FULL-TIME | WINNIPEG LOCATIONS GAMDF-AD Game Development - Art

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Overview

  • Two-year advanced diploma
  • Work Integrated Learning experience
  • September entry date
  • Manitou a bi Bii daziigae, Exchange District Campus, Winnipeg
  • Annual application deadline: March 1
  • Competitive Admission program

Game Development is focused on providing graduates with the skill sets needed to pursue careers in video game development.  A foundational pillar of this program is to solve creative and technical challenges in a collaborative team-based environment, allowing students to build a relevant portfolio of work showcasing their skills. To learn about games, we make games!

Work Integrated Learning
 
Students will participate in a 12 week Work Integrated Learning term in their field of study. Co-operative education integrates classroom theory with related on-the-job-training by alternating terms of academic study and employment. It allows the student to gain valuable industry experience, make industry contacts, and attain a competitive advantage for job search upon graduation. The student will also gain practical knowledge about the workplace environment, including expectations, behaviours and ethics required to be successful.

For information on the program contact Chris Brower at cbrower@rrc.ca.

Graduate Profile

The Game Development advanced diploma graduate will learn to:

1. Create, edit and present game productions as part of a team while cultivating respectful and productive working relationships

2. Research, interpret and apply information to enhance project outcomes

3. Tell stories and create game projects

4. Create and edit game-ready assets

5. Create documents to meet game development objectives

6. Think critically, self-manage and learn independently

7. Manage projects by interacting with stakeholders while respecting timelines, workflow and production schedules

8. Demonstrate industry-ready skills in the chosen specialization streams of Game Art or Game Programming

9. Showcase abilities through professional portfolios, presentations, projects and work experience

Admission Requirements

Your Academic History
If your academic history includes any of the following, please visit My Education for important information: post-secondary studies at an institution other than Red River College Polytechnic; Modified (M), English as an Additional Language (E), or GED high school courses; or home schooling; international secondary (high school) studies.
Click Here for the Admissions Course Equivalence page. This page provides details on the high school courses and credentials needed for admission for applicants from outside of Manitoba. If you have High School education in Canada, use this guide to check your qualifications.
Click Here for the Admissions Course Equivalency Page - Credentials outside of Canada. This page provides details on the high school courses and credentials needed for admission for applicants from outside of Canada. If you have High School Education outside of Canada, use this guide to check your qualifications.
Please check the Program Overview page, to see if this program is for Manitoba residents only.

DOCUMENT SUBMISSION

Upload Through Your Future Student Account

  • Scan your document(s) and save the file. Ensure you keep your original documents as the College may request to see them at any time.
  • Go to apply.rrc.ca and log in.
  • Click on your application, then Supplemental Items & Documents.

If you do not have a Future Student Account or require assistance, please contact our Student Service Centre at 204-632-2327.

Internationally Educated Applicants - visit www.rrc.ca/credentials for credential assessment information.

Submission of required documentation indicating proof of completion of admission requirements is due within 15 days of applying unless otherwise noted in the program's admission requirements.
This is a competitive admission program.  Your portfolio will be evaluated and assigned a score that reflects your potential for success in the program. If your portfolio score does not fall within the acceptable range, your application will be cancelled.

Offers of admittance will be made to qualified applicants based on portfolio scores in descending order until all available seats are filled. This means not all applicants whose portfolios scores fall within acceptable range will be offered a seat.

Applicants not offered a seat may reapply for a future intake by submitting a new application, application fee, and new portfolio based on the portfolio specifications for that application year.

