Game Art

Majors & Minors

Courses

GAME 221: 3D for Games I

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3

Introduction to computer animation for games. Emphasis on principles of designing and producing 3D computer-generated art assets utilizing advanced software tools. Develop higher level skills for implementation within game environments: model building; animation; color; lighting.

GAME 222: 3D for Games II

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Introduction to 3D computer animation for games. Emphasis on principles of designing and producing 3D computer-generated animation through creation of advanced motion studies. Develop higher-level skills for implementation within game environments: model building; animation; color; lighting, with an emphasis on implementing those assets in a game engine environment.
Prerequisites

Minimum grade of C- in: GAME 221; GAME 227.

GAME 227: Game Design I

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Introduction to game design. Techniques in basic game and level design, developed through research, critical thinking, and theoretical analysis.
Prerequisites

Minimum grade of C- in ANIM 208, MEDA 125B, MEDA 126B, MEDA 123C.

GAME 228: Game Design II

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Application of concepts from GAME 227 - Game Design I. Exploration of relationships between character and environment in both 2- and 3-dimensional space.
Prerequisites

Minimum grade of C- in GAME 221; GAME 227.

GAME 240: Programming for Artists

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Introduction to programming. Develop ability to create tools for 3D artists. Instruction in basic skills for process automation and creation of graphical interfaces to realize artistic visions and design goals through development of personal tools and methods.
Prerequisites

Minimum grade of C- in GAME 221; GAME 227.

GAME 280: Physically Based Materials & Procedurals

Department
Credits 3
Studio Hours
6
Lecture Hours 0

This course will focus on Physically Based Rendering (PBR) materials and their lighting response. The course will focus on establishing a foundation of PBR mathematics and principles.  Using industry-leading software packages, students will learn to author materials that mimic real-world surfaces. Students will focus on creating maps, functions, procedural-vector masks and advanced instances. Additionally, they will be able to create surface architectures that are efficient, responsive and user-friendly for a team based pipeline.

Prerequisites

GAME 221 or VIRT 200 or an equivalent course using Unreal Engine. 

GAME 281: Python for Artists

Department
Credits 3
Studio Hours
6
Lecture Hours 0

Artists will be introduced to scripting in Python using an integrated development environment focusing on foundational programming concepts, creative coding, and programming tools in an industry-standard animation software package and required libraries. Topics covered include principles of technical art, technical design, tool creation, and generative art.

Prerequisites

or permission of instructor.

GAME 285: Realtime Visual Effects for Games

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3

In this hands-on studio class, students will explore, experiment, and gain firsthand knowledge of the purpose and practice of creating visual effects for real-time games. Emphasis will be placed on the analysis of motion in nature and the principles of animation through the lens of preparing and choreographing effects sequences. The student will learn workflows, processes and how to utilize Maya, Houdini, and the NIagara editor in the Unreal engine to create real-time effects. Students will also increase their knowledge of performance and optimization technical terminology including overdraw, draw calls, shader complexity, particle and emitter counts. 

Prerequisites

None. 

GAME 320: 3D for Games III

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3

Introduction to principles of 3D environment design. Considers theatrical sets, architectural simulation, and level design. Conceptualize and create game-specific environments, including: landscapes; terrain; objects; and structures. Continue work with 3D software and visualize work in an interactive environment using middleware game engine package; make refinements based on feedback.

Prerequisites

Minimum grade of C- in GAME 228; GAME 240; GAME 222.

GAME 322: 3D for Games IV

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Continuation of GAME 320 - 3D for Games III. Continued study in principles of 3D environment design. Considers theatrical sets, architectural simulation, and level design. Conceptualize and create game-specific environments, including: landscapes; terrain; objects; and structures. Visualize work in an interactive environment using middleware game engine package; make refinements based on feedback.
Prerequisites

Minimum grade of C- in GAME 320; GAME 326; GAME 335.

GAME 326: Game Design III

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Focus on game theory and design. Exploration of human decision-making processes through study of game theory, subset of decision theory. Study of game concepts and development of meaningful play. Exploration of interactive narrative and character structures in single-, multiple-, and mass-user gaming environments. Emphasis on creation of original, unique, and useful gaming concepts. Produce proof of concept collaterals in form of: storyboards; animatics; drawings; game design documents; and digital paintings.
Prerequisites

Minimum grade of C- in GAME 222; GAME 228; GAME 240.

GAME 328: Game Thesis Preproduction

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Preproduction for senior project in Game Design. Create basis material for subsequent production of computer-generated senior project. Stages include: initial concept creation; game play testing; event mapping; character; environment and asset design; staging design; lighting studies; and sound design. Elements combined into proof of collateral animatic and supplemental document.
Prerequisites

Minimum grade of C- in GAME 320; GAME 326; GAME 335.

GAME 335: Visual Development for Games I

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Introduction to visual development artwork. Focus on visual exploration of ideas and generation of character, prop, and set designs with compelling potential for interactivity and visual sophistication. Introduction to basic elements of art direction. Emphasis on sound draftsmanship, and creating original designs for use in the entertainment industry pipeline.
Prerequisites

Minimum grade of C- in GAME 222; GAME 228; GAME 240.

GAME 336: Visual Development for Games II

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Continuation of GAME 335 - Visual Development for Games I. Continued study in visual development artwork. Focus on exploration of ideas and generation of character, prop, and set designs with compelling potential for interactivity and visual sophistication. Emphasis on sound draftsmanship, cohesive art direction, and creating original designs for use in the entertainment industry pipeline.
Prerequisites

Minimum grade of C- in GAME 222; GAME 228; GAME 240.

GAME 440: Game Thesis Project 1A

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3
Advanced concepts in design and production of computer-generated art and animation for the gaming environment. Production of game prototype for group thesis project demonstrating creativity, ability to work collaboratively, and knowledge of sophisticated production techniques, with a heavy focus on cinematics and lighting.
Prerequisites

Minimum grade of C- in GAME 322; GAME 328; GAME 336.

GAME 441: Game Thesis Project 1B

Department
Credits 3
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
3

Continuation of GAME 440 - Game Thesis Project 1A. Advanced concepts in design and production of computer-generated assets for the gaming environment with a heavy focus on modeling and effects. Continued production of game prototype for group thesis project demonstrating creativity, ability to work collaboratively, and knowledge of sophisticated production techniques. Note: Failure to successfully complete GAME 441 will require student to repeat GAME 440 and GAME 441.

Prerequisites

Minimum grade of C- in GAME 322; GAME 328; GAME 336.

GAME 442: Game Thesis Project II

Department
Credits 6
Studio Hours
6
Lecture Hours 0
Minimum Study Hours
6
This is an intensive studio-based course that includes seminar discussions and a writing component designed to center on a student-generated project. The combination of work created will result in a finished body of work demonstrating professional skills and contemporary game design theories and practice.
Prerequisites

GAME 440; GAME 441.