CCOG for MM 121 archive revision 201701
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- Effective Term:
- Winter 2017 through Summer 2024
- Course Number:
- MM 121
- Course Title:
- Intro to Game Art 欧洲杯决赛竞猜app_欧洲杯足球网-投注|官网ment
- Credit Hours:
- 2
- Lecture Hours:
- 20
- Lecture/Lab Hours:
- 0
- Lab Hours:
- 0
Course Description
Intended Outcomes for the course
Upon completion of the course students should be able to:
- Identify the tools and processes used to create current generation game assets.
- Create documented plans for their own game asset.
- Understand a variety of gaming engines and which best fits each gaming genre.
- Demonstrate basic knowledge of gaming engines.
- Evaluate professional game design documents for processes, consistencies, and functions.
Course Activities and Design
Course material will be presented in a lecture format. This course is designed to maximize learning through the use of strategies such as outcome based instruction, collaborative learning, contextual application and performance based assessment. Lecture material will consist of discussion, diagrams, multimedia, and other educationally sound practices. Other activities will include hands-on utilization of multimedia software. Demonstration and handout materials will be provided.
Outcome Assessment Strategies
Assessment will be based upon a combination of in-class participation, attendance, examinations, and quality of the multimedia project(s). Determination of problem solving skills, team work, and communication skills may also be included.
Course Content (Themes, Concepts, Issues and Skills)
1. GAME ART AND ITS ROLE IN GAME DEVELOPMENT
1.1. The game development process
1.2. What game art is and how it is used
1.3. Tools and programs that are used
2. FROM CONCEPT TO GAME ENGINE
2.1. Planning and the design document
2.2. Conception and revision
2.3. Modeling
2.4. UV mapping and texturing
2.5. Rigging and animating
2.6. Assets into gaming engines
2.7. Level design
3. GAME ENGINES
3.1. What are gaming engines
3.2. Introduction into basic use of engine(s)
3.3. Playing existing levels
3.4. Modifying levels
3.5. Modifying textures and models
3.6. Listing of major game engines
4. JOBS IN THE INDUSTRY
4.1. What the job field looks like
4.2. The skills and attitude needed to succeed
4.3. Local job prospects
4.4. Indie development
5. THE DESIGN DOCUMENT
5.1. Documents from the producer/developer to the artists
5.2. Hitting style, look, and feel
5.3. Technical limitations and considerations
6. CREATING YOUR DESIGN DOCUMENT
6.1. Your asset – What? Why? For whom?
6.2. Concept sketches and passes
6.3. Look, style, and function
6.4. Peer review and expectations moving forward