Module Descriptors
INTRODUCING 3D GAME PROPS: PIPELINE AND PRODUCTION
GDEV40028
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Christopher Payne
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence C, South Staffordshire College - Lichfield Site, UG Semester 1 to UG Semester 2
  • Occurrence D, Burton and South Derbyshire College, UG Semester 1 to UG Semester 2
  • Occurrence E, Stoke-on-Trent College, UG Semester 1 to UG Semester 2
Sites
  • Burton and South Derbyshire College
  • South Staffordshire College - Lichfield Site
  • Stoke-on-Trent College
Assessment
  • 3D GAME PROPS: PIPELINE AND PRODUCTION INDIVIDUAL PORTFOLIO weighted at 80%
  • REFLECTIVE DEVELOPMENT LOGBOOK - 1000 WORDS weighted at 20%
Module Details
Additional Assessment Details
Assessment Component 1:

3D Game Props: Pipeline and Production Individual Portfolio worth 80% consisting of:

You will create a variety of 3D assets to demonstrate knowledge and use of game industry pipelines and production based on real world, concept art and/or fictional universes as reference.

You will be required to demonstrate techniques including but not limited to; reference gathering, 3D modelling, asset unwrapping, texture creation, in engine implementation, optimisation and rendering, all in relation to the video game production pipeline.

You will submit the project artefact as a selection of portfolio shots relating to the final beauty renders. You will also submit technical information including textures, wireframes, materials, lighting setup, ect.

Assessing Learning Outcomes 1,2,3

Assessment Component 2:

Reflective Development Logbook worth 20% consisting of:

You are expected to keep a record of development on the VLE for the assessment. Your development log should include discussions on the development methods and techniques used with direct reference to your own work.

You will create a final report summarising the production process and critically evaluate your final piece/s.

Assessing Learning Outcomes 2, 4
Indicative Content
This module requires that students use their previous knowledge from “3D Asset development” and newly learnt knowledge from “3D Game Props: Pipeline and Production” to create various assets based on real world, concept art and/or fictional universes as reference while also ensuring that they are suitable for video game implementation by making use of industry production pipelines. Exploring fundamental modelling techniques and PBR (physically based rendering).

Students will research and consider the following skills / areas:

Established industry best practices

Research

Breaking down reference

AAA Modelling workflows

UVW Unwrapping workflows

Material and Texturing pipelines

Game optimisation

In engine implementation

Realtime lighting

Rendering and Presentation considerations

Web Descriptor
This module provides students with a grounding of 3D Modelling and texturing. Students will learn about the fundamentals modelling and texturing process used in the production of Game Art assets and Concept design workflows. The module allows students to produce a variety of models in different artistic stylisations and photo realistic game props. The focus of the module is on good modelling techniques and on producing visual accuracy in proportions, forms and smoothing.
Learning Strategies
This module will include introductory lectures as well as weekly development workshops.
Texts
Kutschera, L. (2024) Sculpting in ZBrush Made Simple: Explore Powerful Modeling and Character Creation Techniques Used for VFX, Games, and 3D Printing. 1st edn. Birmingham: Packt Publishing, Limited.

Linkan Sagar, N.G. (2020) 3DS Max 2019 Training Guide: Realistic 3D Modeling Tutorial. BPB Publications.

King, S. (2023) Digital Character Creation for Video Games and Collectibles. 1st edition. Milton: CRC Press. Available at: https://doi.org/10.1201/9781003178057.

Ramos, B.B. and Pimentel, K. (2023) Unreal Engine 5 shaders and effects cookbook¿: over 50 recipes to help you create materials and utilize advanced shading techniques. 2nd ed. Birmingham: Packt Publishing, Limited.

Ahearn, 2016, 3D Game Environments: Create Professional 3D Game Worlds, CRC Press, ISBN: 978-1138920026

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

Harris, D, (2022), Making Videogames: The Art of Creating Digital Worlds Hardcover

Jones, P, (2022), Game Artist: The Ultimate Career Guide




Resources
Unreal Engine

Autodesk 3D Modelling Programs

ZBrush

Houdini

Marvellous Designer

Substance Suite

Adobe Photoshop

Video Editing Software

Wacom Tablets

Digital Academy Forum

Digital Academy Upload System
Learning Outcomes
1. Demonstrate knowledge of the underlying concepts and principles of the pipeline for industry-standard AAA 3D game assets.

2. Evaluate and interpret concept art considering the appropriateness of different 3D modelling techniques as an approach to solving problems.

3. Create a game-ready 3D asset using current industry standard workflows for modelling and material production. The asset is presented in a real-time engine.

4. Document the production process throughout the development of the game asset and reflect upon the final outcome with comparison to industry assets of a similar nature.