Admission priority for this program is:
  1. Red River College students currently enrolled in the Digital Media Design, the Digital Media Design-Interaction Design and Development program, or the Digital Media Design-Video and Motion Graphics program.
  2. Manitoba residents who are Canadian Citizens or Landed Immigrants
  3. All others
Annual application deadline: March 1

Regular Admission Requirements
  1. Digital Media Design 
    • Submit proof of graduation from or enrolment in the final year of a post-secondary digital media design program or equivalent.
    • If you provide proof of enrolment at time of application, your official final grades indicating successful completion must be submitted by July 15 for fall enrolment or by the deadline specified in your admission letter.
    • Post-secondary transcripts must have been issued within 6 months prior to your application date.
    • If you are required to complete an English language assessment, do not submit your transcripts until requested to do so. See English Language Requirements (ELRs) for more information.
      and
    • English Language Requirements (ELRs)
      • Answer this question to determine if you meet this program’s ELRs:
        Have I successfully completed 3 years of full-time high school (secondary) education in Canada, the United States, or an ELR exempt country where English was the language of instruction?
        • If YES, you meet English language requirements.  Apply and then submit your transcripts* for review
          or
          • If NO, submit proof of meeting an ELRs option.  If you choose the English language assessment option, review this program's approved assessments and required levels.
            or 
            • If you completed all of your education in Canada, the United States, or an ELR exempt country in English but you did not graduate high school, submit your transcripts* for review. 
            • * If your transcripts are from the USA or an ELR exempt country, we will assess an International Credentials Assessment Fee to be paid before your transcripts will be reviewed.
              and
          • Portfolio
            • Submit a portfolio
              • This item is not due within 15 days of applying and will be requested by the College at a later date

            English Language Assessments


            Approved English Language Assessments

            English Language Assessment Minimum Scores for Certificates, Diplomas and Advanced Diplomas, and Post Graduate Certificates, Post-graduate Diplomas Minimum Scores for Bachelor Degrees and Creative Communication International Pathway to Nursing Program
            CAEL Online or In-Person Overall band score of 60 Overall band score of 70 and Writing of 60 Overall band score of 60
            IELTS Academic Level Overall 6.0 and No band below 5.5 Overall 6.5 and No band below 6.0 Overall 6.0 and No band below 6.0
            Password Skills Overall 6.0 and No band below 5.5 Overall 6.5 and No band below 6.0 Overall 6.0 and No band below 5.5
            Password Skills Plus Overall 6.0 and No band below 5.5 Overall 6.5 and No band below 6.0 Overall 6.0 and No band below 5.5
            LINC Certificate 7 8 7
            Duolingo Language Test 115 and above+ with a min. of 95 in each section 125 and above with a min. of 100 in each section 115 and above+ with a min. of 95 in each section
            New English for Academic and Professional Purposes Successful completion of the program 5 (min 70%) Successful completion of the program 5 (min 70%) Successful completion of the program 5 (min 70%)
            PTE 54 overall
            Min 50 in each skill
            60 overall
            Min 55 in each skill band
            54 overall
            Min 50 in each skill
            TOEFL iBT/iBT Home Edition For tests taken before January 20, 2026 : 78 (no less than 17 per component)
            For tests taken on January 21, 2026 onwards: 4.0 overall (no less than 3.5 per component)
            For tests taken before January 20, 2026: 86 (no less than 20 per component)
            For tests taken on January 21, 2026 onwards: 4.5 overall (no less than 4.0 per component)
            For tests taken before January 20, 2026 : 78 (no less than 17 per component)
            For tests taken on January 21, 2026 onwards: 4.0 overall (no less than 3.5 per component)
            Academic English Program for University and College Entrance Program (AEPUCE) Successful Completion Successful Completion Successful Completion
            CELBAN N/A N/A N/A

            Locations, Dates and Fees

            Next Estimated Term 1 Start Date (subject to change)

            Location Start Date Apply Link
            Manitou a bi Bii daziigae Sep 01, 2027 Apply Now

            Costs (estimates only; subject to change)

            Program/Student Fees
            Year 1
            $11,542.00
            Year 2
            $12,560.00
            Books and Supplies
            Year 1
            $500.001
            Other Fees
            Year 1
            $4,000.002
            Program/Student Fees (International)
            Year 1
            $22,126.00
            Year 2
            $23,144.00
            1The following supplies are recommended: Full sized headphones $150, SSD Hard Drive (1TB Minimum) $150, Webcam and Microphone $200
            2Estimated cost of a laptop

            Students may apply for financial assistance through the Manitoba Student Aid program. For general information on applying please call 204-945-6321 or 1-800-204-1685, or visit their website at www.manitobastudentaid.ca, which also includes an online application. For detailed information, please visit one of the RRC Polytech Student Service Centres or call 204-632-2327. Applicants requiring financial assistance should complete their student loan applications well in advance of the class start date.

