Curriculum
Listed here is an overview of the curriculum for this program. To download a detailed curriculum guide click here.
Term 1
We begin the course by teaching the fundamentals of traditional and digital art forms. Within traditional art; life drawing, anatomy, perspective, color theory and composition are the roots of observational skills. These core skills are taught and apply to all forms of art. Simultaneously, we teach the core fundamentals of current digital art programs such as Maya, Zbrush and Photoshop. This combination of balanced instruction in both the traditional and digital art forms lays the foundation for each student's success as a well-rounded digital artist.
- 3D Fundamentals
- Analytical Figure Drawing 1
- Art Foundation
- Game Engines 1
- High Rez Modeling 1
- Intro to Mobile Games
- Photoshop 1
- Production History & Game Analysis
- Sculpture 1
Term 2
With a foundation in traditional and digital art from term 1, the focus in Term 2 turns to more advanced techniques, and how they apply specifically to the video game industry. The student will advance their 3D skills and apply these skills from concept development to modeling, through to a final professional art asset. Term 2 becomes a vital first run pass through the Game Art Pipeline.
- 3DS Max 1
- Analytical Figure Drawing 2
- Character Modeling 1
- Concept Development for Mobile Games
- Digital Concept Art
- Environment Modeling 1
- Game Engines 2
- Hard Surface Modeling 1
- High Rez Modeling 2
- Photoshop 2
- Sculpture 2
Term 3
Term 3 is focused on “combining disciplines” and “bringing it all together”. In this term the student learns more advanced techniques for pre-production. They are introduced to the industry production-pipeline and to work-flow concepts. Working in a studio-like environment, students begin the term by pitching their project ideas. Once approved, the project is moved through the production pipeline. Industry-style weeklies are introduced where the students work is critiqued by the instructors, and constructive criticism is given to ensure quality and to keep the students on schedule.
- 3DS Max 2
- Analytical Figure Drawing 3
- Art Direction 1 & Concept Development
- Character Modeling 2
- Digital Concept Art 2
- Environment Modeling 2
- Game Engines 3
- Hard Surface Modeling 2
- High Rez Modeling 3
- Shading for Games 1
- Texture Painting 1
Term 4
The final term is dedicated to the production of an industry-grade demo reel. Under the guidance of the faculty, the students apply the knowledge and experience they have gained. They will pitch their projects and begin their production cycle. Post production techniques such as compositing are taught, while weeklies and tech support ensure its final quality. A grad's demo reel is their most important asset. It will open doors and is the foundation for their success.
- 3DS Max 3
- Art Direction 2
- Character Modeling 3
- Environment Modeling 3
- Game Art Weeklies
- Hard Surface Modeling 3
- Post-Production Support
- Shading for Games 2
- Texture Painting 2
