Module Learning Outcomes
1. APPLY APPROPRIATE TECHNIQUES TO CREATE AND MODIFY 3D GAME ASSETS BY EVALUATING AND APPLYING A VARIETY OF INDUSTRY PRODUCTION TECHNIQUES.
Enquiry,
Application
2. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF 3D MODELLING TECHNIQUES, TEXTURING METHODS, MATERIAL AND SHADER GENERATION IN GAME ASSET PRODUCTION
Problem Solving
3. COMMUNICATE CURRENT INDUSTRY TECHNOLOGIES AND WORKFLOWS USED IN THE PRODUCTION OF GAME ASSETS
Communication
4. REFLECT UPON SUITABILITY OF THE GAME ASSET FOR THE CHOSEN GAME ENGINE THROUGH COMPARISON WITH PROFESSIONAL WORKS AND CRITICALLY EVALUATE THE PIECE AND DETERMINE IMPROVEMENTS.
Reflection
Module Additional Assessment
Assignment 1 –
A written report which consists of 1500 words that will communicate and reflect on techniques implemented in artefact creation and describe suitability for a game platform. The Games asset production pipeline and further project improvements should be considered. Assessing Learning Outcomes 3 and 4.
Assignment 2 -
A practical assignment that will involve the creation of 3D game assets and a single complex object suitable as a focal point for a game level. The final outcome will be presented in a game engine. Assessing Learning Outcomes 1 and 2.
Module Indicative Content
This module introduces the student to the pipeline of modelling 3D Game Assets (android characters). The module is designed to take the student from an introductory to an intermediate level in the understanding of modelling techniques, texture mapping, scene lighting and material/Shader setups.
The module will also introduce advanced techniques of the production pipeline, including normal maps, exporting, and game engine setup. This knowledge will be used to generate a complex game asset as a central focal point for a small environment.
Module Learning Strategies
2-hour lecture/tutorial per week delivered as 8 weeks intensive Lecture/Tutorial followed by 4 weeks of surgery sessions each semester.
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
Gahan, A. (2018 Edition/Reprint) 3DS Max Modelling for Games, Focal Press,
ISBN: 978-0240815823
Murdock, K. (2018 Edition/Reprint), 3DS Max 2012 Bible, John Wiley & Sons, ISBN: 978-1118022207.
Derakhshani, R. L. and Derakhshani, D. (2018 Edition/Reprint) Autodesk 3DS Max 2012 Essentials, John Wiley & Sons, ISBN: 978-1118016756
Module Resources
3D Modelling Software
Photo Editing Software
Video Editing / Compositing software
Digital Academy Forum
Data Projection Resource