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VCAD Game Development

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GAME DEVELOPMENT
AND DESIGN
PROGRAM OUTLINE
COURSE BREAKDOWN
PROGRAM OBJECTIVES
The Game Development and Design program focuses on
providing graduates with a solid foundation in the technical and
artistic skills needed to be successful in the game, animation
and CGI industries. Key to this is a genuine understanding of
storytelling, game design, game play, modeling, and animation
techniques. Students will acquire a solid foundation in
traditional artistic techniques. Students will learn color theory,
design fundamentals and life drawing, and will apply this
knowledge to the production and animation of characters,
lighting, texturing, environment, layout and design. Students
will be able to apply industry standard software tools and
techniques to production processes. A key program outcome
is an industry standard portfolio.
TERM 1
Colour & Design
Life Drawing I
Photoshop I
2D Animation Foundations
Game Theory
Hours
48
48
48
48
48
TERM 2
Maya I
Life Drawing II
Character Design
Storyboarding
96
48
48
48
TERM 3
Character Modeling II
Game Conceptualization
Environmental Modeling II
Animation II
Lighting & Texture
48
48
48
48
48
TERM 4
Character Modeling III
Level Design I
Environmental Modeling III
Animation III
Rigging
48
48
48
48
48
TERM 5
Interface Design
Level Design II
Maya Scripting
Gaming Animation
Portfolio I
48
48
48
48
48
TERM 6
Compositing & Editing
Effects Animation
Advanced Lighting & Texture
Portfolio II
48
48
48
96
CAREER OPPORTUNITIES
The Game Development and Design program prepares
graduates for careers in a variety of CGI based industries.
Graduates of the program will find employment in computer
animation studios, game development companies, post
production and special effects studios. They may also work for
industrial design firms and software producers, or for
companies that require the production of 3D graphics and
animation.
PROGRAM DURATION
Total program hours
1,440 Hours
Total program length
72 Weeks
ADMISSIONS PREREQUISITES

Grade 12 or mature student status (19 years or older).

Where an applicant’s first language is other than English,
and s/he has not completed his/her secondary (or higher)
education in English, the applicant will be required to pass
the College’s admission test.

Successful completion of the college’s entrance exam.
GRADUATION REQUIREMENTS
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Successful completion of program courses with a CGPA of
2.0.
Successful submission of an industry standard
professional portfolio.
Attendance at the quarterly portfolio show.
Biographical and marketing collateral.
© 2013
Detailed course descriptions follow. Please note that
course content may be changed or upgraded to meet
the demands of industry.
Revised November 2013
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GAME DEVELOPMENT
AND DESIGN
PROGRAM OUTLINE
Term 1
Term 2
Colour & Design (48 Hours)
The purpose of this course is to introduce the students to the
fundamental principles of design and color theory. Students will
be introduced to the principle concepts of design such as
layout, composition, and balance as well as the theories of
color and how to use color creatively. These concepts will be
presented in theory as well as reinforced through specific
practical exercises and activities that will serve to demonstrate
how each of the concepts is integrated into good design.
Life Drawing I (48 Hours)
This course is an introductory level course that prepares the
student to draw anatomically correct structures of the human
body. Students will learn to draw the human figure in correct
anatomic detail based on the observation of live models. This
course will emphasize the anatomically correct proportions of
the human body and the accurate portrayal of muscles and
other landmarks by applying various techniques of shading and
lighting, views and perspective.
Photoshop I (48 Hours)
This course introduces the students to the popular imageediting software Adobe Photoshop. The main objective of this
course is to teach the student graphical image production
using Adobe Photoshop. Through this ‘hands-on’ course, the
student will learn the fundamentals of design, as well as
advanced features and tips, to prepare images for the Web
and for print. By the end of this course, the student will be able
to create and enhance sophisticated images using Adobe
Photoshop’s tools and features. They will learn how to correct
and modify print as well as Web images using various
techniques and organizational tools. They will also learn how
to apply special effects to original and composite images.
