Digital Game Artist Certificate

INR 5,999.00

18 months / 600 course hrs

Description

The Digital Game Artist Certificate program trains students to become professional video game artists. Training centers around developing core skills for jobs related to Digital Art, 3D Art, Modeling, Character Design and Environmental Art Design. Once completed, students will have multiple employable skills including modeling game props and characters, importing required elements into game specific software, animation of game assets, and more.

This is a skills-specific program which will teach the key components and competencies needed to excel in positions related to 3D Art for Games and Environmental Art for Games. That said, beyond software and game related techniques, the program touches on just about everything, including general design and concept art. Students will learn the fundamental principles of what makes good art great and the key social aspects needed for continued growth and professional development.

Details + Objectives

WHAT YOU WILL LEARN

  • Develop game art skills specific to prop, environment, and character art/animation
  • Learn how to use popular 2d/3d software
  • Mastery of modeling and texturing techniques
  • Learn the fundamental principles of making good art

HOW THE COURSE IS TAUGHT

  • Self-paced, online course
  • 18 months to complete
  • Open enrollment, begin anytime
  • 600 course hours

HOW YOU WILL BENEFIT

  • Employable skills
  • Practical training that can be used immediately in professional projects
  • Hands-on development, assessment, and evaluation of artistic ability

Outline

I. 3D MODELING I

A. Getting Started
B. Basic Blender Interface
C. Viewport Configuration and Layout
D. Display Settings and Menu Rollouts
E. Select, Undo/Redo, and Space Search
F. Rendering an Image
G. Viewport Controls and Settings
H. Transforms and User Preferences
I. Select and Deselect
J. Primitives
K. Append
L. Primitive Properties
M. 3D Cursor and Object Position
N. Edit and Object Mode
O. Grease Pencil
P. Pivots and Object Origin
Q. 3D Cursor
R. Transform Orientation and Duplicate
S. Polygon, Vertex, and Edge
T. Object Mode Keys
U. Edit Mode Keys
V. Limit Selection to Visible
W. Viewport Shading and Smoothing
X. Insert, Delete, Dissolve Edge
Y. Edge Split and Create Edge
Z. Merge
AA. User Preferences and Key Commands
AB. Outliner
AC. Modifiers
AD. Piling Modifiers
AE. Snaps (Edit and Object Mode)
AF. Snap to Grid
AG. Splines
AH. Rendering Splines
AI. Splines in Edit Mode
AJ. Curve Modifier
AK. Path Deform Process
AL. Bevel with Contour Controls
AM. Lathe
AN. Mirror and Symmetrize
AO. Insert
AP. Intersect Tool
AQ. Fill, Bridge, and Grid Fill
AR. Bend
AS. Pivot Positioning
AT. Fill
AU. Grease Pencil Revisited
AV. Duplicate and Linked Duplicate
AW. Appending and Saving Selected
AX. Layers
AY. Boolean
AZ. Smooth Shading
BA. Arrays
BB. Solidify
BC. Subdivide
BD. Proportional Editing
BE. Mesh Deform
BF. Basic Light Settings
BG. Basic Edge Placement for Sub D Surfaces
BH. Final Practical

II. ELEMENTS OF VISUAL DESIGN

A. Getting Started
B. Balance
C. Unity
D. Gradation
E. Harmony
F. Dominance
G. Repetition
H. Contrast
I. Gestalt
J. Space
K. Symmetry and Asymmetry
L. Gathering and Filtering
M. Style Guides
N. Form and Structure
O. Silhouette and Visual Reference
P. Tonal Studies
Q. Light
R. Ball Study
S. Visual Depth
T. Tactile Texture / Visual Texture / Pattern
U. Volume
V. Visual Narrative I
W. Visual Narrative II
X. Final Practical

