Module Descriptors
3D PROPS AND MATERIALS
GDEV40031
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Michael Acosta
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PRACTICAL PORTFOLIO weighted at 70% - Learning outcome(s) assessed: 2,3
  • REFLECTIVE DEVELOPMENT ARTBOOK - 1200 WORDS weighted at 30% - Learning outcome(s) assessed: 1,4
Module Details
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Practical Portfolio 70%

Consisting of two elements:

A tutorial-led practical exercise introducing students to the core stages of a game asset workflow.
Students will follow step-by-step guidance to create one simple prop, focusing on:

* Basic modelling and shape accuracy
* Introductory topology principles
* UV layout fundamentals
* Basic baking and texturing using provided workflows

An independent prop project where students apply skills learned in the guided build to recreate a simple physical or reference-based object.

Students are expected to demonstrate:

* Appropriate proportions and scale
* Clear modelling structure suitable for a simple real-time asset
* Functional UVs and materials
* Basic presentation within a template real-time scene (provided)

Assessment Component 2: Reflective Artbook 30%

Students will:

* Document the development of the independent prop
* Describe key stages of development using annotated images
* Reflect on challenges, decisions and outcomes with comparisons to reference images or professional works
* Reference introductory industry practices and principles where relevant
INDICATIVE CONTENT
This module introduces students to the foundational workflows of 3D game asset production, focusing on simple, game-ready props and entry-level real-time pipelines.

Students are taught:

* Core polygonal modelling principles using industry-relevant DCC software, including basic topology awareness and form construction.
* Introductory UV mapping workflows, covering purpose, layout and common beginner issues.
* Fundamental understanding of normals, baking and surface data through guided demonstrations.
* Observational modelling techniques, using reference to analyse proportion, scale and form.
* Introduction to PBR texturing principles and the creation of simple materials.
* Awareness of a standard real-time asset pipeline and how assets move from DCC tools into a game engine.
* Basic asset export, import and presentation within a controlled real-time engine template.
* Introductory reflective practice, including documentation of process, description of technical decisions and supported use of academic sources.

Teaching is scaffolded and tutorial-led, with progression from guided instruction to limited independent application. Expectations are aligned to Level 4, emphasising understanding and process rather than professional optimisation or technical mastery.
LEARNING OUTCOMES
1. Explain core 3D modelling concepts and their role within a real-time asset pipeline.

Programme Learning Outcome: Knowledge & understanding

2. Demonstrate foundational skills in modelling, UV layout and texturing for simple game assets using appropriate digital tools

Programme Learning Outcome: Application & problem-solving, Digital literacy

3. Produce a simple game-ready prop that follows a guided workflow and can be presented within a controlled real-time context.

Programme Learning Outcome: Application & problem-solving

4. Reflect on the development process by describing technical decisions and outcomes in relation to introductory industry practice.

Programme Learning Outcome: Communication, Reflection
LEARNING STRATEGIES
Students will be expected to engage in a structured blend of scheduled teaching and independent study.

Scheduled sessions will typically include lectures introducing core concepts, alongside workshops where students apply techniques, participate in guided discussions, and undertake problem-solving and peer-learning activities.

Lecture sessions focus on theory, methodology and good practice, while workshop and development sessions provide individual guidance, practical demonstrations and support in applying artistic and technical principles.

Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by digital resources and forum feedback.

Teaching activities are designed to mirror professional art-department feedback loops, enabling students to experience iterative development and critique similar to industry practice.
RESOURCES
Software & Tools

* Digital Sculpting Tools (e.g. ZBrush or Blender)
* 3D DCC tools (e.g. 3ds Max or Blender)
* 3D Material Creation Tools (e.g 3D Coat or Substance Painter)
* Unreal Engine
* Digital Painting Software
* Wacom Tablets
* Version control
* Video editing software
* Digital Academy Forum
* Digital Academy Upload System
* Data Projection Resource
TEXTS
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