INDICATIVE CONTENT
This module covers the skills required to produce production ready game environments.
Students will explore:
- Planning for Development (Limitations, Style, Requirements etc.)
- Hard Surface Modelling (Sub-division)
- Image manipulation and baking to generate realistic textures.
- Modular Environment Production Techniques
- Normal Map Baking for Hard Surface Objects
- Lighting, Rendering and Post Processing Technique for Environments
- Traditional and digital techniques for generating textures from scratch.
- Creation of the multiple texture maps used in modern games engines.
- UV mapping techniques with considerations for target platforms.
- The application of colour theory, light and shadow for approaches to stylisation.
- Node based material networks in game engines (master materials and material instancing)
- Sculpting techniques for modular texture creation
- Sculpting assets for environment population.
- Sculpting / Generation of landscapes and textures for external environments.
- Writing environment breakdowns for public release.
LEARNING STRATEGIES
2 hours per week. The module will be delivered using a combination of lectures, demonstrations and supervised tutorials. The majority of the work will be of a practical nature and students are expected to use their independent study time undertake further study as well as practise taught techniques.
Key Information Set Data:
50% Scheduled Learning and Teaching Activities
50% Guided Independent Learning
RESOURCES
Autodesk 3D Studio Max
Adobe Photoshop
Pixologic Zbrush
Epic Games Unreal Engine 4
Digital Academy forum
Games Tech server
Wacom Tablets
TEXTS
3DTotal.com. (2009) Digital painting techniques, Focal
Ahearn, L. (2011), Create Professional Game Art Using Photoshop, Focal Press; 3rd edition
Babington, R. (2010) The Fountain (Part 1 & 2). [DVD] USA: Eat 3D
Corijn, L. (2010-2012) The Dozer (Parts 1 & 3). [DVD] USA: Eat 3D
Franson, D (2004) The Dark Side of Game Texturing, Course Technology PTR, ISBN 1592003508
Prout, D, Magill, J. (2010) UDK Lighting & Post Processing – An Introduction and Application. [DVD] USA: EAT 3D
Pluralsight. 2014. Create realistic and convincing reusable assets. [ONLINE]
Available at:https://www.pluralsight.com/. [Accessed 13 January 16].
Pluralsight. 2014. Build your own complete stylised game environments. [ONLINE]
Available at :http://www.pluralsight.com/. [Accessed 13 January 16].
Pluralsight. 2014. Utilise physical materials to create stylised props. [ONLINE]
Available at https://www.pluralsight.com/. [Accessed 13 January 16].
Pluralsight. 2014. Create seamless textures for use in games. [ONLINE]
Available at: //www.pluralsight.com/.[Accessed 13 January 16].
Yin, W (2011) Impeccable scene design: for game, animation and film.
Create realistic and convincing reusable assets [online] 2014, Pluralsight
Build your own complete stylised game environments [online] 2014, Pluralsight
Utilise physical materials to create stylised props [online], Pluralsight
Create seamless textures for use in games [online], pluralsight
LEARNING OUTCOMES
1. DEMONSTRATE A KNOWLEDGE OF ENVIRONMENT CREATION IN RELATION TO DESIGN PRINCIPLES AND BASED UPON INFORMED DECISION MAKING.
[Knowledge & Understanding]
2. INVESTIGATE AND APPLY DIFFERENT ENVIRONMENT CREATION TECHNIQUES.
[Application; Problem Solving]
3. IDENTIFY KEY VISUAL FEATURES AND INVESTIGATE SOLUTIONS FOR RECREATING THEM IN A GAMES ENGINE.
[Analysis; Application]
4. CRITICALLY REVIEW THE DEVELOPMENT OF THE GAME ENVIRONMENT EVALUATING THE EFFECTIVENESS OF YOUR CHOSEN TECHNIQUES IN THE PIPELINE
[Communication; Reflection]
Assessment Details
Collection of environment assets presented in engine with accompanying reflective discussion. (Learning Outcomes 1, 2, 3 and 4) 50% weighting
Collection of environment assets presented in engine with accompanying reflective discussion. (Learning Outcomes 1, 2, 3 and 4) 50% weighting
Web Descriptor
This module covers the skills required to produce realistic game environments. You'll learn to project manage, organise construction into modular elements, implement specific 3D modelling and sculpting / texture workflows, and integrate assets into games engine.