III. TEXTURE MAPS AND DIGITAL PAINTING

A. Getting Started
B. Photoshop Texture Maps
C. Custom Brushes
D. Style Sheets and Ortho Concepts
E. Creature Design
F. DDO, NDO, and 3DO in Photoshop
G. Quixel
H. Map Types
I. What is Physically Based Rendering?
J. Ambeint Occlusion (AO) Maps
K. ID Maps
L. Using the Quixel Suite
M. Using NDO I
N. Using 3DO I
O. NDO Practical
P. Accessing Material ID Links
Q. Using DDO I
R. Saving DDO Smart Materials
S. Using DDO II
T. Using DDO III
U. Create Base (Albedo / Specular / Reflection / AO / Normal)
V. Lowering Preview Resolution and Viewing IDs in Real-Time
W. Combining Normal Information
X. Layers and Blending Modes in DDO
Y. The Mask Editor and Mask Paint
Z. Brush Combining in Photoshop and Blender
AA. Grouping Layers
AB. Final Practical

IV. 3D MODELING II

A. Getting Started
B. Basic Photoshop
C. Tile Texture
D. Wacom Tablet Properties
E. Layers
F. Lights
G. Sizing and Saving Texture Maps
H. Texel Density
I. Basic UV Unwrap
J. The UV Editor
K. Adding Maps to Objects
L. Auto and Smart Unwrap
M. To Sphere
N. Unwrap Follow Active Quads
O. Setting Seams for UVW Unwrap
P. Smoothing and UV Elements
Q. Element Selection
R. Positioning of Unwrap Elements
S. Weld, Stitch, and Breaking UV Elements
T. Relaxing UV Vertices and Elements
U. Packing UV Elements
V. Mesh Smooth and Edge Crease
W. Cycles in Blender
X. Texture Paint
Y. Basic Sculpt
Z. Baking ID Maps
AA. Baked Textures
AB. Creating Normal Maps
AC. Sub-D Modeling Intro
AD. Final Practical

V. ELEMENTS OF DIGITAL DESIGN

A. Getting Started
B. Stylized 3d Character
C. Man Made Prop
D. 3d Tree
E. Underwater Vehicle

VI. 3D MODELING III

A. Getting Started
B. Anatomy (Hands)
C. Anatomy (Feet)
D. Anatomy (Head)
E. Anatomy (Arm, Leg)
F. Anatomy (Chest, Back)
G. Anatomy (Creature – Cat)
H. Anatomy (Creature – Horse)
I. Anatomy (Bird)
J. Anatomy (Creature – Dinosaur)
K. Anatomy (Structural Design – Wings)
L. Edge Flow, Relaxed Edge Flow
M. Anatomy and Edge Flow
N. Supporting Edges (Structural)
O. Supporting Edges (Curved Mesh)
P. Mirror and Edge Flow
Q. Weighted Vertices
R. Armature in 3d (Skin Modifier)
S. Edge Flow for Animated Meshes
T. Fixing Texture Seams
U. Digital Sculpting
V. Solidify to Set Up Clothing
W. Script UV Squares Master
X. Script Mesh Align to G Pencil
Y. Final Practical

VII. 3D SCULPTURE

A. Getting Started
B. Orthographic Planes
C. Alpha Settings and Transparency
D. X-Ray
E. Blocking Out the Leg
F. Adding the Mirror Modifier
G. Defining the Back of the Neck
H. Creating the Feet
I. Creating the Head I
J. Creating the Head II
K. Creating the Hands I
L. Creating the Hands II
M. Creating the Arms
N. Creating the Toes
O. Eyes and Teeth
P. Final Base Mesh (Ready for Sculpt)
Q. The Multiresolution Modifier
R. Setting Up the Sculpt Menu
S. Laying Down Clay Strips
T. Refining the Sculpt
U. Sculpting Details
V. Duplicate Mesh, Create Low and High Variation
W. Spaced (Relax) Vertices and Tight Mesh Areas
X. Texture Projections
Y. Projection Snaps and Retopo
Z. Final Practical

VIII. SUB-D MODELING

A. Getting Started
B. Add/Delete Edge Loops to Define Volumes
C. Unwrapping Separate Objects (Sub-Objects)
D. Baking Normal Maps (Blender)
E. Baking Normal Maps (XNormal)
F. Apply Normal Maps to Mesh
G. Texture Paint Mode and Brushes
H. Mirror in Paint Mode
I. Stencils
J. UV Unwrap Guidelines
K. Normal Map Errors and Extreme Stretching
L. Normal Map Elements (XYZ, Color, Designation)
M. Additional Projects
N. Final Practical

