Module Descriptors
ADVANCED GAME CREATURE PRODUCTION
GDEV60004
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Farzin Izadyar
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 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • Production of a Game ready creature weighted at 80%
  • Development logbook with reflection - 1200 Words weighted at 20%
Module Details
INDICATIVE CONTENT
Summary

This module provides students with advanced techniques in the production of Game ready creature art, with a focus on animal physiology and anatomy. The module will introduce new methods for tackling industry standard creature production challenges



Suggested Indicative Content:

Advanced Zbrush

Creature Anatomy

Alpha production

Hair production

Tiling materials

Skin surfacing

Advanced shader production

UDIMS

Animal physiology

Presentation
ADDITIONAL ASSESSMENT DETAILS
Assessment component 1 - (Learning outcomes 1,2 & 3)

Production of a Game ready creature worth 80% Consisting of:

You are to produce a game ready creature based on a given brief using advanced character/creature production techniques following relevant and appropriate reference and citations

There should be appropriate considerations for correct and functional animal physiology during the design and production phase. The creature must be retopologised, textured, and implemented into Unreal Engine as a game-ready asset



Assessment component 2 - (Learning Outcome 4)

Development logbook with reflection worth 20% consisting of:

Students will communicate the processes and present the first assessment component along with a reflective text via a digital forum thread

Students will collate and compare their work to industry artwork and workflows
LEARNING STRATEGIES
1x2hr Lecture/Demo

1x2hr Tutorial

1x2hr Workshop
LEARNING OUTCOMES

1. Demonstrate knowledge and further understanding of advanced 3D creature production techniques in relation to industry standard techniques

University Learning Outcome

Knowledge and Understanding

2. Produce a Game ready creature, based on existing IP, with the application of appropriate methods for recreation of all aspects of the character production pipeline

University Learning Outcome

Application

3. Identify areas of creature production and investigate advanced methods for recreating specific elements

University Learning Outcome

Analysis

4. Communicate through reflection and discussion the quality and accuracy of all completed works whilst continually reviewing and evaluating techniques used

University Learning Outcome

Reflection
RESOURCES
ZBrush,

3D Coat,

3DS Max,

Substance Suite,

Unreal Engine,

Wrap

Mari

Maya

XGen
REFERENCE TEXTS


Kondrats, S, Zarins, U (2014) - Anatomy for Sculptors

Simblet, S (2001) - Anatomy for the Artist

Winslow, V (2015) - Classic Human Anatomy in Motion

Winslow, V (2008) - Classic Human Anatomy

Fedor, P (2007), Creative Essence: The Face, Ballistic, ISBN-13 978-1921002366

Spencer, S (2010), Digital Sculpting Human Anatomy, John Wiley & Sons, ISBN-13: 9780470450260

Spencer, S (2011), Zbrush Creature Design, John Wiley & Sons, ISBN 978-1118024331

Spencer, S (2011), Digital Clay: Character Creation with Z-Brush, John Wiley & Sons, ISBN-13: 978-0470249963

Kingslien, R (2011), Zbrush Studio Projects: Realistic Game Characters, Wiley & Sons, ISBN 978-0470872567

Goldfinger, E (1992), Human anatomy for artists the elements of form, Oxford University Press, USA, ISBN-13 978-0195052060

Peck, S (1982), Atlas of Human Anatomy for the Artist, Oxford University Press, U.S.A. ISBN-13: 978-0195030952

UDIMS| UNreal engine documentation
WEB DESCRIPTOR
This module provides you with advanced techniques in the production of Game ready creature art, with a focus on animal physiology and anatomy. The module will introduce new methods for tackling industry standard creature production challenges, whilst supporting already established knowledge