            Courses and Descriptions

            (Click the course name to view the description of the course)
            Recognition of Prior Learning (RPL)
            In addition to Transfer of Credit from a recognized post secondary institution, other RPL processes are available for RPL courses. Click here for more information. For courses with no RPL, please check www.rrc.ca/rpl for additional contact information.
            COMM-3065Development and Narrative Design 1
            More Information

            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.

            COMM-4065Development and Narrative Design 2
            More Information

            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.

            Prerequisites:
            COMM-5065Development and Narrative Design 3
            More Information

            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.

            Prerequisites:
            COMM-6065Development and Narrative Design 4
            More Information

            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.

            Prerequisites:
            COOP-6002Co-op
            More Information

            (No description available at this time)

            Prerequisites:
            Students in Game Development-Art require: COMM-6065 DMMT-6008 DMMT-6009 DMMT-6010 MGMT-6016 and MUME-6003. Students in Game Development-Programming require: COMM-6065 COMP-6015 DMMT-3013 DMMT-4012 DMMT-6010 and MGMT-6016.
            DMMT-3008Game Content Creation 1
            More Information

            This course provides students with knowledge on foundational topics in game content creation. Students will be introduced to the creative and technical aspects of 3D and 2D asset creation as used in the Games industry. Students will design and analyze workflows for basic procedural modelling as well as gain experience with modelling software interfaces. The connections between digital content creation (DCC) packages and game engines will be explored.  Students will design, create and deploy art assets into a real-time game engine. This course provides the base for Game Content Creation 2. 

            DMMT-3009Visual Artistry 1
            More Information

            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.

            DMMT-3010Game Studio 1
            More Information

            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.

            DMMT-4008Game Content Creation 2
            More Information

            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.

            Prerequisites:
            DMMT-4009Visual Artistry 2
            More Information

            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.

            Prerequisites:
            DMMT-4010Game Studio 2
            More Information

            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. 

            Prerequisites:
            DMMT-5008Game Content Creation 3
            More Information

            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.

            Prerequisites:
            DMMT-5009Visual Artistry 3
            More Information

            This is the third 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 4.

            Prerequisites:
            DMMT-5010Game Studio 3
            More Information

            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.

            Prerequisites:
            DMMT-6008Game Content Creation 4
            More Information

            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.

            Prerequisites:
            DMMT-6009Visual Artistry 4
            More Information

            This is the final Visual Artistry course. Students will focus on the creative and technical aspects of creating textures, materials and lighting setups. Students will analyze and implement various advanced workflows for managing and editing real-time rendering scenarios. Students will be able to design, create, optimize and manage the rendering of game assets. This process will expose students to numerous cutting-edge game workflows and ideas.

            Prerequisites:
            DMMT-6010Game Studio 4
            More Information

            This is the fourth and final Game Studio courses and is a shared course for both game artists and programmers. Working in teams, students leverage skills, assets, and software applications to create an experimental gameplay prototype. Skills in game design workflow, automation, implementation, testing and debugging will continue to be reinforced.

            Prerequisites:
            INDP-6002Industry Project
            More Information

            (No description available at this time)

            Prerequisites:
            Students in Game Development-Art require: COMM-6065 DMMT-6008 DMMT-6009 DMMT-6010 MGMT-6016 and MUME-6003. Students in Game Development-Programming require: COMM-6065 COMP-6015 DMMT-3013 DMMT-4012 DMMT-6010 and MGMT-6016.
            MGMT-3016Game Business Management 1
            More Information

            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.