2D Animation Foundations (48 Hours)
In this course, students will be learning the basic principles of
animation. Students will participate in several practical projects
designed to illustrate the fundamental processes of animation.
The course will explore the traditional techniques of animation
and how they apply in the modern world of CG animations.
The course will explore the different types of animation
including stop-motion, visual effects, traditional animation, and
CG.
Life Drawing II (48 Hours)
This course is dedicated in large part to the drawing and
representation of the skeletal structure and musculature of the
human body. Students will learn the anatomical names of the
skeletal elements, landmarks and muscle groups. Students will
learn how to draw the structures of the human skeleton and
then add the surface muscle groups and features appropriate
to the skeletal sub-structure. The course will also explore the
differences in the portrayal of male and female musculoskeletal
features. Students will also be introduced to the drawing of
animal forms and basic animal surface coverings.
Story Boarding (48 Hours)
This course introduces students to concept of storyboarding.
Students will learn how to create clear, concise storyboards as
well as how their art is used in a game development process.
This course will explore the basic game design process and
how the art is integrated. Student will discover the elements
that go into the production of final production storyboards and
how these are used in the game design process.
Maya I (96 Hours)
This is an intensive introduction to the complexities of working
in a 3D application. The first portion of the class will focus
primarily on the tools in Maya with navigation and the interface
as a key element. Students will learn through simple and
intermediate projects how to work in 3D. Time will then be
spent introducing modeling in both nurbs and polygons.
Students will then cover simple unwrapping procedures while
understanding the complexities of UVs. Basic lighting tools will
be covered to ensure that the projects developed in this term
can be presented in a professional manner.
Character Design (48 Hours)
This course explores the design and production of characters
for the animation and video game industry. Students will learn
the principles of good character design, from research to final
detailing, while focusing on character development, style, and
personality. Students will apply principles and techniques of
design and anatomy to achieve the expressive, welldeveloped, appealing characters. By the end of this course,
students should be able to work with a variety of styles,
archetypes and body structures to construct their characters.
Game Theory (48 Hours)
Game theory covers the current trends of the industry along
with design principles and process of the development of large
and small games. Current trends and technology will also be
discussed along with the technical aspects of the gaming
industry. Industry position and roles will be covered along with
the differences between individual developers. Game types
and titles will be explored using with web resources.
© 2013
Term 3
Character Modeling II (48 Hours)
The key focus of this course is being able to think like a
character modeler. Simple characters will be lit, unwrapped
and textured to ensure that existing designs are accurately
presented. Professional design methods will be followed.
Assignments and designs will be pre-determined to ensure
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efficiency and the understanding of the techniques and
process.
pre-designed characters and real life reference material to
ensure that the models are to proportion and have proper
anatomy.
Game Conceptualization
In this course students explore the planning stages of a game.
Student will use non-digital and digital methods to develop
different concepts that are dynamic and engaging. Students
will work in teams to discuss and plan these concepts. There
will be group presentations and analysis of these projects to
explore their viability and game play. Students will also spend
time in this course analyzing both traditional board games and
digital games through the last 50 years to discuss and consider
what works in each title.
Level Design I (48 Hours)
Students will explore level design theory and techniques and
develop a working level concept in using traditional methods.
Students will also be encouraged to develop environments
using developer tools. Design and playability will be a key to a
successful final project. By the end of the term students will
develop a simple working level to be presented to their
classmates and instructor for review
Environmental Modeling III (48 Hours)
Environmental Modeling II (48 Hours)
This course explores the design and development of 3D
environmental modeling. Students will learn how to observe
real world environments and then translate their observations
into producing interior and exterior environments. Students will
also learn to consider staging and environmental mood into the
design and structure of the environment. Topical coverage
includes effective environment design, interior environments,
exterior environments, creating illusions of depth, matte
painting (fundamentals) camera action and displacement prop,
effects, and strategies for creating mood and atmosphere
This advanced studio course explores the design and
development of 3D environmental modeling and design.
