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Video Game Development

Course Descriptions

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Note: To view a course syllabus, click on any course that has a red, bold title.
 
This course provides an overview of the primary industry software tools used in the creation of 2D and 3D computer graphics. Students will learn the concepts, commands, and interfaces of industry standard raster, vector graphics, and 3D software applications in order to create and manipulate 2D images and 3D models. In addition to covering such essential topics as team integration / communication, asset management, source control, and localization, there will also be an emphasis on creating content suitable for a computer game engine.
Prerequisites: None
Required Textbook (Available at the ACC Bookstore): None
 
Before a new game idea can enter the development stage, concept artists must previsualize the game elements and locations. This early design work is critical to efficient asset creation later. In this class we learn the methods used by game concept artists including character design, storyboarding, set design, logo design and more. This work is done on paper and in 2D graphics applications like Photoshop.
Prerequisites: Design and Life Drawing courses (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): None
 
 
GAME 1029 Concept Art II - Game UI and Mapping
The growth of realtime 3D graphics in games has not reduced the need for 2D graphics, but actually increased it. 2D artists produce the surface graphics for 3D objects and characters that provide realism and polish. 2D artists are also responible for the user interface, typography and prompts that are the users' main interface with the game. In this class we learn to design an effective user interface (GUI), to construct maps for 3D objects and other flat assets using Photoshop, PaintShop Pro and other applications.
Prerequisites: Design and Life Drawing courses (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): None
 
 
GAME 1027 Concept Art III - Game Art Direction
Modern game teams may include many graphics specialists. The art director or art lead organizes the effort of all of those talented people and is responsible for the ultimate look of the game. In this class we learn to define the overall visual design of a game and to direct the work of a team of artists to implement it. We will also plan workflow, track spending and interface with technical and business specialists to insure a successful game.
Prerequisites: Design and Life Drawing courses, working knowledge of Photoshop (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 1033 2D Art for 2D games
This is a course whose focus is entirely on 2D game issues. Tiling, sprites, low-res rendering, transparency, alpha testing, antialiasing, orthographic perspective choices, faking depth with overlapping, scaling and parallax, 2D animation, rendering 3D to 2D, and 2D UI will be covered extensively.
Prerequisites: working knowledge of Photoshop
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 1015 3D Animation I
This course introduces students to the fundamentals of character animation for video games. Through a series of exercises students will learn the 12 principles of animation and how they apply to character animation in video games. Students will apply changes in translation, and rotation through space in time and be introduced to camera control and composition. Students will learn the 12 principles of animation and apply them in 3D space. Game animation issues, such as animation of hierarchal objects and character rigs, timing for in gameplay, and in-game storytelling will be introduced.
Prerequisites: GAME 1030 Video Game Art, 3D StudioMax & Photoshop proficiency (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): The Art of 3-D Computer Animation and Effects, Third Edition, by Isaac Victor Kerlow, John Wiley & Sons, ISBN: 0471430366; The Animator's Survival Kit by Richard Williams, Faber & Faber, ISBN 0571212689; Recommended: Introducing 3ds Max 9: 3D for Beginners by Dariush Derakhshani, Randi L. Munn, Jon McFarland, Publisher: Sybex, ISBN-13: 978-0470097618 ; The Illusion of Life: Disney Animation by Ollie Johnston & Frank Thomas, Disney Editions, ISBN: 0786860707; Cartoon Animation by Preston Blair, Walter Foster, ISBN-10: 1560100842.
 
 
GAME 1031 3D Animation II
This course will continue focusing on exercises to refine the animator’s skill in the 12 principles of animation. Exercises in body mechanics will be emphasized. Focus will be directed towards a characters weight center of gravity and mass. Other areas of focus will include camera, staging and the animator’s ability to relay personality through their animated performances. Bone systems and rigging techniques will be introduced along with discussion and various examples. This will include skinning and weighting, FK and IK, constraints, mesh deformers, morph targets / blend shapes. Students will then explore animating their characters to test their rigs, as well as discussions on optimization for export into real time game engines.
Prerequisites: : GAME 1015 Object and Camera Animation (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): The Art of 3-D Computer Animation and Effects, Third Edition, by Isaac Victor Kerlow, John Wiley & Sons, ISBN: 0471430366; The Animator's Survival Kit by Richard Williams, Faber & Faber, ISBN 0571212689; Recommended: Introducing 3ds Max 9: 3D for Beginners by Dariush Derakhshani, Randi L. Munn, Jon McFarland, Publisher: Sybex, ISBN-13: 978-0470097618; The Illusion of Life: Disney Animation by Ollie Johnston & Frank Thomas, Disney Editions, ISBN: 0786860707; Cartoon Animation by Preston Blair, Walter Foster, ISBN-10: 1560100842.
 
