Game Asset Design
Overview
- Foundations of computer-aided modelling
- Overview of the game asset design pipeline
- Introduction to computer-aided modelling software
- Object creation and manipulation
- Creating scenes from primitives
- Additive vs. subtractive modelling
- Polygonal meshes
- Advanced modelling techniques
- Non-Uniform Rational B-Splines (NURBS) in curve-based modelling
- High-poly vs. low-poly modelling
- Mesh optimization techniques for real-time rendering
- Materials, texturing, and UV mapping
- UV coordinate space for texturing
- Materials and shading groups
- Introduction to physically based rendering
- Lighting and rendering
- Local and global illumination models
- Simulating shadows
- Rendering workflows and output formats
- Artificial Intelligence (AI) tools for pipeline efficiency
- Overview of AI-assisted tools and techniques
- Automating repetitive tasks
- Ethical considerations in AI-assisted content creation
The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.
Assessment will be in accordance with the Douglas College Evaluation Policy. The instructor will present a written course outline with specific evaluation criteria at the beginning of the semester. Evaluation will be based on the following:
|
Labs |
5-25% |
|
Assignments |
0-20% |
|
Projects |
0-30% |
|
Term Test(s) |
20-35% |
|
Final Exam |
25-40% |
|
Total |
100% |
In order to receive a D grade (or higher) in the course, students must receive an overall course grade of at least 50% and a grade of at least 50% on the combined weighted examination components (Term Test(s) and the Final Exam).
Upon successful completion of this course, students will be able to:
- create and optimize game assets for real-time applications using industry-standard modeling, texturing, and rendering techniques;
- apply lighting, shading, and material workflows to enhance realism and interactivity in virtual environments;
- utilize Artificial Intelligence (AI) tools to streamline and automate repetitive asset creation tasks;
- compare and evaluate traditional vs. AI-enhanced pipelines for efficiency, quality, and scalability;
- collaborate effectively in group projects, using shared workflows and version control systems;
- develop a professional portfolio showcasing individual and group work, demonstrating technical and creative proficiency;
- critically assess the ethical and creative implications of AI in digital content creation;
- communicate design decisions and receive feedback through structured peer reviews.
Consult the Douglas College Bookstore for the latest required textbooks and materials.
Sample textbooks and materials may include:
-
Francisco Barros. (Current Edition). Advanced 3D Asset Creation in Unreal Engine 5: Leverage Unreal Engine 5's geometry tools for professional game development and artistry. Packt Publishing.
Requisites
Course Guidelines
Course Guidelines for previous years are viewable by selecting the version desired. If you took this course and do not see a listing for the starting semester / year of the course, consider the previous version as the applicable version.
Course Transfers to Other Institutions
Below are current transfer agreements from Douglas College to other institutions for the current course guidelines only. For a full list of transfer details and archived courses, please see the BC Transfer Guide.
| Institution | Transfer details for CMPT 3167 | |
|---|---|---|
| There are no applicable transfer credits for this course. | ||