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  • 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 3010 AND 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 2600 OR 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 2600 OR 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
  • 3.00 Credits

    This course focuses on the motion capture (Mocap) pipeline which includes: pre-production, performance, data acquisition, and post production. Students will create storyboards and animatics that are prepared for cinematic and video game projects. This is a collaborative project-based course in motion design, utilizing advanced hardware and software technologies. Prerequisites: Full Major status in Games
  • 3.00 Credits

    This course is a project-oriented class covering the skills required to produce Machinima in interdisciplinary teams. Students will participate in the entire process, from storyboarding through post-production, producing an animated short in a game engine. Prerequisites: 'C-' or better in GAMES 3010 AND (Full Major status in Games OR Software Development)
  • 3.00 Credits

    Introduce students to texture design and production pipelines for creating realistic and stylized texture maps for machinima, games, and CG. Students will utilize advance graphics software packages that are prominent in the video game industry such as Maya, Photoshop, ZBrush, Mudbox, CrazyBump, xNormal, Quixel, Toolbag, and UE4. These 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 (EAE 2600 OR EAE 3600) AND Full Major status in Games
  • 3.00 Credits

    This course advances the theories, tools, and techniques mastered in Texturing for 3D I. Using a procedural node-based tool, students will practice identifying and defining texture patterns in different materials and author physically accurate surfaces. This is a project-based course consisting of lectures, live demonstrations, and pair programming. Prerequisites: 'C-' or better in GAMES 3670 AND Full Major status in Games