            MGMT-4016Game Business Management 2
            More Information

            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.


            Prerequisites:
            MGMT-5016Game Business Management 3
            More Information

            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.

            Prerequisites:
            MGMT-6016Game Business Management 4
            More Information

            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.

            Prerequisites:
            MUME-3003Motion and Animation 1
            More Information

            This course provides students with introductory knowledge on foundational topics in animating assets for use in game production pipelines. Students will be introduced to the creative and technical aspects of animating characters and game assets. Students will create and analyze workflows for basic animation techniques. The connections between digital content creation (DCC) packages and game engines will be explored.  Students will design, create and deploy animation assets into a real-time game engine. This course provides the base for Motion and Animation 2.

            MUME-4003Motion and Animation 2
            More Information

            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.

            Prerequisites:
            MUME-5003Motion and Animation 3
            More Information

            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.

            Prerequisites:
            MUME-6003Motion and Animation 4
            More Information

            This is the final course of four which builds upon the knowledge covered in Motion and Animation 3. Students will focus on the creative and technical aspects of creating animated assets in a game engine. Students will analyze and implement various advanced workflows for managing and editing animation data inside a game engine, providing them with practice at being lifelong self-directed learners.

            Prerequisites:

            Computer/Laptop Requirements

            Each student will be assigned their own classroom desktop computer with all the software needed for the program installed. (Note: Students should still have off-campus access to their own computer systems). The following hardware is recommended for the program.

            Supplies recommended: 

            • Webcam and microphone
            • Full-size headphones (ear bud type not recommended) - $150
            • Minimum 1TB External Hard Drive (Samsung SSD T5 1TB model recommended) - $180
            • A high-speed internet connection. Recommended minimum speed: 10 mbps for download, 3 mbps for upload. Slower internet connection speeds may result in audio and video issues. Please keep in mind that if others in your home are using the same internet connection at the same time as you are, you may also experience audio and video issues. Please refer to https://www.rrc.ca/future-students/computer-requirements/

            Off-campus computer system specification guide: 

             This list represents the minimum hardware spec for a desktop computer system used for developing games with Unreal Engine 5 and or Unity:

            • Windows 11 64-bit
            • 32 or 64 GB RAM (more is always better)
            • 1 TB SSD (OS Drive)
            • 2 TB SSD (Data Drive)
            • NVIDIA GeForce RTX 3070 or better
            • Minimum twelve core processor AMD or Intel

            Recognition of Prior Learning

            Recognition of Prior Learning (RPL) is a process which documents and compares an individual's prior learning gained from prior education, work and life experiences and personal study to the learning outcomes in College courses/programs. For more information, please visit www.rrc.ca/rpl.

            Other Information

            Game Development Art Applicant Portfolio Rubric 

            Welcome!

            Thank you for applying to the Game Development program (Art Stream) at Red River College Polytech! 

            The next step in the application process is submitting an entrance portfolio of your artistic works that showcases your abilities and demonstrates that you're ready for our advanced-diploma curriculum. The portfolio consists of two required projects, supplemented by optional pieces, each with detailed documentation, plus a resume and cover letter.

            Why We Require a Portfolio

            Our program moves quickly and assumes prior 3D computer graphics experience using industry standard software. Your portfolio demonstrates that you can finish projects, create high quality 3D models, and explain your artistic decisions. These skills are essential for success in our production-focused program and the game development industry.

            What We’re Looking For

            In the creative 3D industry, we often refer to portfolio pieces as BRICKS and PILLARS. Pillars are the feature pieces that are fully realized and polished to the highest quality. Bricks on the other hand demonstrate the essential foundational building blocks of your skillset but may not have the polish of a fully realized portfolio piece. The focus of your portfolio submission are the key pillar pieces. Bricks may also be submitted as supplemental skills you wish to show with an explanation of their importance and why you believe they serve to round out your skills. 

