Description
In this module students will engage with the creative and technical processes involved in the design and production of game environment art. Player engagement with and perception of these spaces will be critiqued, with consideration for visual style, layout, and environmental storytelling. By the end of this project students will have gained experience in the conceptualisation, planning, modelling, texturing, and construction of game environments, which will be particularly beneficial to those who have an interest in progressing into game art roles.
Aims
The aim of this module is to provide the student with specialist skills in the critique, design, and art production of game environments.
Learning Outcomes
By the end of this module the student should be able to:
1. Carry out visual and design research in order to develop an innovative and expressive concept for a game environment project
2. Demonstrate a technical understanding of game engines, game art pipelines, and software solutions for game environments
3. Demonstrate a critical understanding of the conceptual and practical issues surrounding the design and realisation of game environments, considering visual style, spatial design, and user experience
4. Iteratively design and develop an original game environment, and present this work in a manner consistent with professional practice
Indicative Content
1 Visual research and concept design
Research real-world / fictional spaces and visual styles. Develop planning materials and concept designs in support of an environment art project.
2 Level design and player interaction
Apply knowledge from level design theory and user interaction and UX design to your understanding of environment art, layout, and navigation.
3 Spatial design
Consider architectural theories and principles when developing concepts for a virtual environment.
4 Environmental storytelling
Investigate how game worlds, spaces, and immersive environments create atmosphere and tell stories through layout, props, lighting, and textures.
5 3D modelling
Design, build and unwrap 3D models appropriate for application in game engines. Consider sculpting and its application in game environment production.
6 Materials and maps
Paint and generate texture maps and create complex materials for application to surfaces. Consider PBR.
7 Modular kits
Build and implement kits for modular environment design.
8 Optimization with environment pipelines
Understand and apply optimisation of environment art assets within a game pipeline.
9 Lighting
Apply static and dynamic lighting within your scenes. Understand light bakes and additional post-processing effects.
10 Game engines
Apply all of the above in-engine to demonstrate the ability to assemble environment art for presentation as part of a game product. Gain the ability to efectively showcase their work within a professional manor.
Teaching and Learning Work Loads
Teaching and Learning Method | Hours |
Lecture | 6 |
Tutorial/Seminar | 6 |
Practical Activity | 24 |
Assessment | 100 |
Independent | 64 |
Total | 200 |
Guidance notes
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.
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 2021/22 , and may be subject to change for future years.