Module Descriptors
ADVANCED 3D GAME ART PRODUCTION
GDEV70026
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Daniel Webster
Hours of Study
Scheduled Learning and Teaching Activities: 65
Independent Study Hours: 235
Total Learning Hours: 300
Assessment
  • 3D PORTFOLIO CREATION weighted at 40% - Learning outcome(s) assessed: 2,3
  • ART BOOK - RESEARCH, EXPERIMENTATION AND SYNTHESIS weighted at 60% - Learning outcome(s) assessed: 1,4
Module Details
LEARNING OUTCOMES
1. Critically evaluate and apply advanced research, contemporary best practice and emerging techniques in the creation of professional 3D game assets. Knowledge & Understanding

2. Analyse and resolve complex artistic and technical challenges using systematic, creative and evidence-informed approaches appropriate to modern 3D production pipelines. Critical Reasoning & Collaboration

3. Produce high-quality 3D game assets using advanced, industry-standard or experimental workflows, demonstrating technical proficiency and creative innovation. Application & Problem-Solving

4. Communicate creative, aesthetic and technical decisions clearly and professionally through visual presentation and supporting documentation and critically reflect on gaps and biases in personal knowledge, skills and decision-making to improve professional practice in unpredictable contexts. Communication Research Skills
ADDITIONAL ASSESSMENT DETAILS
Assessment 1: 3D Portfolio Creation [Learning Outcomes 2,3] Weighting: 40%

Description
Students will produce a cohesive body of 3D game art that demonstrates advanced technical and artistic proficiency within a chosen specialism (e.g., character art, hard-surface modelling, environment art, VFX or technical art). Using industry-standard or experimental workflows, students must create one or more polished 3D assets or scenes that reflect an informed and professional approach to contemporary production constraints. The number of assets created is guided by discipline, e.g., a prop artist may make 5 prop assets whereas an environmental artist would make one scene asset that takes an equivalent effort.

The portfolio must evidence:
The successful application of advanced techniques, tools and workflows
Systematic, creative and technically informed problem-solving throughout development
Clear justification of design and production decisions through accompanying annotation or breakdowns

Submission should reflect the expectations of a modern games studio and demonstrate the ability to resolve complex artistic and technical challenges.

Assessment 2: Art Book: Research, Experimentation and Synthesis [Learning Outcomes 1,4] Weighting: 60%
Description
Students will produce a professionally presented Art Book comprising of:

Research & Experimentation
Students will undertake a structured investigation into a new, advanced or unfamiliar area of the 3D games art pipeline relevant to their specialism guided by the module delivery team. Through independent research and practical experimentation, students must explore current methods, tools or workflows, critically evaluating their potential application within their own practice.

This section must demonstrate:
Critical evaluation and application of contemporary research, theory and best practice
Evidence of experimentation, iteration and synthesis of new insights into the student’s workflow
Development Documentation & Critical Reflection Students will document, contextualise and critically reflect upon the development of their 3D portfolio project. The Art Book should present a detailed account of the creative and technical processes underpinning production, supported by research, annotated visuals and professional analysis.

This section must include:
Clear visual and written documentation of the project’s development
Critical analysis of artistic and technical decisions, referencing research and industry standard
Reflective evaluation of challenges, problem-solving strategies and areas for future growth
Professional-quality presentation suitable for both postgraduate assessment and industry review
INDICATIVE CONTENT
This module develops advanced practical and skills in 3D Games Artistry through research, experimentation, and professional portfolio production. Students will explore and apply contemporary workflows and creative methodologies across a chosen area of specialism. This includes:
3D Modelling Techniques
Photogrammetry/ Scanning tools
Procedural and Generative Workflows
Digital Sculpting and Detailing
Material and Texture Creation
Optimisation and Constraints
Technical approaches to Artistry
Research and Experimentation Methods for 3D Artists
Portfolio Presentation and Professional Standards
Documentation and Reflective Writing (Art Book Development)
WEB DESCRIPTOR
Refine your 3D artistry and bring game art to life. This module hones your skills in creating high-quality 3D assets, letting you focus on realistic or stylised art.

You’ll master industry-standard workflows, tools, techniques used across games and digital visualisation. Through research, experimentation, and professional practice, you’ll develop a creative identity and a polished portfolio that showcases your technical and artistic expertise. With a focus on real-time game production and contemporary pipelines, this module equips you with the adaptable, in-demand skills needed to thrive in the dynamic world of 3D games artistry.
LEARNING STRATEGIES
Students will engage in a range of learning strategies, including tutor-led presentations, supervisory tutorials, workshops and self-directed study. Formal sessions introduce research methods, contemporary industry pipelines and examples of good practice relevant to technical, creative or 3D art-focused project work. Supervised development support sessions provide individual guidance, methodological advice and demonstrations of appropriate tools, workflows and analytical approaches. Students are expected to undertake substantial independent research and iterative development, documenting progress and applying feedback to refine their project direction and outcomes.
TEXTS
Dinur, E. (2021). The Complete Guide to Photorealism: For Visual Effects, Visualization and Games (1st ed.). Routledge.
3D Modelling Using Autodesk 3ds Max with Rendering View. (2022). United States: IGI Global.
Recent Advances in 3D Imaging, Modeling, and Reconstruction. (2020). United Kingdom: IGI Global. Anderson, M. (2023). Unreal Engine 5 for Beginners: Game Design and Asset Creation. Packt Publishing. Chehreghani, S. (2022). Visual Storytelling for 3D Artists. Focal Press.
3DTotal Publishing. (2021). Beyond Art Fundamentals. 3DTotal Publishing.
RESOURCES
Study Guidance and Support:
Blackboard Virtual Learning Environment o Lecturer Content and Supporting content
University of Staffordshire Library – full access to physical and digital resources.
Module Reading List

On-Site Software Resources:
Students will have access to the following software packages and platforms in our provided Labs:
Digital Academy Forum
Digital Academy Uploads
Adobe Photoshop
Maxon Zbrush
Marvellous Designer
Autodesk 3DS Max
Autodesk Maya
Blender
Autodesk Fusion 360
3D Coat
Adobe Substance Designer
Adobe Substance Painter
Unreal Engine 5
RecapPhoto
Reality Capture
Houdini
(specific version number listed in module assessment)

Hardware and Facilities
Students will also have access to relevant hardware via our games development Labs open 24/7 (except national holidays)

Scanning Equipment (available via the Visualisation and Simulation Studio):
HandySCAN Black Elite
MechScan Macro 3D Scanner
Faro FOCUS S70

Photography Equipment (available from CISO – Henrion Media Store):
Access to professional photography equipment for texture and reference capture.