            For ALL submitted pieces include a detailed credit list of:

            1. What you did or what your contribution was
            2. What software you used
            3. An estimate of time spent

            In the case of a group project, please provide credits of what your roles and responsibilities were as accurately as possible.

            Submitting a portfolio is a demonstration of your artistic abilities and shows us your commitment to be organized and follow instructions – this isn’t just an art test, it is a showcase of your personal professional development.

            Required portfolio pieces: 

            1. At least 1 example of a "finished" 3D model textured, lit and rendered.
            a. Good topology – be sure to show your wireframe along with the finished piece
            b. UV layout screenshots
            c. Final textures and materials visible on the finished piece
            d. Well-lit renders from multiple angles:
            i. 1 full detail image of the model
            ii. 2 unique angles showing different features or details of the model
            e. Be sure to include concept art of your own creation or sourced from online giving proper credit
            2. At least 1 3D art piece such as a model or sculpt which doesn't need to include UV or textures
            a. Well lit renders from multiple angles:
            i. 1 full detail image of the model
            ii. 2 unique angles showing different features or details of the model
            3. Resume and Cover Letter
            a. The Resume should showcase and itemize your experience with art and games and other relevant skills and experiences you bring to a group or studio-like setting.
            b. The Cover Letter will demonstrate to us your personal history and relationship with art and games and whatever influences and inspiration compels you to create. We want to hear your voice and personality.

            All 3D submissions should be lit and rendered in your software of choice.

            Optional pieces to consider:

            1. 2D or 3D animation
            2. Illustration examples
            3. Video or still images of relevant group work

            Art Portfolio Rubric Guide 

            How to Read this Rubric Guide

            Each section mirrors a category from the rubric we use to score your portfolio. 

            In every section you’ll find “What we want” (the key features your work should demonstrate) and “Why this matters” (the reasoning behind our request). Use them as a roadmap: Gather the art pieces, provide context, and explanations or supplementary imagery, and you’ll give us the clearest picture of where your skills stand today.

            We have also included a glossary of basic explanations and common terms used in 3D computer graphics as it relates to your portfolio creation and the game development industry in general.
            Portfolio Rubric Categories

            Technical Execution – Wireframe and UV Layout

            What we want: Finished models should demonstrate clean geometry with efficient polygon use and solid technical foundations. UVs should be well laid out and optimized, with logical mirroring and minimal distortion. Low-poly versions should be optimized without sacrificing important detail.

            Why this matters: A technically sound model is essential for game-ready assets. Clean topology, efficient geometry, and smart UV layout show us that the applicant understands how assets function under the hood—skills that prevent downstream issues in rigging, animation, lighting, and engine integration.

            Artistic Fundamentals – Models and Textures

            What we want: Models—both finished and untextured—should demonstrate an understanding of proportion, detail balance, silhouette, and visual hierarchy. Even if untextured, pieces should read clearly and show thoughtful design decisions. When viewed alongside its concept art, the model should clearly reflect the original intent while incorporating practical adjustments for 3D application, demonstrating consistency in form, scale, and design language.

            Why this matters: Strong design fundamentals are the foundation of compelling 3D art. Students who understand shape, balance, and appeal can adapt to different styles and pipelines, and are more likely to succeed across game art disciplines—from modeling to environment design and beyond.

            Visual Presentation – Materials and Lighting

            What we want: Applicants should compose and light their imagery in a way that enhances form and readability. While 3-point lighting is a widely used method, any approach that achieves a clear, professional presentation is welcome. Textures (where applicable) should use a proper PBR workflow. Unlit hand painted textures don’t need to abide by PBR rules. Visuals should feel intentional, polished, and professional.

            Why this matters: How an asset is presented communicates care, professionalism, and storytelling. Thoughtful lighting, framing, and surface treatment can elevate even a simple model. These are essential skills for building compelling, readable game assets that support both mood and function.