IX. DIGITAL LIGHTING AND GAME ENGINES

A. Getting Started
B. New Project and UI Overview
C. Viewport Navigation
D. View Modes and Show Flags
E. Placing Objects in a Level
F. Content Browser
G. Material Creation I
H. Material Creation II
I. Basic Lighting
J. Basic Blueprints
K. Lights and Settings
L. Shadows
M. Light Behavior I
N. Light Behavior II
O. Three Point Lighting
P. Time of Day Lighting
Q. Translucency and Projections
R. Game Engine Lighting I
S. Game Engine Lighting II
T. Final Practical

X. CHARACTER DESIGN AND ANIMATION

A. Getting Started
B. Modeling the Base Mesh
C. Sculpting the Character
D. Retopology
E. UV Mapping and Texture Baking
F. Texture Painting
G. Rigging the Character
H. Creating Animation Cycles
I. Setting Up in Unity
J. Final Practical

XI. (CAPSTONE) PROGRAM FINAL PRACTICAL AND PORTFOLIO

A. Final Practical and Essay
B. Portfolio Development
C. Career/Next Steps Consultation

PROGRAM DETAILS

3D Modeling Techniques I

  1. Getting Started
  2. Basic Blender Interface
  3. Viewport Configuration and Layout
  4. Display Settings and Menu Rollouts
  5. Select, Undo/Redo, and Space Search
  6. Rendering an Image
  7. Viewport Controls and Settings
  8. Transforms and User Preferences
  9. Select and Deselect
  10. Primitives
  11. Append
  12. Primitive Properties
  13. 3D Cursor and Object Position
  14. Edit and Object Mode
  15. Grease Pencil
  16. Pivots and Object Origin
  17. 3D Cursor
  18. Transform Orientation and Duplicate
  19. Polygon, Vertex, and Edge
  20. Object Mode Keys
  21. Edit Mode Keys
  22. Limit Selection to Visible
  23. Viewport Shading and Smoothing
  24. Insert, Delete, Dissolve Edge
  25. Edge Split and Create Edge
  26. Merge
  27. User Preferences and Key Commands
  28. Outliner
  29. Modifiers
  30. Piling Modifiers
  31. Snaps (Edit and Object Mode)
  32. Snap to Grid
  33. Splines
  34. Rendering Splines
  35. Splines in Edit Mode
  36. Curve Modifier
  37. Path Deform Process
  38. Bevel with Contour Controls
  39. Lathe
  40. Mirror and Symmetrize
  41. Insert
  42. Intersect Tool
  43. Fill, Bridge, and Grid Fill
  44. Bend
  45. Pivot Positioning
  46. Fill
  47. Grease Pencil Revisited
  48. Duplicate and Linked Duplicate
  49. Appending and Saving Selected
  50. Layers
  51. Boolean
  52. Smooth Shading
  53. Arrays
  54. Solidify
  55. Subdivide
  56. Proportional Editing
  57. Mesh Deform
  58. Basic Light Settings
  59. Basic Edge Placement for Sub D Surfaces
  60. Final Practical

Elements of Visual Design

  1. Getting Started
  2. Balance
  3. Unity
  4. Gradation
  5. Harmony
  6. Dominance
  7. Repetition
  8. Contrast
  9. Gestalt
  10. Space
  11. Symmetry and Asymmetry
  12. Gathering and Filtering
  13. Style Guides
  14. Form and Structure
  15. Silhouette and Visual Reference
  16. Tonal Studies
  17. Light
  18. Ball Study
  19. Visual Depth
  20. Tactile Texture / Visual Texture / Pattern
  21. Volume
  22. Visual Narrative I
  23. Visual Narrative II
  24. Final Practical

Texture Maps and Digital Paint

  1. Getting Started
  2. Photoshop Texture Maps
  3. Custom Brushes
  4. Style Sheets and Ortho Concepts
  5. Creature Design
  6. DDO, NDO, and 3DO in Photoshop
  7. Quixel
  8. Map Types
  9. What is Physically Based Rendering?
  10. Ambient Occlusion (AO) Maps
  11. ID Maps
  12. Using the Quixel Suite
  13. Using NDO I
  14. Using 3DO I
  15. NDO Practical
  16. Accessing Material ID Links
  17. Using DDO I
  18. Saving DDO Smart Materials
  19. Using DDO II
  20. Using DDO III
  21. Create Base (Albedo / Specular / Reflection / AO / Normal)
  22. Lowering Preview Resolution and Viewing IDs in Real-Time
  23. Combining Normal Information
  24. Layers and Blending Modes in DDO
  25. The Mask Editor and Mask Paint
  26. Brush Combining in Photoshop and Blender
  27. Grouping Layers
  28. Final Practical

