Pre-Visualisation | Abertay University



This module will introduce you to the processes and pipelines used to develop 2D and 3D assets for games. While the module will involve working with a range of digital art packages and graphics types, you will also learn about visual style development and asset implementation in game engines. This knowledge will enable you to: work alongside Game Artists more effectively; assist with the development of pipelines for art production; and effectively coordinate game projects that involve the management of art production.


The aim of this Module is to provide students with a working knowledge of 2D and 3D game art production practices relevant to the development of digital games.

Learning Outcomes

By the end of this module the student should be able to:

1.  Demonstrate an appreciation of the underlying visual art and graphic design theories that inform visual style development and game art production.

2.  Demonstrate an understanding of industrial practices and pipelines that are used in the development and implementation of game art.

3.  Utilise a range of digital arts packages to produce 2D and 3D assets suitable for application in game development.

Indicative Content

1 Visual research

Collecting and collating visual research materials such as photography, illustration, film and other media, existing game products and franchises etc.

2 Visual style development and communication

Developing style guides / art bibles that clearly communicate the desired visual style of a game product

3 Pipelines and platforms

Understanding the diversity of software used within game art pipelines, and the importance of considering game engines and target devices

4 2D graphics

Creating and editing 2D graphics for games, including both raster and vector graphics

5 3D graphics

An introduction to 3D modelling and texturing for games

6 Animation

Understanding how to create and implement animated game assets

7 User interfaces

Understanding the theories and best practices for UI design and implementation in games

8 Professionalism

Presenting game art portfolios that show an awareness of best practices and employer expectations

Statement on Teaching, Learning and Assessment

Students will attend large group lectures that will focus on; understanding visual theories that underpin art production and presentation, historical and contemporary developments in game art, and professional game art practice. Online content and tutorials will provide students with structured education in the applied use of digital art software. It is expected that students will work through online tutorials in their own time, outside of scheduled class time. Guidance on additional learning paths and resources will be linked through Blackboard. Students will use timetabled practical sessions to develop their portfolio assessments. Practicals will be unsupervised for the first hour, allowing students time to work on their projects using lab computers. The second hour of each practical will be supervised. Students will be encouraged to make the most of the first hour so that tutors can assist with problem solving and providing feedback more effectively in the second hour.

Teaching and Learning Work Loads

Total 200
Lecture 12
Tutorial/Seminar 0
Supervised Practical Activity 12
Unsupervised Practical Activity 12
Assessment 82
Independent 82

Guidance notes

Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.


We make every effort to ensure that the information on our website is accurate but it is possible that some changes may occur prior to the academic year of entry. The modules listed in this catalogue are offered subject to availability during academic year 2018/19 , and may be subject to change for future years.