DIGITAL CONTENT CREATION
EAE 4900-101 | Spring 2018 Syllabus
CLASS
Building 72, Room 250
Wednesday 2:00PM – 4:30 PM
INSTRUCTOR
Brian Salisbury, MFA
Building 72, 218
Office hours: TBD, or by appointment
TEACHING ASSISTANT
TBD
Office hours:
TBD-
COURSE DESCRIPTION
The Course will establish a common language based on art and design principles while gaining a practical knowledge of digital creation techniques and software used in the gaming industry. Introductory skills in 2D and 3D software applications are explored through the lens of Art and Design theories and fundamentals (principles of art and design). No previous digital content creation required.
The course will be held in a computer lab/classroom to enable students to practice exercises during class. The class will include lectures, presentations, and project work both in and out of class. The Teaching Assistants will have lab hours for the students to use outside of class. All of the software will be available in several labs across campus, and most will be available for students on their personal machines.
NOTE:
A drawing tablet will be required for this class.
See the Hardware section below.
COURSE OBJECTIVES & LEARNING OUTCOMES
- Students will be able to demonstrate a sound understanding of art and design theories and fundamentals through the creation of personal art work, peer to peer critiques,and class presentations.
- Students will gain a practical and technical understanding of core 2D and 3D software used in the games industry.
- Students will be able to create 2D concepts, style guilds, digital paintings, UI, logos, fonts.
- Students will be able to demonstrate an understanding of basic animation principles.
- Students will be able to demonstrate an understanding of polygonal box modeling, edge flow, shape, form and digital sculpting in 3D space.
- Students will be able to demonstrate a basic understanding of composition, lighting and materials.
- Students will cultivate skills to continue to learn digital content creation independently via problem solving and internet resources long after this course.
HARDWARE
University of Utah computer labs will have the computers & software required to complete all assignments.
DRAWING TABLET
Each student will be requiredto bring a drawing tablet to class!
Wacom
- Small to large drawing tablets, pen tablet displays (Cintiq)and pen tablet computers at a variety of price ranges. Any size will do for the purposes of this course.
- Wacom hardware drivers are installed on University Computers. Other tablet brands will have driver conflicts.
DRAWING TABLET ALTERNATIVES
- Pen-enabled computer with win-tab (Wacom) drivers
- Microsoft Surface Pro
- Wacom tablets available for checkout at Marriott Library (limited)
- Beware of non-Wacom tablets &drivers for use on University Lab Computers!
- Product reviews for pen computers, tablets andsoftware compatibility can be found here:
SOFTWARE
Software required for this course will be available in university labs and available for download as student or trial versions for use on personal computers.
Adobe Creative Cloud - Labs/Free downloads for educational use via University Portal
- Adobe Photoshop CC
- Adobe Illustrator CC
- After Effects CC (Potentially Used)
- Character Animator CC (Potentially Used)
Autodesk Maya 2018 -Labs/Free downloads foreducational use
Pixologic ZBrush-Labs/Limited trials/Student discounts
- Zbrush 4R8
- Zbrush Core - Reduced features/cost (Optional)
- Sculptris 1.6 - Free (Self-study & exploration outside of this class)
Epic Unreal Engine 4
TEXTBOOKS AND OTHER RESOURCES
- Due to the cost of a drawing tablet, no textbooks will be required, but text recommendations will be provided.
- Class lectures, technique demonstrations, instructor authored videos and internet resources will be provided.
CLASS STRUCTURE AND GRADING
The student willdemonstrate their understanding of the art theory and lecture content through visual problem solving and execution of weekly assigned projects.All Software will be taught through the lens of art and design principles.
Typical course projects will encompass practical game content, such as environments, architecture, vegetation, simple characters, props, weapons, vehicles, animation, layout, composition, lighting, shading, effects, etc., in a variety of styles.
Grading Rubrics will typically be based on the following:
- Following Instructions
- Participation
- Perceived Effort
- Aesthetics
- Creativity in achieving the desired visual goal
- Technical Execution
- Quizzes
Grading Scale
Grades are based on the following scale, and may be finalized on an adaptive curve. Grades in Canvas may not necessarily reflect final course grade.
A94 – 100
A-90 - 93.99
B+87 - 89.99
B84 - 86.99
B-80 - 83.99
C+77 - 79.99
C74 - 76.99
C- 70 - 73.99
D+67 - 69.99
D64 - 66.99
D-61 - 63.99
E0 - 60.99
COURSE POLICIES
Attendance
There will be a large amount of theoretical and practical information provided in each class. Attendance will be necessary in order to achieve success in this class. Unexcused absences will affect the participation grade. Life happens. The instructor is very understanding and fair with proper notification of an absence due to circumstances beyond control.
Effort and Practice
Digital Content Creation can be broken down into structured approaches that a diligent student can satisfactorily learn and execute, regardless of their experience. Effort/Perceived effort will make up for the lack of experience or natural artistic skills.
Participation
Participation comprises several factors. Attendance, arriving on time, being prepared, participating in discussions, critiquing work, asking questions, offering suggestions, clarifying expectations, and challenging suppositions or ideas. Make your positive presence known.