3D Modeling Techniques II

  1. Getting Started
  2. Basic Photoshop
  3. Tile Texture
  4. Wacom Tablet Properties
  5. Layers
  6. Lights
  7. Sizing and Saving Texture Maps
  8. Texel Density
  9. Basic UV Unwrap
  10. The UV Editor
  11. Adding Maps to Objects
  12. Auto and Smart Unwrap
  13. To Sphere
  14. Unwrap Follow Active Quads
  15. Setting Seams for UVW Unwrap
  16. Smoothing and UV Elements
  17. Element Selection
  18. Positioning of Unwrap Elements
  19. Weld, Stitch, and Breaking UV Elements
  20. Relaxing UV Vertices and Elements
  21. Packing UV Elements
  22. Mesh Smooth and Edge Crease
  23. Cycles in Blender
  24. Texture Paint
  25. Basic Sculpt
  26. Baking ID Maps
  27. Baked Textures
  28. Creating Normal Maps
  29. Sub-D Modeling Intro
  30. Final Practical

Elements of Digital Design

  1. Getting Started
  2. Stylized 3d Character
  3. Man Made Prop
  4. 3d Tree
  5. Underwater Vehicle

3D Modeling Techniques III

  1. Getting Started
  2. Anatomy (Hands)
  3. Anatomy (Feet)
  4. Anatomy (Head)
  5. Anatomy (Arm, Leg)
  6. Anatomy (Chest, Back)
  7. Anatomy (Creature – Cat)
  8. Anatomy (Creature – Horse)
  9. Anatomy (Bird)
  10. Anatomy (Creature – Dinosaur)
  11. Anatomy (Structural Design – Wings)
  12. Edge Flow, Relaxed Edge Flow
  13. Anatomy and Edge Flow
  14. Supporting Edges (Structural)
  15. Supporting Edges (Curved Mesh)
  16. Mirror and Edge Flow
  17. Weighted Vertices
  18. Armature in 3d (Skin Modifier)
  19. Edge Flow for Animated Meshes
  20. Fixing Texture Seams
  21. Digital Sculpting
  22. Solidify to Set Up Clothing
  23. Script UV Squares Master
  24. Script Mesh Align to G Pencil
  25. Final Practical

3D Sculpture

  1. Getting Started
  2. Orthographic Planes
  3. Alpha Settings and Transparency
  4. X-Ray
  5. Blocking Out the Leg
  6. Adding the Mirror Modifier
  7. Defining the Back of the Neck
  8. Creating the Feet
  9. Creating the Head I
  10. Creating the Head II
  11. Creating the Hands I
  12. Creating the Hands II
  13. Creating the Arms
  14. Creating the Toes
  15. Eyes and Teeth
  16. Final Base Mesh (Ready for Sculpt)
  17. The Multiresolution Modifier
  18. Setting Up the Sculpt Menu
  19. Laying Down Clay Strips
  20. Refining the Sculpt
  21. Sculpting Details
  22. Duplicate Mesh, Create Low and High Variation
  23. Spaced (Relax) Vertices and Tight Mesh Areas
  24. Texture Projections
  25. Projection Snaps and Retopo
  26. Final Practical

Sub-D Modeling

  1. Getting Started
  2. Add/Delete Edge Loops to Define Volumes
  3. Unwrapping Separate Objects (Sub-Objects)
  4. Baking Normal Maps (Blender)
  5. Baking Normal Maps (XNormal)
  6. Apply Normal Maps to Mesh
  7. Texture Paint Mode and Brushes
  8. Mirror in Paint Mode
  9. Stencils
  10. UV Unwrap Guidelines
  11. Normal Map Errors and Extreme Stretching
  12. Normal Map Elements (XYZ, Color, Designation)
  13. Additional Projects
  14. Final Practical

