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.
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.
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 using associated software and pipelines
6 User interfaces
Understanding the theories and best practices for UI design and implementation in games
Presenting game art portfolios that show an awareness of best practices and employer expectations
Teaching and Learning Work Loads
For session 2020/21 the expectation is that the teaching and learning hours stated in this descriptor will form a mix of synchronous and asynchronous student/staff activity, with the majority of this being online. The exact pattern of this activity is likely to vary from the standard face-to-face hours listed below but the overall student effort remains the same. Up-to-date information on the delivery of the module can be found on the relevant module MLS site and on your student timetable.
|Teaching and Learning Method||Hours|
SCQF Level - The Scottish Credit and Qualifications Framework provides an indication of the complexity of award qualifications and associated learning and operates on an ascending numeric scale from Levels 1-12 with SCQF Level 10 equating to a Scottish undergraduate Honours degree.
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 2020/21 , and may be subject to change for future years.