Module Descriptors
INTRODUCTION TO ASSET CREATION
GDEV40041
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Rory Laudanski
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PORTFOLIO weighted at 80% - Learning outcome(s) assessed: 1,2,3
  • REFLECTIVE DOCUMENT - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 1,3
Module Details
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: A series of Guided and Unguided Assets 80%

A portfolio of guided and unguided 3D assets implemented within a Game Engine Project.

The assets must meet the designated design and limitation criteria whilst complimenting one another by adhering to a clear theme. The project will solve common modelling, texturing, and game engine challenges that professionals will encounter as they produce a portfolio.

Assessment Component 2: Reflective Document 20%

A reflective document that determines, evidences and justifies the workflows, processes and techniques utilised to generate 3D assets. The document will analyse the successes and weaknesses of 3D assets and compare them to contextualised industry contemporaries.
INDICATIVE CONTENT
Within this module you will be introduced to a variety of workflows, processes and techniques used to generate 3D assets. You will build your understanding of 3D modelling, digital sculpting, material development, texturing and engine implementation to aid you in your future professional development. This will include, but is not limited to:

* Box, Spline, Planar and Sub-divisional modelling.
* Topology methods and alterations for deforming shapes.
* UVW Mapping.
* Material and shader development.
* Image and texture creation and manipulation.
* Camera, Lighting, Post-processing and Rendering methods and alterations.
* Importing and exporting from dedicated software packages.
* Engine Implementation techniques.
LEARNING OUTCOMES
1. Understand a variety of 3D asset creation workflows, processes and techniques.

Programme Learning Outcome: Knowledge & Understanding

2. Generate a series of 3D assets and implement them within a Game Engine.

Programme Learning Outcome: Digital Literacy

3. Investigate and reflect upon the use of 3D asset creation workflows, processes and techniques.

Programme Learning Outcome: Reflection
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core specialist concepts and workshops that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on their own skills development. Independent study will involve, recommended reading, research tasks, and ongoing development of project work supported by the resources provided.
RESOURCES
Unreal Engine
Autodesk Maya / 3ds Max / Blender
Substance Painter / Substance Designer
ZBrush
Photoshop / Krita
Wacom tablets
Digital Academy Forum & Upload System
TEXTS
Culberston, J. (2019) 3ds Max Projects: A Detailed Guide to Modeling, Texturing, Rigging, and Animating. Vol. 1. Boca Raton: CRC Press.

Culberston, J. (2019) 3ds Max projects: a detailed guide to modeling, texturing, rigging, and animating. Vol. 2. Boca Raton: CRC Press.

Gahan, A. (2012) 3ds Max modelling for games: volume 2. 2nd edn. Abingdon: Routledge.

Ahearn, L. (2016) 3D game environments: create professional 3D game worlds. Boca Raton: CRC Press
WEB DESCRIPTOR
This module will start your journey into game-ready 3D asset creation by introducing fundamental 3D Modelling and material generation skills used to develop a series of 3D assets, before then implementing them within a game engine.