Overview
Gaming and Game design is a relatively new phenomenon
in India and it is already set to make a huge leap as
a career.
Before going into details we would like to define Game
Art Design/Game Art Content / Game Art Asset.
In a game anything that we see on the screen
of a mobile, PC, Net or console, all the characters, colour
designs, pictures and the animations are called Game Art
Assets, or Game Art contents.
So everything under design, be it an Idea,
2d (Sketches, Concept Designs, Environment design,
Digital Paintings, Game Documents) or 3d (Character
Models, Set Models, Environment Models, Weapons Models
&their textures, rigs and Animations) is
called an Art Assets, and because they are being made
for a game in combine they are called Game Art Design
/ Assets.
The Game Art course will allow you to learn all the aspects
of Game Art Design & Development in the 2d & 3d
world. A right mix of Ideas, Art, Design, & Technology
will give you all the required skills to make a successful
entry into the world of Game Design.
Criteria
- This program is strictly open to Game Players Only.
The reason being, that only a game player will have
the visual and technical understanding that will be
the basis for his success as a Game designer. Previous
design work, like sketches, paintings, graphic design
is a plus but not compulsory.
Course Content
| Term 1 |
Design
Fundamentals &
Drawing & Sketching |
Design Fundamentals- Design Principles,
Game Ideas & Game Design
Colour Theory-Colour Themes, Primary, Secondary, tertiary
Colours, colour wheel, Concept, Character, Set design
for Games
Basic of Drawing: circle & line Drawing, Symmetrical
drawings, Perspective Drawings |
| Theory |
Story Boarding , Game History , Game Technology,
Role of sound in games
Game design document Vs Film Script, Game Play, Game
Mechanics & game Analysis
Game Cinematography & Game Levels |
| Technical |
Introduction to Photoshop & Flash for games
Introduction to 3D, Max/Maya (Fundamentals - Modelling
– High Poly Vs Low Poly , Mesh Flow, Polygons
vs. Triangles, Poly Count Vs Game technology |
| Other |
Playing & Analysing Games, Game Design
& Game levels |
| Project |
Game Character, Concept & Set Designs |
| |
| Term
2 |
Design Fundamentals &
Drawing & Sketching |
Design Fundamentals- Design Principles, 2d Visualisations
& Paintings
Life Drawing II,
Story boarding II, Game Cinematic
Architecture, Products, Props, Vehicles & Anatomy
Study |
| Theory |
Gaming History
Gaming modelling & texturing techniques for various
assets, Level of Detail
Game study, Research for Developing ideas |
| Technical |
Flash, Photoshop with Max/Maya,
Max/Maya – II Advanced Modelling,
Max/Maya – III (UV Mapping)
Max/Maya – IV (Principles of Animation) ,
Optimisation, Introduction to ZBrush-I |
| Other |
Building 2d backgrounds & Game Assets |
|
Project |
Modelling & Texturing of Game Sets, Vehicles
& Props |
| |
| Term
3 |
Design Fundamentals &
Drawing & Sketching |
Design Fundamentals- Design Principles, Game
engines rendering Vs Animation rendering
Life Drawing III, Game Level & Map drawing
Anatomy Study for Game Characters
Background Painting |
| Theory |
Gaming History II, Game Videos & cinematicsProduction
Management Documentation, file system, Resource Human,
Asset management, Planning for a Team project
Game study II, Character Modelling, Texturing &
Animation |
| Technical |
Photoshop III, ZBrush-II
Max/Maya – V (Rigging Concepts & Fundamentals,
Character Setup)
Max/Maya – VI (Character Animation – Simple
Animation Cycles) |
| Other |
Walks, Runs & Action pieces, Work on a
team Project |
| Project |
Developing Game Character with Environments |
| |
| Term
4 |
|
Design |
Presentation Techniques
Project Planning for Demo Reel |
| Theory |
Game Demo Project Documentation, Design and
Production
Gaming History III, Asset management |
| Technical |
Maya – VIII (Effects for Games)
Fundamental of Editing, Sound & Compositing
Media output methods. |
| Other |
Pitching a game idea, Presntation & Interview
Skills |
| Project: |
Game Demo Reel |
|