Game Art & Design – BSc (Hons)

Title: 3d Modelling II – Characters and Creatures for Games

Credits: 5

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The aim of this module is to further the learners experience required for the modelling of high quality 3d models for use in the entertainment industries. This module will focus on further developing the learner’s understanding of the technical requirements to successfully model real world objects including sculpting organic objects.

Having learnt the fundamental of building hard surface models the learner will be introduced to the technical and aesthetic considerations required for the creation of high detailed and realistic 3d character models for use in the entertainment industries.

The ultimate goal of this module is to introduce methods by which modeler’s can create, topologically efficient and aesthetically pleasing 3d character models and props that can be posed and deformed over time.

Title: Animation II for Games

Credits: 5

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Contemporary CG software applications and game engines are the standard tools in the creation of animated game content. Using an appropriate CG software application, learners apply the fundamentals of animation through simple exercises. Once familiar with these basic techniques, learners begin to explore basic character locomotion and its application within the game engine.

Title: Concept Art

Credits: 5

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This module examines the role of the concept artist within the context of the video gaming industry. With video games now crossing multiple new platforms and genres, the role of the concept artist has become very varied and complex. In a very crowded and competitive sector, games companies strive for original thinking and distinctive visual content. 

In this module, the student explores digital drawing and painting techniques in the creation of concept art, ranging across environments, characters and props, generated from a game design document, or literary text. They will explore the process of thumbnailing, speed painting and iteration based on feedback as well as the final production of high quality concept art, with a focus on both the visual communication of relevant information for use by other artists i.e. the 3D modeler, and a high level of artistic ability in the rendering of marketing assets.
 

Title: 2D Asset Creation

Credits: 5

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This module examines the creation of 2D art assets in the context of game design. With the advent of commercially available and easily accessible game engines, the production of 2D games across multiple platforms provides a significant opportunity for the accomplished 2D artist. In this module, the student explores various 2D art and animation production techniques, and their implementation for use in the game engine.

Title: Game Design I: Fundamentals of Game Design

Credits: 5

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The aim of this module is to introduce the learner to the core elements within Game Design. This module will focus on developing the learner’s abilities and awareness of gaming concepts, systems and mechanics. The learner will be introduced to technical and aesthetic considerations when creating interactive storytelling and gaming works.

The learner will explore the art of creating convincing game worlds through storytelling, gameplay, core mechanics, and design. Learners will create the overall game vision; determine the necessary systems and mechanics to support those systems. They will also determine player input, create the story and write the necessary documentation to support all of the above.

The ultimate goal of this module is to introduce methods by which game designers create compelling and long lasting experiences.

Title: Game Engines I

Credits: 5

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Game Engines I aims to provide learners with fundamental skills and knowledge in the processes and techniques used to develop a simple game using an industry-standard Game Engine. This module assumes that the learner has already been introduced to scripting, animation, 3D modelling and working with objects in 3D space.

Title: Illustration for Animation I

Credits: 5

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This module will explore the basic principles of illustration for animators. Learners will explore the visual principles of conceptual illustration, focusing on storytelling, interpretation of concepts and using imagery over words.

Title: Interaction Design for Games

Credits: 5

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The aim of the module is to introduce the concepts, methods, and techniques of interaction design, usability and interface design. To develop learners creative and practical design skills and their knowldege of the interactive design discipline.

Title: Interactive Programming II

Credits: 5

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Interactive Programming II advances the programming abilities of students. The emphasis of this module is on developing complex event-driven interactive applications that can be deployed to a range of devices (e.g. PC, mobile, tablet, TV) and utilise audio and visual components.

Title: Materials and Lighting for Games

Credits: 5

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The aim of this module is to introduce the learner to the core techniques and terminology required for the lighting, shading and rendering of high quality 3d scenes for use in the entertainment industries.

This module will focus on developing the learner’s understanding of the technical requirements to successful light and render a 3d scene. The learner will be introduced to the technical and aesthetic considerations required for the lighting, shading and rendering of 3d scenes and models for use in the entertainment industries.

The ultimate goal of this module is to introduce methods by which lighters can create flexible, efficient and aesthetically pleasing lighting setups.

It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient lighting scenarios.

Title: Rigging for Games

Credits: 5

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To provide learners with fundamental skills and knowledge in the processes and techniques used for the creation of rigs for driving animated models for use in the entertainment industries.

This module will focus on developing the learner’s understanding of the artistic and technical requirements to successful rig a 3d object or character. The learner will be introduced to the technical and aesthetic considerations required for rigging 3d models for use in the entertainment industries.

The ultimate goal of this module is to introduce methods by which riggers can create flexible, efficient and aesthetically pleasing rigging setups.

It will include practical design and workflow methodologies for the creation of aesthetically pleasing and technically efficient rigs.

Title: Effective Teamwork

Credits: 5

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Effective Teamwork is an interactive module designed to provide students with core theory/concepts central to understanding how to create effective teams and will challenge them to put that theory into practice. Students will gain an understanding of themselves as team workers, learn how teams develop via central concepts in social psychology and increase their skill in intervening to increase team effectiveness.

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