Canvas
Check Canvas for announcements and important information. The student is responsible for all information disseminated via on Canvas.
Assignment Submissions
All homework files must be submitted in format required by Canvas. Please name your file using the following convention: Assignmentname_Studentname.(suffix) Naming conventions are extremely important in Content Creation.
Late Work/ Resubmissions
Grades on assignments may be penalized up to 10% per day at the discretion of the instructor. Resubmissions are subject to the discretion of the instructor.
Alternative Assignments
In limited cases, students with a demonstrable mastery of weekly subject matter may propose an alternate assignment. The goal of this class is to challenge the student and stretch their abilities. Alternateassignments are at the discretion of the instructor.
Syllabus
This is a new course. As such, the syllabus is subject to change. The Instructor will notify the class regarding all changes. In the event of any discrepancy between this syllabus and content found in Canvas, the information in Canvas will take precedence.
COE Policy
(Links to an external site.)
WEEKLY BREAKDOWN
Week 1
Lectures: Line,ShapeForm, Negative Space, Spatial Relationships,
Software: Photoshop
Tools/Methods: Brushes, Brush properties, Brush creation, Shapes,Lines, Pen Tool, Smoothing, Measuring Techniques
Projects: Toys, Cartoons
Week 2
Lectures: Perspective
Tools/Methods: Photoshop
Tools/Methods: Guides, Rulers, Transforms, Warp, Clone, Filters,
Projects: Weapons, Vehicles, Architecture
Week 3
Lectures: Value, Detail, Variety, Unity, Balance, Focal Points
Software: Photoshop
Tools/Methods: Selections, Fills, Layers, Masks, Channels, Filters
Projects: Foliage
Week 4
Lectures: Color, Value
Software: Photoshop
Tools/Methods: Color Windows, Layers, Blend Modes, Filters
Projects: Environment Concept
Week 5
Lectures: Design, Composition, Space, Negative Space, Fonts, Focal Points, Unity
Software: Illustrator
Tools/Methods: Pen Tool, Transforms, Fills, Fonts, Photo-basing
Projects: Simple Game UI Creation
Week 6
Lectures: Line, Shape, Form, Color
Software: Illustrator
Tools/Methods: Pen Tool, Transforms, Fills, Thumbnail Sketches
Projects: Simple 2D Game Character
Week 7
Lectures: 12 Principles of Animation
Software: Character Animator/After FX
Tools: Various
Projects: Simple 2D Asset
Week 8
Lectures: Form, Shape, Space, Negative Space
Software: Maya
Tools/Methods: Maya UI, Navigation, 3D Primitives, Cut, Collapse, Extrude, Duplicate, Mirror, etc.
Projects: Simple Mechanical Assets
Week 9
Lectures: Form, Shape, Space, Negative Space
Software: Maya
Tools/Methods: Peaks and Valleys, Edge Flow, Edge loops, Rings, Transform Component, Sculpt Geometry Tool, Deformers, Soft Select
Projects: Simple Organic Assets
Week 10
Lectures: UV Space, Textures - Color,Transparency, Contrast, Value Design, Balance
Software: Maya, Photoshop, Unreal Engine 4
Tools/Methods: UV Unwrap, Color, Transparency, Normal, Maya Substance Node,
Unreal PBR Materials
Projects: Simple Unreal Materials
Week 11
Lectures: Rigging/Tech
Software: Maya
Tools/Methods: Hierarchies, Constraints, Skeletons, Bind Skin, Component Editor, Scripts, Expressions, Nodes, Set Driven Keys
Projects: Mechanical Arm Rig, Simple Animation
Week 12
Lectures: Animation Principles
Software: Maya
Tools: Channel Box, Keyframes, Graph Editor, Motion Clips, Motion Capture
Projects: Bouncing Ball, Simple Walk, Introduction to Motion Capture Editing
Week 13
Lectures: Form, Shape, Volume
Software: ZBrush
Tools/Methods:ZBrush UI, 2.5/3D, Tools, Brushes, Masking, Selections, Zspheres, Subtools, Dynamesh, Polygroups, Multi Mesh, Insert Mesh, Lazy Mouse
Projects: Projects: Sculpt An Organic Prop
Week 14
Lectures: Form, Shape, Volume
Software: ZBrush
Tools/Methods:Curve Tools, Surface Detail, Surface Noise, Polypaint, Spotlight
Projects: Intro to Hard Surfaces, Mesh Detail, Texture - Wrap/Offset
Week 15
Lectures: Form, Shape, Volume, Edge Flow, Uniformity, Optimization of Detail
Software:Zbrush Continued, Maya
Tools Tools/Methods:Projects: Wrap up Zbrush Projects, Retopologizehigh resolution samples in Maya for real-time usage.
Week 16
Lectures: Shape Language, Color, Value, Composition, layout, Camera Shots & Animation, Lighting
Software: Unreal Engine 4
Methods/Tools: Unreal Primitives, Lights, Cameras, Sequencer, Post Processing
Projects: Create Interesting Scenes in Unreal to convey prescribed moods using only primitives, colors, materials and lighting. Animate Camera in the scene using principles of cinematography and composition.