Students will work with a pre developed concept and follow the
required specifications to develop professional environments
and then translate their research into producing dynamic
environments. Students will also learn to consider staging,
atmosphere and environmental mood to enhance the
professional look of the environment. Topical coverage
includes effective advanced environment design, composition,
matte painting (fundamentals) action and strategies for
creating a professional demo presentation. The final goal of
this course is to explore environmental demo reel options.
Animation II (48 Hours)
This course will explore the basic techniques of 3D animation.
Using industry standard software students will take their first
steps to animating a basic character. Using a hands-on
approach, students will learn the techniques of basic
animation. Topical coverage includes animation software tools
and functions, key framing, modifiers, basic morphing
techniques and linear and non-linear animation.
Animation III (48 Hours)
This course focuses on acting and intermediate animation
techniques, students will improve on their skills from term one
and push their timing, anticipation, follow through secondary
action and cycles. Students will use live reference to enhance
their animation. Time will be spent improving both technical
and acting techniques to prepare the students for advanced
animation and portfolio development.
Lighting & Texture (48 Hours)
This course is an introductory level course in texturing and
lighting. Students will be introduced to the use of various
Adobe Photoshop painting and editing tools and techniques, in
conjunction with the Autodesk Maya UV and material toolset to
create a wide variety of textures, ranging from basic surfaces
such as wood, and fabric, to photo-realistic textures based on
photographs, to techniques used for texturing game and film
environments. Students will also become familiar with working
with the hypershade and shader networks to develop
aesthetically pleasing textures. The UV texture editor and its
tools will be a key component to the development of material in
texturing and lighting.
Term 4
Rigging (48 Hours)
This course explores the advanced process of preparing the
setup of a character model for advanced animation of
characters. The course will take the students through the steps
of character modeling and animation with a focus on the
rigging of the characters. Students will learn how to prepare
and setup character rigs, bind structures to geometry and work
with meshes and armature. Students will learn to rig facial
expressions and lip movement as well as rigging and
animating armature. Topical coverage includes joint orientation
and preparing skeletons, rigs, inverse kinematics, facial
rigging, armature, binding structures to geometry, and meshes.
Term 5
Character Modeling III (48 Hours)
Interface Design (48 Hours)
This course explores more advanced designs and human
anatomy in the development of male and female character
models. Students will work with the available tools to add
realism to these designs. Time is spent developing low poly
models that are well built and dynamic. Students will work with
This course covers the fundamentals of interface design.
Students will work primarily in Photoshop to design these
elements. Raster designs will be the key element of this course
however students will be introduced to vector tools. Illustrator
will be discussed as vector application to asset in the
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development of this content. In the latter portion of the course
student will be introduced to simple motion graphics to add to
their interface presentations.
Level Design II (48 Hours)
This course is a continuation of level design 1. Students will
explore advanced tools, techniques, and animation and
develop a working level in the unity 3D game engine. Students
will also be encouraged to conceptualize new ideas and work
with content that has been developed in the environmental
design class. By the end of the term students will work in
teams to develop a working level to be presented to their
classmates and faculty for review. Atmosphere, design and
playability will be a key to a successful final project.
developing a final demo reel to showcase the strengths and
talents of each student in a branded visually appealing
presentation. Students will have the option to develop a demo
reel that focuses on their interests and skills within the 3D
industry. Time will be spent focusing on content that
showcases primary skills such as animation or modeling.
There will also be an opportunity to plan and showcase
secondary abilities to increase the potential opportunity of
employment. Planning and production pipelines will be
followed and deadlines will be achieved. Students will be
critical of their work and change their artistic material if
necessary. This course will work in conjunction with Portfolio I,
compositing and editing, effects animation and lighting and
texturing. Students will be expected to present their content
and participate in class activities with respect to the graduation
and course material.
Maya Scripting (48 Hours)
This course introduces the student to 3D scripting using Maya
Embedded Language or MEL scripting. Students will learn the
various features and functions of the language that will add
advanced capabilities to the animations. Students will learn
how to use the MEL scripting language and its capabilities to
streamline and automate the character rigging process. The
course will then explore the use of MEL scripting to create a
character animation.
