This course offers an introduction to the many artistic and technical aspects of designing and producing characters, environments, and props for 3D games. Among the topics we will explore are: the design of effective low-polygon characters and scenes, texturing and UV mapping, simple character rigging, and effective collaborative design and execution. Software used: Photoshop and Maya (PLE), Knowledge of Photoshop, basic computer skills, some familiarity with 3D computer modeling is helpful, but not essential.
“Game assets” is the name given to the models, textures, environments, and other elements that together form the reality of the 3D game world. As such, they are of great importance in determining the look of the game and how the player will relate to it. The design and creation of game assets requires both technical knowledge and artistic sensibility. The successful game artist combines the best aspects of the geek and the wild-eyed painter/visionary. Although the class will have a substantial technical side, greater emphasis will be placed on the “why” of the technique: what does it mean to design an environment for a game? How does the environment relate to the player/viewer and her expectations? What elements go into a successful and visually harmonious environment and characters? The more important aspects of the course have much in common with set design, costume design, and architecture rather than with programming. The final project of the semester will be a one-month collaborative creation of a complete game environment, with “natural” and constructed elements as well as characters. This course wil use Epic’s Unreal engine for game development and AutoDesk’s Maya 3D software for model construction.
Email: njainsch@risd.edu
Office: ISB 114
Illustration majors: required sophomore studios
Non-majors & Brown students: instructor permission
Animation concept art, game design, book illustration, sci-fi/fantasy illustration, studio practice
Digital 2D/3D, animation, photography, film/video