CCOG for MM 225 Winter 2025


Course Number:
MM 225
Course Title:
Game Art Pipeline
Credit Hours:
3
Lecture Hours:
30
Lecture/Lab Hours:
0
Lab Hours:
0

Course Description

Introduces processes and methods necessary for developing game-specific content for contemporary game engines and real-time rendering environments. Focuses on team-based efficient production management and pipeline. Prerequisites: MM 121 or instructor permission, and (WR 115 and RD 115) or IRW 115 and MTH 20 or equivalent placement. Audit available.

Intended Outcomes for the course

Upon successful completion of the course students should be able to:

  • 欧洲杯决赛竞猜app_欧洲杯足球网-投注|官网 a plan for game content creation, export, and integration using the appropriate game content pipeline sequence.
  • Create efficient modeling, texturing, rigging, and animation suitable for use in real-time gaming engines.
  • Test completed game assets in game engines for functionality, aesthetics, and appeal.

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 production 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. THE GAME CREATION PIPELINE
1.1. Indie vs. large scale development
1.2. Roles: Producer and Publisher
1.3. 欧洲杯决赛竞猜app_欧洲杯足球网-投注|官网ment roles: Designer, Artist, Programmer, Level Designer, Sound Engineer, Tester
1.4. Pre-production, production, and testing
1.5. Milestones
1.6. Crunch time, post-production, outsourcing, and marketing
2. MODELING FOR GAMES
2.1. Game modeling considerations
2.2. Optimization of polygon counts
2.3. High polygon models for texture baking
3. TEXTURE MAPPING FOR GAMES
3.1. UV mapping optimization
3.2. Creating real-time texture maps
3.3. Physically Based Rendering maps and their functions
3.4. Normal map creation methods
3.5. Transfer maps, XNormal, and Crazybump
3.6. Testing look of texture maps on real-time shaders
4. RIGGING FOR GAMES
4.1. Rigging that will work in engines
4.2. Smooth binding joints to game models
5. ANIMATION FOR GAMES
5.1. Keyframing animation cycles
5.2. FPS considerations
5.3. Baking keyframes into blank spaces
6. EXPORTING ASSET TO GAMING ENGINES
6.1. Ensuring that the model, texture, rig, and animation export properly
6.2. File formats and naming conventions
6.3. Proper importing into engine
6.4. Testing for issues
7. CLASS GROUP PIPELINE
7.1. Working with a team
7.2. Consideration of your fellow artists and the pipeline
7.3. Content management software and use