Character Art Production

Description

In this module students will develop their knowledge and understanding of videogame character design, and focus on the development of their technical and creative skills for character art production. By the end of this module, students will have greatly advanced their proficiency with art production tools and pipelines commonly used in the games and entertainment industries for the visualisation of 3D characters.

Aims

The aim of this module is to provide the student with specialist skills in the art production of 3D game characters.

Learning Outcomes

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

1.  Conduct visual research and iterative concept development for an original game character with a defined visual style

2.  Demonstrate technical and artistic ability in the use of 3D digital methods to create game character assets

3.  Use digital painting and advanced materials to add colour, texture, and detail to character models

4.  Deliver final work demonstrating an awareness of professional approaches to character presentation and an ability to implement character assets in a game engine

Indicative Content

1 Visual Research

Conduct extensive research into existing characters, fashions, cultures, and other resources, developing ideas for use of form, shape, colour, and overall visual style.

2 Concept Development

Demonstrate an appreciation of game character design literature and the use of characters within games. Iteratively develop ideas and drawings for an original game character.

3 Sculpting

Use digital sculpting packages to develop character concepts and produce high-poly assets.

4 3D Modelling

Use 3D modelling packages, tools, and techniques to build polygon-models.

5 UVs and Retopologisation

Rebuild meshes to develop new mesh layouts, edge flow, polygon density with a view to creating cleaner and more efficient models for games. Work with UV layouts for characters.

6 Painting

Use 2D/3D painting packages to produce textures for game characters

7 Materials

Build advanced materials for characters, considering different types of materials used within a character asset (e.g. skin, hair, cloth, leather, metal etc.); consider use of PBR.

8 Presentation

Produce character video turnarounds and captured images of character assets implemented in-engine; present work in a manner consistent with professional practice.

Statement on Teaching, Learning and Assessment

In the first six weeks of the term, students will be supported by a series of 6 x 1-hour lectures and 6 x 1-hour technical demonstrations. The former will introduce students to the pertinent concepts and theories that will underpin their critical engagement with the project. The latter will provide students with live demonstration of character art production techniques and processes, including modelling, sculpting, painting, and materials. Throughout the term, students will attend 12 x 2-hour practical sessions. This time will be used for project development with support and formative feedback from the tutor. The assessment will be an assigned character art coursework. The submission should provide evidence of concept design and development, production work, and the final game-ready character assets.

Teaching and Learning Work Loads

Total 200
Lecture 6
Tutorial/Seminar 6
Supervised Practical Activity 24
Unsupervised Practical Activity 0
Assessment 100
Independent 64



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.


Disclaimer

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 2019/10 , and may be subject to change for future years.