Module Descriptors
INTRODUCTION TO ASSET CREATION
GDEV40012
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Robert Lambert
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1
  • Occurrence B, Digital Institute London, UG Semester 1
  • Occurrence C, South Staffordshire College - Lichfield Site, UG Semester 1
  • Occurrence D, Burton and South Derbyshire College, UG Semester 1
  • Occurrence E, Stoke-on-Trent College, UG Semester 1
Sites
  • Burton and South Derbyshire College
  • Digital Institute London
  • South Staffordshire College - Lichfield Site
  • Stoke Campus
  • Stoke-on-Trent College
Assessment
  • COURSEWORK - PORTFOLIO OF 3D ASSETS weighted at 70%
  • COURSEWORK - REFLECTIVE DEVELOPMENT JOURNAL weighted at 30%
Module Details
MODULE LEARNING OUTCOMES
1. Apply appropriate 3D creation techniques to produce a series of industry ready assets
2. Demonstrate problem solving skills by solving a series of 3D modelling challenges
3. Discuss the design process, using current industry standard technologies and workflows in the production of game ready assets
4. Reflect on the creation and iteration of produced assets, engine implementation and setup of the assets, identifying improvements based on industry standards
MODULE ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 - (Learning outcomes 1,2 and 3)
A portfolio of 3D assets implemented within a Game Engine Project 70% consisting of:
- A series of 3D assets which will be imported into a Game Engine Framework. The assets must meet the required design criteria and mesh with the aesthetic of the starter project solving modelling, texturing, and game engine challenges as you produce the portfolio.

Assessment Component 2 - (Learning outcomes 4)
Reflective Development Journal posted on the Digital Academy weighted at 30% consisting of:
- Forum thread showing the development of the Portfolio on the Digital Academy. As the Assets are created you will evidence your workflow and critically define any improvements by comparing against the projects aesthetic and industry contemporaries.
MODULE INDICATIVE CONTENT
You will begin your 3D journey on this module. As you develop your skills you will build an understanding of:

- Grid Snaps, Settings
- Polygon Modelling
- Spline Modelling
- Blockouts
- UVW Mapping
- Introduction to Textures and Materials
- Texture Tiling
- Rendering and Exporting
- Game Engine I/O Pipelines
- Project Aesthetics
- 3D paint overs and critiques
WEB DESCRIPTOR
3D Models populate the games we love to play. Start your journey by learning key 3D Modelling creation skills and implement your assets into a fully working framework. You will build a series of assets and develop a reflective journal as you bring to life a games visuals.
MODULE LEARNING STRATEGIES
2 x 1hr Lecture/Demo
2 x 2hr Workshop
MODULE TEXTS
Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 1, ISBN: 978-1138345065
Culberston, 2019, 3ds Max Basic for Modelling Video Game Assets, CRC Press Volume 2, ISBN: 978-0367707804
Gahan, 2012, 3ds Max Modelling for Games: Volume 2, Routledge, ISBN: 978-0240816067
Ahearn, 2016, 3D Game Environments: Create Professional 3D Game Worlds, CRC Press, ISBN: 978-1138920026
MODULE RESOURCES
3D Modelling Software
Game Engine Software
Photo Editing Software
Video Editing/Compositing software
Digital Academy Forum
Digital Academy Upload System
Data Projection Resource
Wacom Tablets