Compositing & Editing (48 Hours)
This course focuses on the video presentation aspects of the
final demo reel. Students will work with compositing and editing
tools to add the final touches to their presentations. The course
will focus on small projects that will help the student
understand the complexities and tools of compositing and
editing and then students will create their final edit with the
assistance of the portfolio and compositing and editing
instructors.
Gaming Animation (48 Hours)
Students will develop advanced animation that will work in the
real time game engines. Time will be spent analyzing real
world example and working in Maya to develop believable
animations. The student will then learn how to incorporate
these animated characters in game engines to ensure that the
animation works in the required environment. Time will be
spent analyzing the movements and revising the content to
ensure that the animation is appealing and work within a game
environment. The analysis of industry examples will be a key
component to assist in the technical aspects and timing of this
animation. In the final weeks of this course simple effects will
be introduced to discuss the aspects of particle in game
engines.
Portfolio I (48 Hours)
Portfolio I is a conceptualizing and planning course for the
development of the final student demo reel and portfolio.
Students will discuss, create a plan and consider their options
while developing designs and storyboards for their final project.
The development of two pre-visual animatics will be completed
along with a production proposal focusing on design, colour
and composition. Time will be spent considering the timing of
the final presentation and the overall aesthetic. Students will
also consider a final presentation with all elements such as
technical information and traditional design work.
Effects Animation (48 Hours)
Students will explore the basics of digital effects animation and
work with particles and effects tools with Maya. You will work
with the digital tools to develop simple dynamic animations
while considering effects elements to add life and atmosphere
to their reels. Students will cover the basic forces and elements
such as fire and water and discuss lighting mood and
atmosphere created by these effects. Timing physics and
design will be a key component to ensure that the effects
developed in this class will have a natural look and are
believable.
Advanced Lighting and Texture (48 Hours)
This course builds upon the previously covered topics of
lighting and textures. It takes the students beyond the basic
light sources and shadows and explores lighting and texturing
as an art. Students will learn advanced lighting and texturing
skills and techniques and how to apply them to their final
modeling and animation projects. Students will learn to select
the appropriate light type for a particular situation as well as
the correct material 2D and 3D textures. Topical coverage
includes lighting colour and composition, Maya light types,
High quality shadows and effects, Raytracing, 3D textures and
projections.
Term 6
Portfolio II (96 Hours)
The emphasis of this course is to prepare the student for
graduation and final portfolio development. Time will be spent
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Upon successful completion of this program, the
graduate will be able to:
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Work with major trends in visual arts in the game,
animation and visual effects industries.
Apply critical thinking and creative expression
techniques.
Analyze and critique a production.
Draw a character and its environment.
Produce a concept sketch.
Shape a model.
Stage a scene.
Design game environments.
Design game characters.
Develop a storyboard.
Produce computer-generated images.
Produce 3D models of props.
Prepare 3D models of characters.
Animate characters.
Create digital visual effects.
Present a professional portfolio.
Please Note:
a)
The courses listed above may not be presented in the order
that they appear on this outline.
b)
Except for VCAD and Practical Nursing programs, or unless
otherwise indicated by the College in the program outline, the
non-practicum course delivery portion of the program is based
on a (5) five hour student day. The 5 hour day is made up of a
combination of instructor led or instructor managed classes
and/or open lab. Open lab time is not supervised by your
instructor, however, during this time students are expected to
undertake course related self-directed study and project work.
c)
A portion of a program may be delivered through the use of online and/or computer assisted learning modules or a blended
use of learning modalities including computer assisted,
instructor moderated and/or on-line delivery.
d)
In order to facilitate the ongoing development and updating of
programs, the College may implement amendments or
modifications to programs in order to accommodate these
revisions at any time. Examples of possible amendments
include modification of content, curricular updates, changes in
course titles, changes in course materials, textbooks, class
schedules, distribution of course time or content across the
program, sequencing of course delivery, instructor or course
substitution, changes in the technology, software or equipment
used. Changes are effective when made.
Student Name
Student Signature
Date
© 2013
Revised November 2013
Replaces All
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