Module Descriptors
3D GAMES ENVIRONMENTS
LMAC50221
Key Facts
School of Digital, Technologies and Arts
Level 5
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 90
Independent Study Hours: 210
Total Learning Hours: 300
Assessment
  • INCOURSE ASSESSMENT weighted at 100%
Module Details
ASSESSMENT DETAILS
Portfolio (100%)
Work collaboratively through research, development and the modelling of a 3D environment or environments (depending on complexity) working to industry standards and expectations for a designated target audience.
[Learning Outcomes: 1, 2, 3, 4 & 5]
INDICATIVE CONTENT
To be successful in the industry you will need to be able to respond to other people’s ideas, market research, industry trends, technological changes and audience feedback. This module will encourage you to explore the wider context in which computer games are developed. You will need to think about market segmentation, demographics and routes to audiences and the implications these have on computer character modelling and animation when responding to a brief. You will also need to be aware of critical debates surrounding computer games, such as gender representation or violence, and consider how, as a practitioner, you may respond to such issues.

Throughout this module the emphasis will be on the design of the games environment. This will be informed by a sound appreciation of key elements such as scale, structure, form, perspective, colour, texture, light and their interrelationship. You will implement skills of observation and visual recording in order that your work is recognisable to the audience, is credible and supports both the narrative and the gameplay. Your work must also be sensitive to the needs of the target audience and regulatory framework to ensure the product is marketable.

You will investigate and evaluate examples of 3D environments from existing games and similar media products, both past and present, iconic and ground-breaking. This will support the development of your own insights into how the sector has evolved. Through this you will be able to develop your own style and be able to confidently discuss 3D environment principles and translate these meaningfully into new and innovative assets.

Your research will inform the development of your own 3D environments as you collate a portfolio of your own work. You will be expected to demonstrate different styles for different purposes and target audiences and be able to justify the stylistic decisions. You will work through the processes of ideas generation, planning and experimentation, demonstrating a range of specific skills for the sector. The purpose of this is not necessarily to have fully resolved environments but to extend your repertoire, including your ability to work collaboratively. Given that 3D environments require a complex combination of assets, you will explore how to interact with other creatives to make components which are aesthetically satisfying and successfully interrelate. This will require a suitable approach to lighting, shading and rendering.

In the second part of the module you will synthesise all the elements you have learned in the response to a brief to produce an original 3D environments by combining your assets within a game engine in order to generate the final environment(s). This is an opportunity to showcase your skills and personal style, to innovate, to evaluate the requirements of a brief and to take responsibility for managing the process and preparing your models to export to game engines.

Your success in the sector will be dependent on your ability to create environments that are immersive, engaging and that transport the gamer to that world. This module is designed to help you to produce a portfolio that is varied, sophisticated and demonstrates a high level of technical skill and proficiency, which requires a commitment to independent study and sustained practice.
LEARNING STRATEGIES
Introductory briefing at onset of module
Workshops, to include demonstrations, studio tutorials and exploration of different techniques and processes
Analysis of existing products
Visiting guest speakers
Screenings / game play
Practical work
Independent practical development
Group tutorials and critiques with formative feedback
Individual tutorials
RESOURCES
Games consoles
Sketchbook.
Drawing Board.
Mix drawing materials.
Paper, Printers, Scanner.
Photoshop
Computer.
3D Creation Software.
Game Engine
TEXTS
Ahearn, L. (2014) 3D Game Textures: Create Professional Game Art Using Photoshop: CRC Press
Ahearn, L. (2008) 3D Game Environments: Create Professional 3D Game Worlds: Focal Press
Cole, E. (2014) Architectural Details: A Visual Guide to 5000 Years of Building Styles: Ivy Press
Cragoe, C. (2008) How to Read Buildings: A Crash Course in Architecture: Herbert Press
Hernandez, E. (2012) Set the Action! Creating Backgrounds for compelling Storytelling in Animation, Comics and Games: Focal Press
Hopkins, O. (2014) Architectural Styles: A Visual Flexibound: Laurence King
LEARNING OUTCOMES
1. DEMONSTRATE INSIGHTS INTO THE USE OF SOFTWARE AND TECHNICAL SKILLS IN THE EXPLORATION AND PRACTISE OF 3D ENVIRONMENT MODELLING FOR SPECIFIC CONTEXTS
[Knowledge and Understanding]

2. EXAMINE EXAMPLES OF EXISTING 3D ENVIRONMENTS USING CONCEPTS AND THEORETICAL FRAMEWORKS AND EXPLORE HOW THEY GENERATE MEANING FOR THE COMPUTER GAMER.
[Analysis]

3. PRESENT CREATIVE AND TECHNICAL SOLUTIONS TO OVERCOME CHALLENGES THAT ARISE WITHIN THE PROCESS OF MODELLING 3D ENVIRONMENTS.
[Problem Solving]

4. USE THE MEDIUM OF 3D MODELLING TO CONVEY MEANING AND EVOKE INTENDED RESPONSES FROM THE COMPUTER GAMER.
[Communication]

5. WORK WITHIN REGULATORY FRAMEWORKS IN COLLABORATION WITH OTHERS TO MODEL COMPONENTS FOR A COHESIVE AND AESTHETICALLY PLEASING 3D ENVIRONMENT FOR A SPECIFIC CONTEXT
[Working with Others]