Module Descriptors
3D HARD SURFACE MODELLING FOR GAMES 2: HARDER SURFACES
GAME60517
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Nigel Butler
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • Reflective Design Process and Critical Analysis of Final Assets - 1000 words weighted at 30%
  • Portfolio of 3D Game Assets weighted at 70%
Module Details
Module Learning Outcomes
1. Develop an understanding of advanced hard surface modelling techniques to improve workflow and modelling quality.
Knowledge and Understanding

2. Analyse existing vehicle and mech designs and design new, game ready assets to a provided specification, suitable for a given theme.
Analysis and Problem Solving

3. Produce models suitable for a games engine, setting them up as playable assets within a provided game framework.
Application

4. Reflect upon produced designs and assets, comparing against professional examples and the provided theme.
Reflection
Module Additional Assessment Details
An analytical discussion consisting of professional examples, theme analysis and initial idea generation accompanied by a portfolio of 2D and 3D designs / concepts to meet the provided theme including model sheets / blueprints, colour designs and technical planning based on the provided frameworks leading into a reflective design process including comparisons to professional assets, paint overs and a skills-based SWOT analysis (Learning Outcome 2, 4) 30% weighting.

A portfolio of 3D assets and accompanying development discussion consisting of analysis of professional examples, design sheets, and work in progress evidence. The models will be presented in a mix of gameplay frameworks and static presentation scenes using a real time solution. (Learning Outcomes 1 and 3) 70% weighting.

Module Indicative Content
This module covers further, advanced skills for producing hard surface assets to games industry standards.
Students will study:
• Sci-Fi Design
• Mech Design
• Advanced Hard Surface Modelling Techniques
• Mesh Decals
• PBR Texturing using Substance Designer / Painter
• Technical limitations of game systems
• Hard Surface Rigging and Animation
• Implementation of Assets into Unreal Engine 4 Frameworks
• Advanced Presentation Techniques for 3D Art Portfolios.
Module: Web Descriptor
This module focuses on expanding students’ skills and experience with producing hard surface models exploring sci-fi and mech modelling. Students will focus on designing, producing and implementing their own models into provided games frameworks, ensuring their work is compatible with gameplay systems to ensure functionality as well as artistic quality
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
Deschambault, Martin (2017), Project 77, ArtStation Media
Davies, Paul (2017) The Art of Horizon Zero Dawn, Titan Books
Chenthara, Nivanh (2019), Dreaming in Mech: The Art of Nivanh Chantahara, ArtStation Media
Rozalski, Jakub (2018), Howling at the Moon, Artstation Media

Module Resources
3DS Max, Maya, ZBrush, Photoshop, Substance Designer, Substance Painter, Unreal Engine 4.
Module Special Admissions Requirements
Pre-requisites - GAME50356 3D Hard Surface Modelling for Games