3D Design for Games | Abertay University

3D Design for Games


This module will introduce students to the 3D game art pipeline, providing them with the knowledge and skills required to design and build their own 3D assets for games.


The aim of this module is to provide the student with the technical and conceptual skills required to create 3D assets for games.

Learning Outcomes

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

1.  Demonstrate the ability to create textured 3D game assets for application in a game engine.

2.  Apply theories of colour, light, and composition to the iterative design and development of a 3D scene.

3.  Deliver a portfolio of 3D game assets that demonstrates an appreciation of how artwork should be prepared and presented to prospective employers.

Indicative Content

1 Software skills

Work with a range of 2D, 3D, and game engine tools to produce 3D game assets.

2 Polygon modelling

Use polygon modelling tools to build 3D assets for games.

3 Curves and NURBS modelling

Create polygon models for games using curves and NURBS modelling tools.

4 UV mapping

Create and edit UV layouts for 3D models.

5 Materials

Learn to select, edit, and apply materials to 3D models in both 3D software and in game engines.

6 Texture production

Use 2D graphics packages to build textures and texture sets for 3D game models.

7 3D painting

Create texture maps using 3D painting packages and techniques.

8 Sculpting

Use sculpting packages/tools to create high poly detail and generate advanced texture maps.

9 Lighting

Apply theories of colour and light to 3D game scenes.

10 Modular production

Learn to create modular 3D assets appropriate for the production of game scenes.

Statement on Teaching, Learning and Assessment

Students will be supported by a series of 12 x 1-hour tutorials that will introduce and demonstrate the use of core 3D production techniques. In addition to tutorials, students will attend 12 x 2-hour supervised practicals. In Teaching Weeks 3, 5, 9, and 11, students will participate in 3-hour unsupervised practicals. In these sessions, students will be allocated activities that consolidate knowledge gained in lectures and tutorials, resulting in work that should be included in the final portfolio submission. The assessment will take the form of a portfolio of 3D work. In addition to the outcomes of the unsupervised practical sessions, students will be expected to design, develop, and present a 3D scene. This 3D scene will be the major component of the final portfolio assessment.

Teaching and Learning Work Loads

Total 200
Lecture 0
Tutorial/Seminar 12
Supervised Practical Activity 24
Unsupervised Practical Activity 12
Assessment 80
Independent 72

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.