Module Descriptors
TECH ART FOR INDUSTRY
GDEV60064
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Matthew Novak
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • TECHNICAL ART PORTFOLIO weighted at 70% - Learning outcome(s) assessed: 1,2,3
  • TECHNICAL ART REPORT - 1800 WORDS weighted at 30% - Learning outcome(s) assessed: 4
Module Details
INDICATIVE CONTENT
This module provides an advanced exploration of the tools, techniques and problem-solving approaches used by Technical Artists. Students will investigate how technical art supports wider art pipelines through automation, procedural generation, shader development, asset optimisation and tool creation. Students will engage with a range of artistic and technical processes, developing a flexible portfolio of technical art artefacts aligned to industry expectations.

The module covers:

The role of the Technical Artist within game art and production pipelines
Procedural asset generation techniques.
Tool creation and pipeline automation using node-based systems or accessible scripting environments to support artists.
Engine implementation workflows: asset setup, material networks, interactions, simple logic systems and debugging.
Performance analysis and optimisation methods, including profiling, draw-call management, texture/memory efficiency and LOD strategies.
Asset validation, naming conventions, metadata and clean project structure.
Integration of technical solutions across art disciplines.
Portfolio development strategies for aspiring Technical Artists, including showcasing tools, breakdowns, performance improvements and technical problem solving.
Reflective analysis of technical and artistic decision-making, iteration, and alignment with industry practice.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Technical Art Portfolio 70% [Learning Outcomes 1,2 and 3]

Students will produce a portfolio of technical artwork demonstrating their ability to design, implement and document real-time technical solutions for game development.

The portfolio may contain a selection of technical art artefacts such as procedural tools, shaders and materials, automated workflows, rigging or deformation systems, optimisation tools, environment or asset generation systems, or other relevant technical implementations.

Each artefact should demonstrate clear artistic and technical intent, appropriate use of real-time engine workflows, effective problem solving and a professional standard of technical cleanliness. Students are expected to show evidence of iteration, testing, troubleshooting and refinement throughout their work.

Assessment Component 2 – Technical Art Report 30% [Learning Outcomes 4]

Students will produce a written report that critically evaluates their technical art practice. The report should discuss the design and development of selected artefacts with a focus on both artistic intent and technical implementation.

Students are expected to analyse the effectiveness and performance of their solutions, drawing on profiling data and optimisation tests to evaluate efficiency, stability and real-time suitability. This may include discussion of render cost, material complexity, shader performance, memory use, resource management or other relevant metrics.

The report should reflect on challenges encountered, decisions taken during development, and how solutions were iterated or improved. Students must also consider how their work aligns with current industry workflows, expectations and best practice, demonstrating awareness of the role of Technical Artists in supporting pipelines and production efficiency.
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.
LEARNING OUTCOMES
1. Investigate and critically appraise complex artistic and technical solutions relevant to real-time technical art, including procedural workflows, shader development, tools programming and optimisation strategies.

Research Skills

2. Apply professional technical art workflows to develop real-time tools, shaders, procedural systems or automated solutions that address defined production problems and support game art pipelines.

Application and Problem-Solving

3. Demonstrate systematic and advanced understanding of engine implementation, including scripting or node-based logic, profiling techniques, performance optimisation and professional technical setup.

Knowledge and Understanding

4. Critically evaluate the development of technical art solutions, reflecting on artistic and technical quality, workflow efficiency and alignment with current industry expectations.

Reflection
RESOURCES
Software & Tools:

A tech art capable Game Engine
3D modelling software
Art creation software
Graphics tablets
Digital Academy Forum 
Digital Academy Upload System
Game lab
TEXTS
Dunn, F. and Parberry, I., 2011. 3D Math Primer for Graphics and Game Development. 2nd ed. Boca Raton: CRC Press.

St-Laurent, S., 2004. Shaders for Game Programmers and Artists. Boston: Premier Press.

Birn, J., 2014. Digital Lighting and Rendering. 3rd ed. San Francisco: New Riders.

Rost, R.J. and Licea-Kane, B., 2009. OpenGL Shading Language. 3rd ed. Upper Saddle River: Addison-Wesley.

Pearl, J., 2015. Becoming a Video Game Artist: From Portfolio Design to Landing the Job. Berkeley: Ten Speed Press.
WEB DESCRIPTOR
This module explores the role of the Technical Artist and how technical problem solving supports real-time game development. You will work with tools, shaders, procedural methods and optimisation techniques to create practical solutions that improve or enhance game art workflows. The focus is on understanding how to implement ideas inside a game engine and presenting your work clearly. By the end of the module, you will have a portfolio that demonstrates the kind of technical skills and thinking expected from an entry-level Technical Artist.