 
GAME 1032 3D Animation III
This course emphasizes acting as a tool of studying animated movement. Character personality, expression, motivation, body language, and posture will be studied through classroom exercises. Exploration in the twelve principles of animation will be demonstrated kinesthetically, then applied to a 3D character. Students will learn advanced 3D computer animation techniques through the exploration of choreographing character movement, embedding of behavior attributes into characters, forward and inverse kinematics, skinning, deformers, rigid and soft body dynamics. This course will focus on creating high-end character animation suitable for pre-rendered game cinematics.
Prerequisites: GAME 1031 3D Animation II (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): The Art of 3-D Computer Animation and Effects, Third Edition, by Isaac Victor Kerlow, John Wiley & Sons, ISBN: 0471430366; The Animator's Survival Kit by Richard Williams, Faber & Faber, ISBN 0571212689; Recommended: Introducing 3ds Max 9: 3D for Beginners by Dariush Derakhshani, Randi L. Munn, Jon McFarland, Publisher: Sybex, ISBN-13: 978-0470097618; The Illusion of Life: Disney Animation by Ollie Johnston & Frank Thomas, Disney Editions, ISBN: 0786860707; Cartoon Animation by Preston Blair, Walter Foster, ISBN-10: 1560100842.
 
 
GAME 2024 3D Rendering - Lighting, Texturing, and Rendering
This course teaches students the principles of lighting, texturing and creating shaders for rendering 3D scenes. Students learn how to materialize their 3D vision using texture, transparency, displacement and bump maps, environmental effects, alpha channels, and glow maps. Student will develop an understanding of lambert, phong, blinn, and anisotropic shading and lighting techniques. Students will also learn traditional and unorthodox lighting setups as well as utilize global illumination techniques for burning lighting into textures. Emphasis will be placed on creating realistic looking modeled objects. Ideas such as mood and depth will also be discussed. There will also be some time spent creating textures in Photoshop.
Prerequisites: Photoshop I, 3D Modeling I (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2026 3D Modeling I
This course will focus on architectural spaces and will expand on the students' fundamental modeling knowledge by introducing modeling in a real-time game editor (such as the Unreal Editor). Students will build, texture, and light a game level to function in real-time. Students will also build architectural objects in 3DSmax as well as smaller items to export from Max and then place them in the levels they have created in order to fully flesh out the look and feel of a scene.
Prerequisites: GAME 1030 Video Game Art, 3D StudioMax & Photoshop proficiency (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2027 3D Modeling II
This course continues to explore in depth the various techniques to create 3D models that can be used for animation. Emphasis will be placed on techniques used to create and texture characters, environments, and objects. Students will sculpt more sophisticated polygon models using tools that will focus on detailed creation, editing, and texturing of polygonal models. NURBS, subdivision surfaces, metaballs, metanurbs, Groups and Hierarchical Structures will be addressed.
Prerequisites: GAME 2026 3D Modeling I (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2057 Technical Art
This course deals with the many technical aspects of creating art for games and the importance of crossover involvement with the other disciplines. Emphasis is placed on specializing in being a generalist. This includes: math for artists, UI customization, trouble-shooting meshes and animations, character rigging, mel / max scripting (basic programming), art tools / streamlining workflow, motion capture (all the aspects: understanding mocap, cleanup, character setup / skeleton matching, looping, blending, & poses, acting for mocap; managing mocap actors ). Additional topics will include: interfacing with programming and design, art integration into game systems, art driven data, and writing shaders.
Prerequisites: 3D Modeling II, 3D Rendering I, 3D animation II, some Programming (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2054 Cinematography
This course explores camera theory and techniques. By learning to deconstruct and understand the components of the cinematic film principles the student will develop the basic understanding of this visual language. Students examine the role of virtual cameras in computer games. Camera angles, timing, and mood will be examined as ways to draw the player into the game. Skills taught in this course can also be utilized to create "machinima", a new art form using video game development tools to create video game "movies".
Prerequisites: Object and Camera Animation (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2056 Particle Systems & Compositing Effects
This course explores particles systems and how to apply them to simulate natural phenomena such as gases, smoke, dust, snow, rain, fire and explosions. Students will also learn to apply forces such as gravity, wind and turbulence that affect particle movement in particular. This course also explores compositing effects. Students will learn the techniques they need in order to create complex images using multi-plane techniques and explore advanced camera views and cinematic approaches including advanced depth of field, fack focus, shadows, and fog. Students will also spend time making particle effects for games with an in-game particle editor.
Prerequisites: 3D rendering (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd
 
 
GAME 2052 Advanced Photoshop for Games
Students develop advanced skills for image manipulation in Photoshop. Topics include layer management, layer styles, layer effects, actions, custom brushes, and multi-image composition. Emphasis will be placed on creating realistic textures for games, as well as on creating marketing materials for games.
Prerequisites: basic working knowledge of Photoshop (or Instructor's consent)
Required Textbook (Available at the ACC Bookstore): tbd