Game Art BA Module Details

Year one | Year two | Year three

 

Year one

Block 1: Game Art Fundamentals 1 provides students with a basic introduction to observational drawing, 2D digital and 3D skills as relevant to practitioners within the Games industries. The module also includes a ‘contextual studies’ component, providing the analytic/reflective aspect as a complement to the core skills development activity. In terms of assessment, students will be given a short written task investigating basic theoretical aspects of game art as part of their portfolio.

Block 2: Game Art Fundamentals 2 builds on the first block and introduces students to design fundamentals such as idea generation techniques and iteration for 3D asset production. The module provides a further introduction to technical drawing, 2D digital iteration and 3D skills as relevant to practitioners within the Games industries. The module includes a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 3: Game Art Essentials 1 is a general introduction to the basic pipelines and skills of making 3D game ready assets, covering concepting, texturing, mesh construction and engine implementation. This also serves to further develop observational drawing, 2D digital processes, introduction to aesthetics, and 3D skills as relevant to practitioners within the Games industries. The module includes a written component of analysis, evaluation and reflection upon own work, as well as focused investigation into professional work to inform creative and technical choices.

Block 4: Game Art Essentials 2 covers specific pipelines and the development of further technical skills of making 3D game ready assets, engine implementation, and PBR workflows. The module will further develop observational drawing, 2D digital iterative processes and non-destructive workflows and introduction to aesthetics. The module also integrates a written component of analysis and reflection upon own work, evaluation of skillset development, and investigation into professional artwork, relevant pipelines and processes, informing students technical and aesthetic choices.

Year two

Block 1: Intermediate Game Art Principles 1 is an introduction to intermediate 2D and 3D skills as relevant to practitioners within the Games industries. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work.

Block 2: Intermediate Game Art Principles 2 is an introduction to advanced 2D digital and 3D skills for Character creation as relevant to practitioners within the Games industries. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 3: Group Project: Pre-Production further builds on asset creation pipelines from Block 1 and 2, introducing new concepts for iterative and modular production for real time environments and characters, project planning, and group work. The module also contains a component of observational drawing, and a written component of analysis and reflection upon own work, and investigation into professional work. 

Block 4: Group Project: Production is an introduction to advanced pipelines and skills in making 3D game ready assets at an intermediate level. The module further explores idea generation, engine implementation, and PBR workflows. The module contains a component of observational drawing and a ‘contextual studies’ component, providing the analytic/reflective aspect to complement.

Year three

Block 1: Professional Practice 1 allows students to select from a range of industry briefs to support their personal or professional interests.  These short intensive tasks accurately reflect live industry projects.  All briefs have been agreed with in collaboration with our industry partners, and are current and relevant. The aim of this module is to gain experience of working with external industry briefs, to explore employability (including freelancing).   

This module is a continuation of advanced 2D digital and 3D skills as relevant to practitioners within the Games industry and will build on existing knowledge and practices. It explores idea generation in conjunction with meeting the demands of the game art industry, and foster student ability to manage production processes and workflows. The module also contains a component of observational drawing and a ‘contextual studies’ component, providing the analytic/reflective aspect to complement.  

Block 2: Professional Practice 2 is highly focused on making students employable by fine-tuning skills and methodologies through further work on industry-set briefs, allowing experimentation with different artistic styles. Students will produce a portfolio demonstrating their ability to manage production processes and workflows, and showcasing essential skills on a professional level.

The module also contains a component of observational drawing focusing on anatomical studies and artistic experimentation with a wide range of drawing and painting materials. It integrates a ‘contextual studies’ component, providing the analytic/reflective aspect to complement students’ practice by providing them with the opportunity to evaluate their own achievements and demonstrate focused research into existing industry practices.

Block 3: Personal Project: Planning and Pre-Production The aim of this module is to carry out the initial planning and pre-production work that will support the production and completion of the personal project in Block 4. The specifics of this process will be dependent on the choice of specialism.   

Block 4: Personal Project: Production The aim of this module is to carry out the production of the personal project that has evolved from the planning and pre-production phase in Block 3.  This is aligned to industry practice, and serves to firstly underpin contemporary industry practice and secondly to enable student to complete a major sustained piece of work to support their future aspirations. It is an opportunity to produce a significant body of work that demonstrates creativity and showcases a mastery of a range of industry standard tools, processes and techniques. This work should form a major part of the graduate portfolio, an essential element for employability.