Games Artist and Animator Course Plan
Introduction Section
- Intro 1 – An Introduction to the Industry
- Computer Game Genres
- Stages of Development
- Common Terms
- Intro 2 – An Introduction to the Hardware
- PC, Sony, Nintendo, Microsoft
- Online Games
- Mobile Gaming
- Game Engines
- Intro 3 – An Introduction to the Role
- The Role of the Artist
- Intro 4 – An Introduction to the Art Creation Pipeline
- 2D Packages
- 3D Packages
- Animation Packages
- Common Resources for Artists
- Intro 5 – An Introduction to Lighting & Rendering
- 3D Models
- Cameras
- Lights
- Animation
Section 1 Part A
- Lesson 1 – Video Game Art
- Role of the Artist in the Games Industry
- Tools of the 3d Artist
- History of Computer Game Art
- Lesson 2 – The Art Creation Pipeline in the Games Industry
- The 3ds Max User Interface
- Creating Objects in 3ds Max
- Lesson 3 – An Introduction to the Material Editor
- Polygon Modelling Techniques
- Basic UV Mapping
- Lesson 4 – Welcome to Photoshop
- Photoshop Basics
- Image File Formats
- Basic Texture Creation
- Lesson 5 – Introduction to Concept Art
- Typical Workflow
- Acquiring Images
- Creating Models from Reference Material
Section 1 Part B
- Lesson 6 – Polygons, Quads and Triangles
- Clean and Economic 3D Modelling
- Face Normals and Smoothing Groups
- UV Unwrapping
- Lesson 7 – Photoshop Layers and Selections
- Using Layers and Layer Groups
- Selection Tools
- Transparency and Alpha Channels
- Lesson 8 – Scenes, Cameras & Lighting
- Creating and Navigating Cameras
- Basic Rendering and Lighting
- Three Point Lighting
- Exporting Scenes to a Game Engine
- Lesson 9 – Basic 3D Character Techniques: A Helping Hand
- Organic Modelling
- Basic UVW Unwrap with a Texture Page
- Good and Bad Seam Placement
- Lesson 10 – Animating with Skeletons
- Creating Hierarchical Bone Systems
- Character Skinning
- Character Rigging
- Basic 3D Animation
Section 2 Part A
- Lesson 11 – Modelling an Ocean Floor
- Subdivision Planning
- Introduction to Normal Maps
- Lesson 12 – Layer Effects
- Common Layer Effects
- More Advanced Texture Creation Effects
- Masks and Adjustment Layers
- Creating Normal Maps
- Lesson 13 – Image Formats
- Palletised and Low Colour Images
- Billboards & Animated Gifs
- Lesson 14 – Intro to ZBrush/Mudbox Workflow
- Vertex Colour
- Multiple UV Channels
- Render to Texture
- Lesson 15 – Scene Management
- Lesson 16 – Ambient Occlusion
- Ambient Occlusion in Materials
- Creating Ambient Occlusion Maps
Section 2 Part B
- Lesson 17 – Concept Art & Sketch Work
- Creating Concept Art
- Importing Concept Art onto your Computer
- Image Planes
- Lesson 18 – Organic Modelling Techniques (Intermediate)
- Optimising Art
- Unwrap UVW
- Lesson 19 – More Advanced Texturing
- Normal Maps
- Diffuse Maps
- Specular Maps
- Ambient Occlusion Maps
- Lesson 20 – Polygon Topology
- Parameterisation
- Modelling with Animation in Mind
- Lesson 21 – Exporting Models to a Game Engine
- Model Origins and Pivot Points
- Level of Details
Section 2 Part C
- Lesson 22 – Creating a Skeleton
- Lesson 23 – How to Rig Bipeds
- Special Animation Controls
- Inverse Kinematics and Forward Kinematics
- Lesson 24 – Animation Rules & Techniques
- Setting Keys
- Graph Editor
- Lesson 25 – Animation Cycles
- Walk Cycle
- Baking Animation
- Importing and Exporting Animation
Section 3 Part A
- Lesson 26 – Reference and Using it Effectively
- Lesson 27 – Introduction to Enviroment Sketching
- Lesson 28 – Introduction to NURBS and Subdivision Surfaces
- Lesson 29 – Creating a ‘Material’ from all your Texture Maps
Section 3 Part B
- Lesson 30 – Advanced High Polygon Modelling
- Lesson 31 – High Poly vs. Low Polygon Methods
- Intro to Spline Modelling
- Lesson 32 – Introduction to Particles
- Particles in 3D Max and Game Engines
- Lesson 33 – Introduction to Physics
- Physics in game vs. 3D Packages
- Lesson 34 – Ray Tracing & Radiosity vs. Realtime Rendering
- Lesson 35 – Common Effects in Game Engines (Bloom, HDR Lighting, etc.)
- Lesson 36 – Character Sketching
- Measuring Proportions Using ‘Heads’
- Lesson 37 – Modelling Realistic Proportions
- Advanced Polygon Parameterisation and Working Practices
- Cleaning Bad Meshes
- Lesson 38 – Displacement Maps & Procedural Materials
Section 3 Part C
- Lesson 39 – Advanced Rigging Techniques
- Lesson 40 – Motion Capture in Games
- Importing and Cleaning Mo-Cap Data
- Lesson 41 – Non-Linear Animation
- Animation Clips
- Lesson 42 – Facial Animation
- Rigging a Face
- Blend Shapes & Morph Targets
- Lesson 43 – Animation Layers
- Lesson 44 – Advanced Exporting (for Character/Environment Interaction)
- Lesson 45 – 12 Rules of Animation (for Realistic Animation)
- Lesson 46 – Cameras and Basics of Cinematography
- Lesson 47 – Building a Portfolio/Demo Reel
- Lesson 48 – Approaching Employers
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