Lecture: 2 hours/week
and
Lab: 2 hours/week
The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.
- 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
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.
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).
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.
CMPT 2167 (with a grade of C or better)
None
None