Module Descriptors
ADVANCED HARD SURFACE WEAPON PRODUCTION
GDEV60007
Key Facts
Digital, Technology, Innovation and Business
Level 6
20 credits
Contact
Leader: Stephen Cunningham
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
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • Game Ready model weighted at 80%
  • Development log and Critical Reflection - 1200 words weighted at 20%
Module Details
INDICATIVE CONTENT

This module builds on a student's understanding of hard surface modelling techniques and is a direct pathway for level 5 Hard surface modules. Students should produce a game ready asset which can be used within a computer game engine. Adhering to relevant industry practises.


Student will explore:

Hard surface modelling techniques

3D topological edge flow

Development of surface details via texturing processes

Portfolio presentation

Reflective practise

Weapon design principles

Hard surface principle

presentation/ suitable render platforms
ADDITIONAL ASSESSMENT DETAILS


Assessment Component 1 - (Learning Outcomes 1,2,3)

Game Ready Model weighted at 80% consisting of:

You will produce a game ready model using the most appropriate industry standard practises and pipelines to meet the artistic and technical requirements of a given brief, reference or concept (or all 3). You will produce a final portfolio piece appropriate for use inside a games engine, considerations for visual narrative should be included within the final design, as well as within the model and material surface details. Including, the overall presentation scene.


Assessment component 2:

Development Log and Critical reflection weighted at 20% consisting of:


You will record and document the methods and techniques used within a development log showing considerations of specialised techniques and processes that are at the for front of game weapon production.

You will produce a critical refection of your final works. The reflection should show considerations for development techniques, end quality and relatable industry practises with a visual breakdown of the asset with a supporting critical evaluation.
LEARNING STRATEGIES
1 x 3-hour Lecture Demonstration and Tutorial

1 x 3-hour Workshop
LEARNING OUTCOMES

1. Evaluate and interpret concepts and principles related to 3D weapon design and demonstrate the ability to select appropriate approaches to solving problems related to the creation of a real-time game weapon using industry standard techniques.

University Learning Outcome

Problem Solving

2. Communicate technical and artistic insights as part of the development of the game-ready assets and critically appraise approaches, problems and solutions implmented during production

University Learning Outcome

Communication

3. Demonstrate advanced understanding of 3D Game Asset pipeline in the production a 3D Game Weapon to meet a given brief, meeting the technical and artistic specifications given

University Learning Outcome

Application

4. Manage their own learning, exercise initiative, personal responsibility and demonstrate the learning ability, qualities and transferable skills necessary for employment or further training of a professional or equivalent nature, within the areas of weapons design and production.

University Learning Outcome

Reflection
RESOURCES


Fusion360 toolset

Auto Desk suite

Pixel logic

Adobe suit

Computer game engines

Academic forums
REFERENCE TEXTS

Belec, A. (2022) Blender 3D incredible machines: A comprehensive guide to hard-surface models, including polygon modeling, texture painting, and rendering. Birmingham: Packt Publishing.

Davies, P. (2017) The art of horizon zero dawn. London: Titan Books.

Goulden, G. (2013) The swordmaster: In 3DS Max and ZBrush: The ultimate guideto creating a low poly game character. United Kingdom: 3Dtotal Publishing.

Mamgain, P. (2019) Autodesk 3DS MAX 2021: A detailed guide to modeling, texturing, lighting, and rendering. Padexi Academy.

Master hard-surface modeling in 3DS Max (download only) (no date) 3dtotal shop. Available at: https://store.3dtotal.com/products/master-hard-surface-modeling-in-3ds-max-download-only (Accessed: December 16, 2022).

McVittie, A. (2014) The art of titanfall. London: Titan Books.

Väisänen, T. (2019) Hard-Surface Modeling & Material Tips, 80lv. 80lv. Available at: https://80.lv/articles/hard-surface-modeling-material-tips/ (Accessed: December 16, 2022).
WEB DESCRIPTOR
This module forms part of the hard surface pathway building on knowledge from the level 5 Hard Surface weapon module. Within this module students will learn the most up to date and relevant hard surface modelling techniques enabling them to create multifaceted geometry to produce game ready weapons. On completion of this module students will demonstrate an excellent technical understanding of hard surface development techniques and be able to produce a weapon representative of a design reference as a portfolio piece.