Game Asset Creation 1: Art, Animation and Integration
  I: Administrative Information   II: Course Details   III: Topical Outline(s)  Printable Version
Section I: Administrative Information
  Total hours: 42.0
Credit Value: 3.0
Credit Value Notes: N/A
Effective: Winter 2020
Prerequisites: N/A
Corequisites: N/A
Equivalents: GAME16859
Pre/Co/Equiv Notes: N/A

Program(s): Bachelor of Game Design
Program Coordinator(s): Jeffrey Pidsadny
Course Leader or Contact: Bohdan Ruzycky
Version: 20200106_01
Status: Approved (APPR)

Section I Notes: The Program-wide Design Challenge is a week-long assignment that challenges students to work in teams to research, design and propose solutions to a defined game design problem. Similar in spirit to game jams or hackathons, the activity encourages students to propose innovative solutions while applying the lessons they have learned in class. During the design challenge, faculty provide supportive mentorship through scheduled consultations. The activity is typically scheduled for the week after Reading Week. Typically, teams are assigned and composed of students from across multiple years of the program. The details of the activity, including the day-to-day schedule, are defined at the discretion of the Game Design faculty. During the week of the design challenge, students are expected to attend their regularly scheduled Breadth elective courses.

Section II: Course Details

Detailed Description
As a visual medium, digital games have a dependency on effective visual design and implementation. Creating art assets requires a foundational knowledge of design fundamentals as well as a strong understanding of how design and art intersect. In this course, students develop game art assets from the initial concept stage to final integration into a game engine. Students learn the fundamental concepts and techniques of creating assets using industry standard software tools. Students design and implement a variety of basic functional game assets into a game engine project to support the requirements of a design. Through interactive lectures, projects and in-class exercises, students learn the basics of modeling, rigging, animating and texturing for design and prototyping.

Program Context

Bachelor of Game Design Program Coordinator(s): Jeffrey Pidsadny
Game Asset Creation 1: Art Animation and Integration is a mandatory course that provides a foundation in art and game asset workflow for games, and as such, supports all core courses.

Course Critical Performance and Learning Outcomes

  Critical Performance:
By the end of this course students will have demonstrated the ability to develop functional assets for games that integrate basic visual design theories and industry best practices.
Learning Outcomes:

To achieve the critical performance, students will have demonstrated the ability to:

  1. Explain how the fundamental principles of art and visual design apply in the context of a game.
  2. Apply effective methods for envisioning, planning, designing and producing basic game assets.
  3. Explain the digital workflows for importing and integrating a variety of game assets into a game engine.
  4. Integrate a variety of new and existing assets into a game engine project.
  5. Create basic animated game assets that apply the fundamental principles of animation.
  6. Integrate animated game assets with scripts in a game engine.
  7. Create storyboards and animatics to visually prototype gameplay.
  8. Explain game assets and their design using effective critique techniques and visual vocabulary.

Evaluation Plan
Students demonstrate their learning in the following ways:

 Evaluation Plan: IN-CLASS
 Assignment 1: Game Concept Art10.0%
 Assignment 2: 3D Asset Production15.0%
 Assignment 3: (In-class): UV Basics5.0%
 Assignment 4: Texture Creation15.0%
 Program Wide Design Challenge5.0%
 Assignment 5: (In-class): Rigging Basics15.0%
 Assignment 6: Animation Basics15.0%
 Assignment 7: (In-class): Create an Animatic from the Storyboard10.0%
 Assignment 8: Asset Integration10.0%

Evaluation Notes and Academic Missed Work Procedure:
Academic Missed Work Procedure (Late Submission Policy) All assignments are due within 15 minutes of a deadline set by the professor. Assignments submitted after this time, and up to one day late, will receive a 5% grade reduction. Work submitted after this time, and up to three days late, will receive a 10% grade reduction. Work that is more than three days late will not be graded. Re-submission of work might be granted under exceptional circumstances, at the discretion of the professor. A student may request an extension, stating the reason in writing to the professor at least one day before the deadline. An extension may be granted at the discretion of the professor. Missed in-class activities, assignments and presentations are awarded a grade of zero. A student expecting to be absent from a class activity where a grade would be earned must notify the professor in writing at least one day prior to the scheduled date and make arrangements to reschedule. An extension or alternative evaluation arrangements may be granted at the discretion of the professor. As a rule, work is not accepted after the last day of the term. A student may request in writing an extension to submit work after the last day of the term. An extension may be granted at the discretion of the professor.

Provincial Context
The course meets the following Ministry of Colleges and Universities requirements:


Prior Learning Assessment and Recognition
PLAR Contact (if course is PLAR-eligible) - Office of the Registrar
Students may apply to receive credit by demonstrating achievement of the course learning outcomes through previous relevant work/life experience, service, self-study and training on the job. This course is eligible for challenge through the following method(s):

  • Portfolio and Interview
    Notes:  Both are required.

