20 credits at level HE4
This module introduces the techniques required to create art for small-screen games. Typically, the work produced here would be for mobile phone games or games on hand-held consoles. The modules gives students the opportunity to study the techniques used by games artists in the past to create compelling experiences when the capabilities of the graphics hardware are minimal.
Low Polygon Modelling
Graphics capabilities of hand-held devices
Pixels, colour depth, alpha channel
Essentials of pixel art
Shadows and light
This is a practical module and students will need to show that they can create compelling art assets even on very limited graphics devices. Students will need to demonstrate an understanding of the limitations of the hardware. Students will be required to create assets for one type of display and then "port" those assets to less (or more) capable hardware. The material will be delivered using a mixture of practical sessions, demonstrations, lectures and case studies based on archaic games hardware.
when you have successfully completed this module you will:
to demonstrate that you have achieved the learning outcome you will:
|1.||C1 Critique, analyse and evaluate art assets in the context of a game theme or concept||Discuss the rationale for your approach to your work|
|2.||C3 Show an appreciation of the social, historical and cultural context of games||Create assets which would be usable on archaic games hardware|
|3.||S1 Create quality in-game art assets in response to a brief||Produce a module portfolio which meets the terms of the brief|
|4.||O3 Respond appropriately to critiques of individual and team work||Develop your work in response to peer and staff critiques|
|5.||O4 Work productively and to deadlines in a studio-based environment, demonstrating reflective learning and an ability to discuss and present experiences and elements of work
||Deliver an appropriate module portfolio before the assessment deadline|
Your achievement of the learning outcomes for this module will be tested as follows:
There are no prerequisites for this module.
No restrictions apply.
K L. Murdock 2011, 3ds Max 2011 Bible
A Gahan 2011, 3ds Max Modeling for Games: Insider's Guide to Game Character, Vehicle, and Environment Modeling: Volume I
Derek Lea 2010, Creative Photoshop CS4: Digital Illustration and Art Techniques
Adobe 2011, Adobe Photoshop CS5 Classroom in a Book (Classroom in a Book (Adobe))
A wide variety of web-based resources are also available on the module ELearning page
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