This is the first of four Development and Narrative Design courses and is a shared course for both game artists and programmers. Development and Narrative Design 1 explores the foundational concepts of the game design process. Evaluating a game, and all its components, allows game developers to determine areas of strength, weakness, and opportunities for user experience improvement. Students will learn to create a variety of engaging gameplay scenarios with the aim of creating a balanced and rewarding gaming experience.
This is the second of four Development and Narrative Design courses and is a shared course for both game artists and programmers. This course explores the core concepts of the game design process. Evaluating a game, and all its components, allows game developers to determine areas of strength, weakness, and opportunities for improvement or new game elements. In this course students will learn to create concept art, mood boards, environmental designs, and concept art.
This is the third of four Development and Narrative Design courses and is a shared course for both game artists and programmers. Development and Narrative Design 3 explores the core concepts of the game design process. Evaluating a game, and all its components, allows game developers to determine areas of strength, weakness, and opportunities for improvement or new game elements. Students will explore topics such as designing for accessibility, gameplay conventions and genres, and the roles of AI and camera placement in game design.
This is the fourth and final Development and Narrative Design course and is a shared course for both game artists and programmers. Development and Narrative Design 4 explores the core concepts of the game design process. Evaluating a game, and all its components, allows game developers to determine areas of strength, weakness, and opportunities for improvement or new game elements. Students will explore the process of taking a game idea from pitch to promotion.
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This is the first of four courses that concentrate on developing texturing, material authoring and object lighting techniques as used in real-time game engines. Students will be introduced to the creative and technical aspects of analyzing and authoring the surface properties of game assets. Students will explore workflows for basic material creation and lighting techniques. The connections between digital content creation (DCC) packages and game engines will be explored. This course provides the base for Visual Artistry 2.
This is the first of four Game Studio courses and is a shared course for both game artists and programmers. Game Studio 1 is an introduction to the Unreal game engine. Students will develop strategies and workflows to create basic production workflows in a game engine. Working in teams, students learn to create small experimental gameplay prototypes. Students will also learn foundational Visual scripting techniques along with team-based version control workflows.
This is the second course of four which builds upon the knowledge covered in Game Content Creation 1. Students will continue to explore the creative and technical aspects of asset creation as used in the Games industry. Students will design and analyze workflows for procedural modelling as well as gain experience with modelling various modeling software. The connections between digital content creation (DCC) packages and game engines will be explored. Students will design, create and manage assets in a real-time game engine. This course provides the base for Game Content Creation 3.
This is the second of four Visual artistry courses. Visual Artistry 2 continues to build upon the foundational concepts previously covered. A focus on procedural material and texture creation will be covered. Students will explore the creation of photorealistic and stylized approaches to material and texture authoring. The links between lighting and material authoring will be explored. The use of various digital content creation (DCC) packages and game engines will be examined. This course provides the prerequisite knowledge for Visual Artistry 3.
This is the second of four Game Studio courses and is a shared course for both game artists and programmers. Game Studio 2 focuses on analyzing and designing games. Working in teams, students leverage skills, assets, and software applications to create small experimental gameplay prototypes. Foundational skills in game design workflow, automation, implementation, testing and debugging will be covered.
This is the third course of four which builds upon the knowledge covered in Game Content Creation 2. Students will focus on the creative and technical aspects of asset creation. Students will design and analyze advanced workflows for procedural modelling as well as gain experience with various modeling software. The connections between digital content creation (DCC) packages and game engines will be explored. Students will design, create and manage assets in a real-time game engine. This course provides the base for Game Content Creation 4.
This is the third of four Game Studio courses and is a shared course for both game artists and programmers. Game Studio 3 focuses on analyzing and designing solutions for creating games. Working in teams, students leverage skills, assets, and software applications to create experimental gameplay prototypes. Skills in game design workflow, automation, implementation, testing and debugging will be reinforced.
This is the final course of four which builds upon the knowledge covered in Game Content Creation 3. Students will focus on the advanced creative and technical aspects of asset creation. The connections between digital content creation (DCC) packages and game engines will be further explored. Students will be able to design, create, optimize and manage assets in a real-time game engine. This process will expose students to numerous cutting-edge game development technologies, while providing them with practice at being self-directed learners.
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This is the first of four Game Business management courses and is a shared course for both game artists and programmers. This course provides an overview of the Game Industry development process, with a focus on the principles of Project Management. Students will develop their own game industry project ideas. Students will also learn foundational skills relating to budgets, funding models, design documentation, and Agile management principles.
This is the second of four Game Business Management courses and is a shared course for both game artists and programmers. In this course students will analyze the Game Industry development process, with a focus on the principles of project development and management. Students will develop their own game industry project ideas and plans. Students will continue to develop skills relating to budgets, funding models, design documentation, and Agile management principals.
This is the third of four Game Business Management courses and is a shared course for both game artists and programmers. In this course students will analyze the Game Industry development process, with a focus on the principles of project development and management. Students will develop their own game industry project ideas and plans. Students will continue to develop skills relating to budgets, funding models, design documentation, and Agile management principals.
This is the fourth and final Game Business Management course and is a shared course for both game artists and programmers. Game Business Management provides students with a grounding in the three key areas of business associated with game development. The course focuses on legal considerations, funding, economics and the marketing of game projects.
This course reinforces skills in motion and animation developed by students in Motion & Animation 1. Students will continue to create animated assets using 3D software. There will be a focus on animating game characters and dialogue as well as creating rigs for characters. The depiction of emotional and physical forces using the principles of animation are examined and applied. In addition to creating and editing motion capture data, students will learn how to automate repetitive animation tasks. This course provides the base for Motion & Animation 3.
This is the third course of four which builds upon the knowledge covered in Motion and Animation 2. Students will focus on the creative and technical aspects of animating assets in a game engine. Students will analyze advanced workflows for managing and editing animation data inside a game engine. The connections between digital content creation (DCC) packages and game engines will also be covered. This course provides the base for Motion and Animation 4.