Skip to Content

Course Search Results

  • 3.00 Credits

    In this course students are introduced to procedural and rule-based systems to create flexible and dynamic assets using digital creation tools (e.g. Houdini) and implementing them into real-time graphics engines. Students will apply the technical language learned in Asset Pipeline by assessing and breaking down technical art pipelines into procedural systems. This course is a project-based course that gives students an opportunity to experiment in a space that blends art and technology. Prerequisites: 'C-' or better in GAMES 3600 AND Full Major status in Games
  • 3.00 Credits

    Introduction to asset design and the production pipeline for 3D game engines focusing on characters for Machinima, video games, and animation. Use of advanced graphics software packages that are prominent in the video game industry, demonstrated from the user's point of view and explained from the software engineer's perspective. Project-based class that include short lectures, project demonstrations, and one-on-one training in the lab. Prerequisites: 'C-' or better in GAMES 1010 AND GAMES 2600 AND GAMES 3010 AND COMP 1010 AND COMP 1020 AND Full Major status in Games
  • 3.00 Credits

    This course is a next step toward learning the character pipeline after GAMES 3600-3D Character Modeling. It is an interdisciplinary project driven course and curriculum is includes topics ranging from computer graphics, anatomy, scripting, design, sculpting, mechanics, and drawing. Students will also learn professional industry techniques and concepts for UV design, multiple texture map creation, character rigging, blend shapes, posing, and rendering. Prerequisites: 'C-' or better in GAMES 3010 OR GAMES 3600 AND Full Major status in Games
  • 3.00 Credits

    Extends GAMES 3605 3D Character Production by continuing the design and production pipeline for 3D digital characters. The emphasis will be on designing and creating female characters. Students will utilize advance graphics software packages that are prominent in the video game industry such as zBrush, Maya, and Photoshop. These software packages will be demonstrated from a user's perspective and explained from the software engineer's point-of-view. This is a project-based class that includes short lectures, project demonstrations and one-on-one training during class hours. Prerequisites: 'C-' or better in GAMES 3605 AND Full Major status in Games
  • 3.00 Credits

    This course covers the complete static environmental art pipeline, from concept to game engine integration. Lectures build upon and contextualize art and technical topics covered in foundational courses. Art and design theories are explored in a real-time 3D environment through the lens of production for games at scale. This is a project-based course consisting of lectures, live demonstrations, and group critiques. Students are expected to be proficient in the tools necessary to complete this theory-driven project-based course. Prerequisites: 'C-' or better in GAMES 3670 AND Full Major status in Games
  • 3.00 Credits

    This course advances the theories, tools, and techniques learned in Environmental Art for Games I. Through documentation, presentation, and implementation of artistic and technical workflows, students will develop skills to deliver living, breathing, and dynamic environments in a contemporary game engine. During this course, students will take a game environment from an initial concept to a final, game-ready scene for their portfolios. This is a project-based course that consists of individual projects and weekly group critiques. Prerequisites: 'C-' or better in GAMES 3620 AND Full Major status in Games
  • 3.00 Credits

    Introduces students to asset design and production pipelines for creating realistic hard surfaces for machinima, games, and CG with a focus on high poly modeling. Students will utilize advance graphics software packages that are prominent in the video game industry such as Maya and z Brush. These software packages will be demonstrated from a user's perspective and explained from the software engineer's point-of-view. This project-based class that includes a teaching strategy of short lectures, project demonstrations and one-on-one training in the lab. Prerequisites: 'C-' or better in GAMES 3600 AND Full Major status in Games
  • 3.00 Credits

    Advances GAMES 3630. This project-based course instructs students to demonstrate asset design and production pipelines for creating realistic hard surfaces for machinima games, and CG with focus on high poly modeling. Students will utilize advance graphics software packages that are prominent in the video game industry such as Maya and zBrush. These software packages will be demonstrated form a user's perspective and explained from the software engineer's point-of-view. This is a project-based class that includes a teaching strategy of short lectures, project demonstrations and one-on-one training in the lab. Prerequisites: 'C-' or better in GAMES 3630 AND Full Major status in Games
  • 3.00 Credits

    This is an interdisciplinary project driven course blending graphics technology and realistic human figure sculpting. The course curriculum is derived from courses in computer graphics, anatomy, scripting, design, sculpting, mechanics, and drawing. The students will learn complex graphics systems and techniques used professionally in the entertainment arts and engineering industry including 3D printing. Prerequisites: 'C-' or better in GAMES 3600 AND Full Major status in Games
  • 3.00 Credits

    Digital Figure Sculpting is a hybrid class blending art and engineering. Students will digitally sculpt a human figure. With an emphasis on gesture, form and proportions. Students will predominantly use zBrush. xBrush will be demonstrated from a user's perspective and explained from the software engineer's point-of-view. the course is taught for both technical art directors and dedicated artists. The students will learn human anatomy similarly to traditional (clay) figure sculpting classes. This is a project-based class that includes a teaching strategy of short lectures, project demonstrations and one-on-one training in the lab. Prerequisites: 'C-' or better in GAMES 3640 AND Full Major status in Games