Module Descriptors
REALTIME GAME CHARACTER ART AND PRODUCTION
GAME50656
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Daniel Webster
Hours of Study
Scheduled Learning and Teaching Activities: 52
Independent Study Hours: 248
Total Learning Hours: 300
Assessment
  • Character development and detail model weighted at 50%
  • Real-time character production weighted at 50%
Module Details
Module Learning Outcomes
1. DEMONSTRATE ADVANCED UNDERSTANDING OF THE WORKFLOWS REQUIRED TO PRODUCE AN INNOVATIVE CHARACTER FROM A GIVEN BRIEF AND CONCEPT
Learning

2. USING TRADITIONAL AND DIGITAL DESIGN SKILLS USE A THOROUGHLY RATIONALISED DESIGN PROCESS TO DEVELOP A CHARACTER DESIGN FROM A GIVEN BRIEF.
Problem solving

3. USING APPROPRIATE TOOLS AND A SUITABLE DEVELOPMENT PIPELINE CREATE A RIGGED AND POSED, REAL-TIME GAME CHARACTER FROM CONCEPT
Application

4. REFLECT UPON THE EFFECTIVENESS OF THE CHARACTER PRODUCED AND CRITICALLY EVALUATE THE PRACTICAL PRODUCTION WITH COMPARISONS TO GAMES INDUSTRY WORKFLOWS
Reflection
Module Additional Assessment Details
Character Development and Detail Model
This consists of:
• A fully rationalised and considered character design meeting the given brief
• A clearly presented full design process including, but not limited to: silhouette, value, and colour designs, final design and call out sheets
• High detail model, including anatomically accurate sculpted forms, simulated clothing, apparel, and hair
Assessing Learning outcomes 1 & 2

Real-time character production
This consists of:
• A high detail model including anatomically accurate sculpted forms, simulated clothing, apparel, and hair based on a piece of concept art
• Appropriate real-time topology including considerations for animation deformation, clothing, apparel, hair and game-ready textures and materials
• Rigged and posed suitable for the personality or character of the individual
Assessing Learning outcomes 3 & 4
Module Indicative Content
This module will introduce students to the workflow for creating real-time 3D Characters from Concept:
Students will build upon areas covered in their level 4 module with leaning and development of new areas such as;
• Deconstruction of character design
• Gesture and non-verbal communication
• Silhouette, value, and colour designs
• Anatomy sculpting in Zbrush
• Detailing characters skin surface
• Hair cards
• Simulated clothing with Marvelous Designer
• Retopology for animation
• Texturing and Material generation for characters including SSS and hair
• Rigging figures for animation and posing
• Real-time Character Lighting and Rendering

The student will reflect on their design process, creative journey and their final character production used throughout the project in an online log book.
Module: Web Descriptor
Game characters are the conduit which connect a player to a narrative and world outside of their own. In this module students will develop and refine their understanding of developing and designing characters for real-time games.
The module focuses on the development of 2 main areas of character production; design and production.
In design students will learn a robust character design process, traditional and digital visual development of a brief or concept, production of call-out sheets and reference images
In development students will learn the process by which real-time characters are created. Including, production of zsphere base, detailed sculpts, simulated clothing with Marvelous Designer, hair and clothing creation. The focus then moves to the transfer of this information to real-time models, textures and materials. Finally the character is rigged and posed for presentation.
Module Learning Strategies
1 x 2 hour lecture / lab session per week

Learning on all aspects of the module will be facilitated by lectures and tutorials, problem solving exercises and student centred learning.
Practical assignments using laboratory equipment and facilities will support the learning.
Module Texts
Eliot Goldfinger (2004), Animal Anatomy for Artists: The Elements of Form, Oxford University Press 2004
Cher Threinen-Pendarvis (2004), The Photoshop and Painter Artist Tablet Book: Creative Techniques in Digital Painting, Peachpit Press 2004
Fedor, 2007, Creative Essence: The Face, Ballistic
Goldfinger, 1992, Human anatomy for artists the elements of form, OUP USA
Keller, 2011, Introducing Zbrush 4, Wiley & Sons
Isbister, K (2006) Game Characters by Design (A psychological approach), Morgan Kaufmann 2006
Lanning, Petroc, and Baysal, 2007, D'artiste Character Modeling 2: Digital Artists Masterclass, Ballistic Media
Spencer, 2010, Digital Sculpting Human Anatomy, John Wiley & Sons
T Gottfried Bammes (2004), The Artist's Guide to Animal Anatomy, Dover Publications
Module Resources
Unreal Engine
3ds Max or Maya
ZBrush
Marvelous Designer
Substance Suite
Photogrammetry Software e.g. Meshroom
Wacom Tablets & Pens
Microsoft Office
Adobe Creative Cloud
Module Special Admissions Requirements
Enrolled on the Games Art BA (Hons) course or variant thereof.
Must also be taking GAME50168 3D Character Modelling.+