Module Special Admissions Requirements
Pre-requisites
Completion of GAME50186, GAME40400 and GAME40271 or Equivalent
Module Learning Outcomes
1. DEMONSTRATE A SYSTEMATIC APPROACH TO THE UNDERSTANDING AND ANALYSIS OF 3D ENVIRONMENT ASSETS AND THE PRODUCTION PIPELINE
Knowledge and Understanding
2. RESEARCH AND APPLY CRITICAL REASONING TO THE SELECTION AND USE OF DIFFERENT ENVIRONMENT ART WORKFLOWS IN SOLVING AN INDUSTRY DESIGN BRIEF.
Enquiry and Problem Solving
3. PRODUCE ENVIRONMENT ART WITH CONSIDERATIONS FOR ATMOSPHERICS, LIGHTING, VISUAL STYLE, MOOD AND COMPOSITION.
Application
4. CRITICALLY REFLECT AND EVALUATE TECHNICAL AND VISUAL QUALITY OF THE ENVIRONMENT FOR EFFECTIVENESS THROUGH PRESENTATION OF THE FINISHED DESIGN.
Reflection
Module Indicative Content
This advanced module covers the artistic process and technical pipeline to produce complex game art environment with a huge emphasis on industry quality artistic output.
You will build upon the knowledge learned in the previous environment modules towards the creation of 3d game environment art
Students will cover following skills / areas:
¿ Research skills including photography
¿ Traditional art skills (drawing, design, observation, lighting)
¿ Environmental Storytelling
¿ Organics
¿ Foliage production including trees and grasses
¿ Terrain generation and sculpting environmentals
¿ Complex environment shaders
¿ Appropriate use of decals
¿ Photogrammetry
¿ Game engine lighting
¿ Procedurally generated assets
¿ Use of physics for asset creation
¿ Game pipeline for modular environments
¿ Camera techniques
¿ Presentation skills
Module Learning Strategies
2 hour lecture/tutorial 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 to consolidate this work
Module Texts
Block, Bruce (2007), The Visual Story: Creating the Visual Structure of Film, TV and Digital Media, 2nd edition, Focal Press
Isbister, Katherine (2016), How Games Move Us: Emotion by Design (Playful Thinking Series), MIT Press
Kirkpatrick, Graeme (2011), Aesthetic Theory and the Video Game, Manchester University Press
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: https://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
Franson, D (2004) The Dark Side of Game Texturing, Course Technology PTR, ISBN 1592003508
Module Resources
ZBrush
Unreal Engine
Autodesk Creative Suite
Photoshop
Substance Painter
Substance Designer
Quixel
Houdini
Mega Scans
Premiere
After Effects
Microsoft Office
Digital Academy Forum
Wacom Tablets
Module Additional Assessment Details
Coursework 100%
An environment modelling portfolio created from reference with accompanying reflective discussion. The portfolio will contain modular development packs which will be used to produce two distinct environments demonstrating scene composition, lighting, environmental state change, fitting with the narrative of the brief, utilising the industry standard techniques and skills demonstrated in class.
Learning Outcomes: 1, 2, 3 and 4
Web Descriptor
You will create an environment set piece before it has been reclaimed by nature, later developing it to a reclaimed state in the second semester. Learn the ins and outs of advanced environment art creation whilst working to an industry standard in the form of technical and artistic considerations. You will develop an understanding of texture memory and asset optimization alongside artistic fundamentals such as composition and colour to help prepare you for your first environment art job in the industry.