1. Understand 3D Modelling
Explain what 3D modelling is.
Describe how it is used across different industries such as:
Film & TV
Games Development
Product Design
Architecture
2. Investigate Career Pathways
Choose two industries from the list above.
For each:
Explain why you chose it.
Find and describe an inspirational example from that industry (e.g. a film, game, product, or building that uses 3D modelling).
3. Explore 3D Modelling Software
Investigate one of the following software tools:
Blender
Unreal Engine
Substance Painter
Explain what the software is used for and how it supports creative media.
Find two additional 3D modelling tools through your own research and briefly describe their purpose.
(follow the instructions on this page 3D Games Design & Art - 1.1 3D introduction)
Explain What Unreal Engine Is
Describe Unreal Engine and its purpose.
Include examples of industries where it’s used (e.g. games, film, live events).
Explore an Industry Use Case
Choose one of the following areas:
Games Development (e.g. Fortnite, Fall Guys)
Film/TV/Animation (e.g. The Mandalorian)
Broadcasting & Live Events (e.g. Coachella 2024)
Explain how Unreal Engine is used in that context.
Break Down Key Features
In your own words, explain the following features:
High-Quality Graphics
Blueprint Visual Scripting
Cross-Platform Development
Asset Marketplace
Use the videos linked on the site below to help you explain some of unreals functions and real world applications across the different career pathways 3D Games Design & Art - 1.1 Unreal introduction follow the instructions on the page to help.
Understand Sound in Media
Explain how sound is used to build atmosphere and immersion in games and films.
Describe the difference between diegetic and non-diegetic sound in your own words.
Find and Evaluate Examples
Find one example of diegetic sound and one example of non-diegetic sound from any piece of media (game, film, TV, etc.).
Evaluate how each sound type contributes to the scene or experience.
Explore Sound Software
Investigate one of the following software tools:
Pro Tools
Native Instruments
Adobe Audition
Research and explain:
What the software is used for.
How it supports sound design or editing.
Find two additional sound software tools through your own research and briefly describe their purpose.
Use the videos linked on the site below to help you explain what diegetic and non diegetic sound are and how they are used in media.
Look into the different software's linked on the site and what they do or offer to the user 3D Games Design & Art - 1.1 Sound Introduction .
Research the following texture maps:
Baking
Metallic
Normal
Explain:
What each texture type does.
How it affects the appearance of a model.
Explore Texturing Software
Use and compare the following tools:
Blender (Texturing tab)
Substance Painter
Adobe Photoshop
Explain:
How each software is used for texturing.
The differences between them.
Link to site with explanation 3D Games Design & Art - 1.1 Texturing Introduction
An annotated screenshot of the User Interface (UI) showing your work in progress.
A written reflection on your experience using the software and creating the task.
1. Robot Model in Blender (Modelling Tab)
Create a 3D robot using Blender’s Modelling workspace.
Annotate the UI screenshot to highlight key tools and techniques used.
Reflect on your modelling process, challenges faced, and what you learned.
2. Sculpted Pumpkin in Blender (Sculpting Tab)
Sculpt a pumpkin using Blender’s Sculpting workspace.
Annotate the UI screenshot to show brushes, modifiers, and workflow.
Reflect on your sculpting experience and how it differs from modelling.
3. Textured MAT in Substance Painter
Apply textures to a MAT (material asset) using Substance Painter.
Annotate the UI screenshot to show layers, materials, and tools used.
Reflect on your approach to texturing and how you achieved your final look.
4. Thumbnail Sketches in Photoshop
Create a series of thumbnail sketches in Adobe Photoshop.
Annotate the UI screenshot to show brush settings, layers, and composition tools.
Reflect on your sketching process and how thumbnails helped develop ideas.