            Resume & Cover Letter

            What we want: Be sure to include both documents. When preparing your resume and cover letter, present complete, well-structured information that speaks directly to game-development skills and experiences. Maximum one page each unless you’ve got extensive experience to cover.

            Why this matters: A concise, well-organized resume and cover letter show that you can communicate professionally, an essential skill for pitching ideas, securing internships, and collaborating with industry partners throughout the program.

            Glossary of Common 3D Terms

            3D Development Fundamentals

            • Asset: Any individual resource used to create the game, including 3D models, sound effects, textures, and animations.
            • Mesh (or Model): The 3D object itself, created by a collection of vertices, edges, and faces (polygons) that define its shape in 3D space.
            • Polygon (Poly): A geometric shape (usually a triangle or square) that acts as the building block of a 3D mesh. "Poly count" refers to how many of these make up a model; lower counts are better for game performance.
            • Texture: A 2D image applied to the surface of a 3D model to give it color, detail, or patterns (like wrapping a gift).
            • UV Mapping: The process of projecting a 2D image (texture) onto a 3D model. Think of it as flattening out a 3D box into a flat cardboard pattern so you can paint on it.
            • Material/Shader: Instructions that tell the game engine how a surface should look and interact with light (e.g., is it shiny like metal, dull like rubber, or transparent like glass?).
            • Rigging: The process of creating a digital skeleton (bones and joints) inside a 3D model so that it can be animated and moved.
            • Game Engine: The software framework (like Unity or Unreal Engine) where all assets, code, and logic are assembled to build the playable game.

            Design & Composition

            • Whiteboxing (or Greyboxing): The early stage of level design where simple, untextured geometric shapes (cubes, cylinders) are used to test the layout and gameplay flow before making it look pretty.
            • Silhouette: The outline of a character or object. A strong design should be instantly recognizable by its blacked-out shadow alone (e.g., Mario or Sonic).
            • Rule of Thirds: A composition guideline where an image is divided into nine equal parts by two horizontal and two vertical lines. Placing key elements along these lines or intersections creates more tension and interest than centering them.
            • Focal Point: The specific area of the screen or environment where the player’s eye is intended to be drawn immediately, often achieved through lighting, color, or leading lines.
            • Iteration: The cycle of designing, testing, analyzing, and refining a feature. Game dev is rarely about getting it right the first time; it is about improving it repeatedly.

            Lighting Basics

            • Ambient Light: The base level of light in a scene that illuminates everything equally, ensuring no part of the game is pitch black (unless intended).
            • Point Light: A light source that emits light in all directions from a single point, similar to a lightbulb or a candle.
            • Directional Light: A light source that hits everything from the same angle, used to simulate sunlight or moonlight.
            • Three-Point Lighting: A standard method for lighting a character or object using three sources: 
            1. Key Light: The main, brightest light source.
            2. Fill Light: A softer light used to fill in the shadows created by the Key Light.
            3. Back (or Rim) Light: A light placed behind the object to separate it from the background and highlight its edges.
            • Baked Lighting: Lighting effects (shadows and brightness) that are calculated beforehand and "painted" onto the textures. It looks good and runs fast but cannot change during gameplay (e.g., a static shadow of a building).
            • Real-Time Lighting: Lighting that is calculated instantly as the game runs, allowing shadows to move and change (e.g., a flashlight beam). This requires more processing power.

            Graduation Requirements

            To graduate from the Game Development Advanced Diploma, all students must satisfactorily complete all 24 courses in the program (total 100 credit hours) plus the co-op. Students must also have achieved a graduating GPA of 2.0.
            Academic Advising Service
            Our academic advising service can provide information about our full-time programs, explain program admission requirements, and help you select the right program to meet your career and academic goals. We can also connect you with helpful people, resources, and supports.
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            Red River College Polytechnic endeavours to provide the most current version of all program and course information on this website. Please be advised that classes may be scheduled between 8:00 a.m. and 10:00 p.m. The College reserves the right to modify or cancel any course, program, process, or procedure without notice or prejudice. Fees may change without notice.