Module Descriptors
3D MODELLING FOR COMPUTER GAMES
LMAC40218
Key Facts
School of Digital, Technologies and Arts
Level 4
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 150
Independent Study Hours: 150
Total Learning Hours: 300
Assessment
  • PRACTICAL PROJECT weighted at 80%
  • EVALUATION weighted at 20%
Module Details
ASSESSMENT DETAILS
Assessment 1 – Practical Project (80%).
A contribution to a negotiated group project to research and develop a coherent package of 3D assets for a AAA computer game.
[Learning outcomes 1, 2, 3, 4]

Assessment 2 – Evaluation (20%)
A critical evaluation of your contribution to the collaborative process and of the outcome, with findings expressed through a range of communication methods.
[Learning Outcome 5]

Final Assessment: Assessment 1

Formative Assessment
Observation of contribution to the collaborative practical process
Participation in discussions and critique
INDICATIVE CONTENT
3D modelling skills are utilised across the computer games industry and in a range of other media outlets, such as TV and Film. This module focusses on the development of your skills in 3D modelling and will teach you how to create visual assets for computer games using specialist software. Within any computer game there are a variety of visual assets that together make up the gaming experience for example, humans, animals, plants, vehicles, furniture and scenery. Each asset must have characteristics which contribute to the overall theme and support the narrative. Working as part of a small team, you will learn how to develop separate assets which could contribute collectively to a credible and cohesive game level. You will be introduced to principles and theories of lighting and rendering and the way in which programs and processes are used to simulate light and shade, and to generate the final images that players will see.

For the purpose of this module you will negotiate with your module leader a theme and narrative suitable for a AAA games title. Once agreed, you will work as a team to draft pre-visualisation sketches and storyboards, negotiating the range of assets to be generated and establishing individual responsibilities. This approach will be representative of a typical professional environment.

This module places an emphasis on your experimentation in the use of software to develop your range of 3D objects, considering the way formal elements such as form, colour, texture and tone will be achieved. This will be supported by a structured series of demonstrations, workshop exercises, group discussions and critiques. You will build on the traditional and digital skills that were developed earlier in the course, with a commitment to becoming more proficient in the application of software and techniques to make your models realistic. Research, observation, and your understanding of theory and critical debate should underpin your creative choices and technical asset development. You will develop a working framework that supports your team’s ability to anticipate and overcome problems whilst working to interim deadlines that support a timely team response.

Additionally, you will begin to explore the process of rendering in order that your 3D models can be imported appropriately into a game engine or be taken to a stage where they can be animated.

You should make a record of your journey through this collaborative and independent process, considering the problems that you have faced individually and as a team, articulating how your practice has been informed by theoretical understanding and analysis of the subject, and presenting your conclusions with regards to what does and does not work when producing 3D games assets, and evidencing your knowledge and understanding.
LEARNING STRATEGIES
Strategies in this module place an emphasis on practical work, in order that learning is focussed on building creative and technical skills in the use of 3D modelling software, techniques and processes. This will be facilitated through a series of lectures and demonstrations, each followed by hands-on practical activities typically including:
• Workshops exploring and experimenting with software processes, drawing skills and digital graphics
• Seminars discussing exemplars
• Practical project ideas generating and negotiation
RESOURCES
Sketchbook.
Drawing Board.
Mix drawing materials.
Paper, Printers, Scanner.
Graphics tablet
Photoshop
Computer.
3D Creation Software.
TEXTS
Ahearn L (2014) – 3D Game Textures: Create Professional Game Art Using Photoshop: CRC Press
Birm J (2013) Digital Lighting and Rendering: New Riders
Capizzi T (2002) Inspired 3D Modelling and Texture Mapping: Premier Press
Summers D (2004)Texturing: Concepts and Techniques: Charles River Media
Vaughan W. (2011) Digital Modelling: New Riders
Williams R. (2012) The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators: Faber and Faber
LEARNING OUTCOMES
1. SELECT APPROPRIATE RESOURCES AND TECHNIQUES IN ACCORDANCE WITH BASIC THEORIES AND CONCEPTS WHEN MODELLING 3D GAMES ASSETS.
[Knowledge and Understanding]

2. UTILISE APPROPRIATE RESOURCES, TECHNIQUES AND APPROACHES AND APPLY BASIC THEORIES AND CONCEPTS IN THE CREATION OF A COHERENT PACKAGE OF 3D ASSETS.
[Application]

3. EVALUATE THE APPROPRIATENESS OF DIFFERENT APPROACHES TO SOLVE PROBLEMS IN ORDER TO CREATE SUCCESSFUL 3D ASSETS.
[Problem Solving]

4. WORK AS AN EFFECTIVE TEAM MEMBER TO NEGOTIATE, PLAN AND IMPLEMENT A RESPONSE TO A BRIEF.
[Working with Others]

5. CRITICALLY EVALUATE OWN CONTRIBUTION AND THAT OF OTHERS WHEN WORKING COLLABORATIVELY TO A CREATIVE BRIEF AND HOW IT HAS BEEN INFORMED BY THEORY AND CURRENT PRACTICE.
[Reflection]