Games Artist and Animator Course Plan

Introduction Section

  • Intro 1 – An Introduction to the Industry
  • Computer Game Genres
  • Stages of Development
  • Common Terms
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  • Intro 2 – An Introduction to the Hardware
  • PC, Sony, Nintendo, Microsoft
  • Online Games
  • Mobile Gaming
  • Game Engines
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  • 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
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  • 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
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  • Lesson 2 – The Art Creation Pipeline in the Games Industry
  • The 3ds Max User Interface
  • Creating Objects in 3ds Max
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  • 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
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  • 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
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  • Lesson 7 – Photoshop Layers and Selections
  • Using Layers and Layer Groups
  • Selection Tools
  • Transparency and Alpha Channels
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  • 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
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  • 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
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  • Lesson 12 – Layer Effects
  • Common Layer Effects
  • More Advanced Texture Creation Effects
  • Masks and Adjustment Layers
  • Creating Normal Maps
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  • 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
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  • Lesson 15 – Scene Management
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  • 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
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  • Lesson 18 – Organic Modelling Techniques (Intermediate)
  • Optimising Art
  • Unwrap UVW
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  • Lesson 19 – More Advanced Texturing
  • Normal Maps
  • Diffuse Maps
  • Specular Maps
  • Ambient Occlusion Maps
  • Lesson 20 – Polygon Topology
  • Parameterisation
  • Modelling with Animation in Mind
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  • 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
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  • Lesson 23 – How to Rig Bipeds
  • Special Animation Controls
  • Inverse Kinematics and Forward Kinematics
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  • 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
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  • Lesson 27 – Introduction to Enviroment Sketching
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  • Lesson 28 – Introduction to NURBS and Subdivision Surfaces
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  • Lesson 29 – Creating a ‘Material’ from all your Texture Maps

Section 3 Part B

  • Lesson 30 – Advanced High Polygon Modelling
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  • Lesson 31 – High Poly vs. Low Polygon Methods
  • Intro to Spline Modelling
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  • Lesson 32 – Introduction to Particles
  • Particles in 3D Max and Game Engines
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  • Lesson 33 – Introduction to Physics
  • Physics in game vs. 3D Packages
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  • Lesson 34 – Ray Tracing & Radiosity vs. Realtime Rendering
  • Lesson 35 – Common Effects in Game Engines (Bloom, HDR Lighting, etc.)
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  • Lesson 36 – Character Sketching
  • Measuring Proportions Using ‘Heads’
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  • Lesson 37 – Modelling Realistic Proportions
  • Advanced Polygon Parameterisation and Working Practices
  • Cleaning Bad Meshes
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  • Lesson 38 – Displacement Maps & Procedural Materials

Section 3 Part C

  • Lesson 39 – Advanced Rigging Techniques
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  • Lesson 40 – Motion Capture in Games
  • Importing and Cleaning Mo-Cap Data
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  • Lesson 41 – Non-Linear Animation
  • Animation Clips
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  • Lesson 42 – Facial Animation
  • Rigging a Face
  • Blend Shapes & Morph Targets
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  • Lesson 43 – Animation Layers
  • Lesson 44 – Advanced Exporting (for Character/Environment Interaction)
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  • Lesson 45 – 12 Rules of Animation (for Realistic Animation)
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  • Lesson 46 – Cameras and Basics of Cinematography
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  • Lesson 47 – Building a Portfolio/Demo Reel
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  • Lesson 48 – Approaching Employers

 

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