Section III: Topical Outline
Some details of this outline may change as a result of circumstances such as weather cancellations, College and student activities, and class timetabling.
Instruction Mode: In-Class
Professor: Bohdan Ruzycky
RequiredOther3D animation software documentation, tutorials, handouts and DVD resources.
OptionalTextbook3D Game Textures, Luke Ahearn, ISBN ISBN: 9781138920064, 2016
OptionalTextbook3D Game Environments, Luke Ahearn, ISBN ISBN: 9781138731257, 2017
OptionalTextbookGame Design: Next Level, Gingko Press, ISBN ISBN: 9781584237303, 2019
OptionalTextbookIntroducing Autodesk Maya 2016, Dariush Derakhshani, ISBN ISBN: 9781119059639, 2015

Applicable student group(s): Students of Honours Bachelor of Game Design.
Course Details:
Module 1: Conceptualization and Imaging
  • Art and Design Fundamentals
  • Game art production pipeline
  • Visual vocabularies, critique and effectiveness analysis
  • Sketching and Illustration
  • Colour Theory
  • Storyboarding and Concept Art

Assignment #1: Game Concept Art- 10%

Module 2: Asset Production
  • Intro to 3D Modeling
  • Creating a simple multi part prop model
  • Modeling techniques, blocking to polish
  • Intro to UV Layout
  • Create UV’s for the prop model
  • Create a basic texture for the prop asset

Assignment #2: 3D Asset Production - 15%
Assignment #3 (In-Class): UV Basics – 5%
Assignment #4: Texture Creation - 15%

Program-wide Design Challenge- 5%

Module 3: Rigging
  • Introduction to rigging
  • Skeleton hierarchy, grouping, pivots
  • Create a rig for the prop model

Assignment #5 (In-Class): Rigging Basics - 15%

Module 4: Animation
  • Animation Theory and Principles of classical 2D animation
  • Techniques and tools
  • Prop animation, blocking to polish
  • Intro to basic video editing
  • Create an Animatic from the storyboard

Assignment #6: Animation Basics - 15%
Assignment #7 (In-Class): Create an Animatic from the Storyboard - 10%

Module 5: Asset Integration
  • Importing assets for Game development
  • Game environment Workflow
  • Assets Lists and effectiveness
  • Composition and Evaluation
  • Importing the prop model with textures, rig and animation
  • Create an animated gif to showcase the final scene

Assignment #8: Asset Integration - 10%

Sheridan Policies

All Sheridan policies can be viewed on the Sheridan policy website.

Academic Integrity: The principle of academic integrity requires that all work submitted for evaluation and course credit be the original, unassisted work of the student. Cheating or plagiarism including borrowing, copying, purchasing or collaborating on work, except for group projects arranged and approved by the professor, or otherwise submitting work that is not the student's own, violates this principle and will not be tolerated. Students who have any questions regarding whether or not specific circumstances involve a breach of academic integrity are advised to review the Academic Integrity Policy and procedure and/or discuss them with the professor.

Copyright: A majority of the course lectures and materials provided in class and posted in SLATE are protected by copyright. Use of these materials must comply with the Acceptable Use Policy, Use of Copyright Protected Work Policy and Student Code of Conduct. Students may use, copy and share these materials for learning and/or research purposes provided that the use complies with fair dealing or an exception in the Copyright Act. Permission from the rights holder would be necessary otherwise. Please note that it is prohibited to reproduce and/or post a work that is not your own on third-party commercial websites including but not limited to Course Hero or OneNote. It is also prohibited to reproduce and/or post a work that is not your own or your own work with the intent to assist others in cheating on third-party commercial websites including but not limited to Course Hero or OneNote.

Intellectual Property: Sheridan's Intellectual Property Policy generally applies such that students own their own work. Please be advised that students working with external research and/or industry collaborators may be asked to sign agreements that waive or modify their IP rights. Please refer to Sheridan's IP Policy and Procedure.

Respectful Behaviour: Sheridan is committed to provide a learning environment that supports academic achievement by respecting the dignity, self-esteem and fair treatment of every person engaged in the learning process. Behaviour which is inconsistent with this principle will not be tolerated. Details of Sheridan's policy on Harassment and Discrimination, Academic Integrity and other academic policies are available on the Sheridan policy website.

Accessible Learning: Accessible Learning coordinates academic accommodations for students with disabilities. For more information or to register, please see the Accessible Learning website (Statement added September 2016)

Course Outline Changes: The information contained in this Course Outline including but not limited to faculty and program information and course description is subject to change without notice. Any changes to course curriculum and/or assessment shall adhere to approved Sheridan protocol. Nothing in this Course Outline should be viewed as a representation, offer and/or warranty. Students are responsible for reading the Important Notice and Disclaimer which applies to Programs and Courses.

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