Module Descriptors
WEAPONS AND VEHICLES FOR INDUSTRY
GDEV60066
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Stephen Cunningham
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
  • CRITICAL REFLECTION - 1500 WORDS weighted at 20% - Learning outcome(s) assessed: 4
Module Details
INDICATIVE CONTENT
This module develops advanced professional skills for creating real-time weapons and vehicles. Students will plan, model, texture and present a highly polished hard-surface hero asset or asset set that meets industry standards for visual fidelity, technical accuracy and efficient implementation.

The module requires students to demonstrate mastery of hard-surface workflows, mechanical design logic, complex material definition and professional-quality presentation.

Students will investigate:

Advanced Hard-Surface Design & Modelling
- Interpreting technical diagrams and construction logic
- High-resolution hard-surface modelling using clean, controlled workflows
- Creating complex mechanical parts (hinges, barrels, engines, suspension etc.)
- Precision modelling for believable function
- Efficient retopology for detailed mechanical forms

Weapons & Vehicle Specialisms
- Complex weapon systems (melee, ranged, hybrid)
- Armoured vehicles, sci-fi transports, ground/air units
- Scale, proportion and functional design accuracy
- Combining hard-surface and organic elements (grips, padding, wear)

Advanced Materials & Texturing
- Physically accurate metal, paint, rubber and composite surfaces
- Layered texturing using masks and detail normals
- Weathering, surface wear and material ageing
- Decals, stencils and in-engine detail workflows
- Texture packing, atlases and material optimisation

Technical Implementation
- Setting up complex materials and shaders in a real-time engine
- Managing draw calls, memory and texture budgets
- Generating LODs and collision
- Scene lighting tailored to hard-surface hero assets
- Clean asset organisation and naming conventions

Industry-Standard Asset Presentation
- Beauty renders with dramatic but readable lighting
- Turntables, close-ups and animated component showcases
- Capturing breakdowns for portfolio presentation
- Communicating function, scale and engineering logic through visuals

Professional Development
- Working to near-professional briefs
- Responding to critique to refine technical and artistic quality
- Preparing assets for art tests and industry portfolios
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Hard-Surface Portfolio (80%)

This assessment evaluates your ability to practically apply professional hard-surface workflows to produce an industry-ready real-time weapon or vehicle asset. This component is assessed solely on practical, visual and technical output. No written reflection is required or assessed as part of this component.

You will produce one polished hero asset (weapon or vehicle) or a small, cohesive set of related assets, demonstrating professional standards of modelling, materials, optimisation and real-time presentation.

A final polished hero weapon or vehicle (or a cohesive set of related assets) including:

Detailed high-resolution modelling
Clean low-resolution meshes with efficient topology
UV layouts and textured PBR materials
Engine-ready presentation with lighting and shaders
Breakdown documentation (construction logic, texture sets, topology, material sheets)
High-quality stills and turntables

Assessment Emphasis, marks for this component are awarded exclusively on:
- Practical execution and technical accuracy
- Mechanical believability and construction logic
- Quality of materials and surface treatment
- Real-time efficiency and engine readiness
- Professional standard of presentation

No marks are awarded for written analysis or reflection within this component.

The asset must meet expectations for professional hard-surface production.

Assessment Component 2 – Critical Reflection (20%)

This assessment evaluates your ability to critically reflect on your own practice, articulate professional decision-making, and demonstrate awareness of industry workflows and standards. This component is assessed solely through written critical reflection.

You will submit a 1,500-word written reflection evaluating the development of the hard-surface asset produced for Assessment Component 1.

A 1500-word written reflection discussing:

Modelling and engineering logic
Texturing and material development
Technical implementation and optimisation
Challenges, iteration, critique and problem-solving
Readiness for industry and areas for further growth
Harvard referencing required
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.
LEARNING OUTCOMES
1. Demonstrate advanced understanding of hard-surface weapon and vehicle production workflows, including modelling, materials and technical implementation.

Knowledge & Understanding

2. Apply professional workflows and techniques to produce a highly polished real-time weapon or vehicle, using efficient modelling, texturing and engine-ready presentation.

Application & Problem Solving

3. Investigate, critically synthesise and justify complex artistic and technical solutions for believable mechanical design and real-time optimisation.

Research skills

4. Critically evaluate the development of an advanced hard-surface asset, reflecting on artistic decisions, technical quality and industry readiness.

Reflection
RESOURCES
Autodesk Maya / 3ds Max / Fusion 360
Blender
ZBrush (where relevant for hybrid designs)
Substance Painter
Unreal Engine
Photoshop / Krita
Wacom tablets
Technical diagrams, schematics and reference books
Digital Academy Forum & Upload System
TEXTS
3DTotal Publishing. Hard-Surface Modelling for Games

ChamferZone hard-surface tutorials

Birn, J. Digital Lighting & Rendering

Flynn, T. Vehicle & Hard-Surface Art Techniques

Real-world engineering references
WEB DESCRIPTOR
This module develops advanced hard-surface art skills for creating weapons and vehicles for real-time games. You will design, model, texture and present a polished hero asset using professional techniques that meet industry expectations.