed 12 years in education having “A” level or its equivalent and should have an Advanced Diploma or a graduate Level course completed in a similar subject.
Candidates having 3 years of experience and a portfolio, which meets the approval of the Ink Vial Games Board, will be accepted.
A stringent selection process will be considered before enrolling, this includes interview and an examination to authenticate their skill level for this course.

English Language requirement: All students will normally have a recognised essential English Language qualification.

Unit 1

Unit Break up

• Overview of Game   Development

15 Credits
75 Guided Learning Hours
75 Self Study Hours
M/506/2397


Unit 2

Unit Break up

• Programming using Java   and C Language

15 Credits
100 Guided Learning Hours
50 Self Study Hours
T/506/2398


Unit 3

Unit Break up

• 2D Game Development

30 Credits
100 Guided Learning Hours
200 Self Study Hours
A/506/2399


Unit 4

Unit Break up

• 3D Game Development

30 Credits
100 Guided Learning Hours
200 Self Study Hours
Y/506/2684


Unit 5

Unit Break up

• Game Enhancement and
  Optimization

15 Credits
75 Guided Learning Hours
75 Self Study Hours
D/506/2685


Unit 5

Unit Break up

• Portfolio Development
  & Independent
  publishing

15 Credits
50 Guided Learning Hours
100 Self Study Hours
H/506/2686




Ask Us
Students Speak :
"I am privileged to learn at SAVE where we are taught by experienced professionals in the field. Now I work in an animation studio".
- Arnob Roy
"The learning methods are well balanced with practical wisdom. With the help of faculty members, we are channelised in proper ways."
- Sudip Naskar
"It gives me immense joy to join the Mayabious Team of Animation. I have been placed here even before I could finish my last semester. I am really happy that I joined SAVE."
- Manab
"I was really confused as to what to do after 10+2. I loved computers and now I love Animation. Joining SAVE gave me the oppurtunuty to look at the inside self of me."
- Partha
"The course is very supportive for Architectural designers and the faculties are very well informed and helpful."
- Sukti Som