Unreal Engine 4 Quick Start

  1. New Project and UI Overview
  2. Viewport Navigation
  3. View Modes and Show Flags
  4. Placing Objects in a Level
  5. Content Browser
  6. Material Creation I
  7. Material Creation II
  8. Basic Lighting
  9. Basic Blueprints
  10. Final Practical

Character Design and Animation

  1. Modeling the Base Mesh
  2. Sculpting the Character
  3. Retopology
  4. UV Mapping and Texture Baking
  5. Texture Painting
  6. Character Rigging
  7. Animation Cycles
  8. Game Character Setup in Engine

Program Final Practical

  1. Final Practical and Design Document

Program Final Practical and Portfolio

  1. Portfolio Development
  2. Career/Next Steps Consultation

Prerequisites / Requirements

Prerequisites:
Basic computer literacy and software installation.

Requirements:
Hardware Requirements:

  • This course can be taken on either a PC or Mac.
  • 3 Button Mouse (with wheel)
  • These supplementary materials are recommended but not required:
    • Pressure sensitive tablet (e.g., Wacom).
    • Quixel Suite.
    • Various thickness black markers.
    • Sketching pencils.
    • 12 color pack of pens.

Software Requirements:

  • PC: Windows 7 or later.
  • Mac: OS X Snow Leopard 10.6 or later.
  • Browser: The latest version of Internet Explorer, Firefox, Chrome, or Safari (We recommend Firefox or Chrome).
  • Blender 2015 or newer.
  • Adobe Photoshop CS6+ or GIMP/Paint.NET.
  • Unreal Engine 4.
  • Unity 5+.
  • Adobe Flash Player. Click here to download the Flash Player.
  • Adobe Acrobat Reader. Click here to download the Acrobat Reader.
  • Software is not included in the cost of tuition. All software must be installed and fully operational before the course begins.

Other: Email capabilities and access to a personal email account.

Instructional material requirements:

  • The instructional materials required for this course are included in enrollment.

FAQs

CAN I REGISTER FOR A COURSE IF I AM AN INTERNATIONAL STUDENT?
Yes, ed2go courses are online, so you never have to actually travel to the school. Most schools offer telephone or online registration.

HOW LONG DOES IT TAKE TO COMPLETE A COURSE?
This course is self-paced and open enrollment, so you can start when you want and finish at your own pace. When you register, you’ll receive eighteen (18) months to complete the course.

WHAT IF I DON’T HAVE ENOUGH TIME TO COMPLETE MY COURSE WITHIN THE TIME FRAME PROVIDED?
The time allotted for course completion has been calculated based on the number of course hours. However, if you are unable to complete the course, contact your Student Advisor to help you work out a suitable completion date. Please note that an extension fee may be charged.

CAN I GET FINANCIAL ASSISTANCE?
ed2go courses are non-credit, so they do not qualify for federal aid, FAFSA and Pell Grant. In some states, vocational rehab or workforce development boards will pay for qualified students to take our courses. Additionally, some students may qualify for financial assistance when they enroll, if they meet certain requirements. Financing is available from select schools. Learn more: https://www.ed2go.com/career/financial-assistance

WHAT HAPPENS WHEN I COMPLETE THE COURSE?
Upon successful completion of the course, you will be awarded a Certificate of Completion.

AM I GUARANTEED A JOB?
This course will provide you with the skills you need to obtain an entry-level position in most cases. We do not offer direct job placement services, but our instructors and career counselors will help you build your resume and advise you on starting your career. Instructors can also be used as a professional reference upon course completion. However, you should always research the job market in your area before registering.

WHAT KIND OF SUPPORT WILL I RECEIVE?
You may be assigned with a facilitator or team of industry experts for one-on-one course interaction. Your support will be available (via e-mail) to answer any questions you may have and to provide feedback on your performance. All of our facilitators are successful working professionals in the fields in which they teach. You will be assigned to an Advisor for academic support.

HOW CAN I GET MORE INFORMATION ABOUT THIS COURSE?
If you have questions that are not answered on our website, please feel free to contact us via LIVE CHAT or by calling us at (855) 598-3856. If you are visiting us during non-business hours, please feel free to send us a question using the Contact Us form.

WHEN CAN I START THE COURSE?
This course is open enrollment, so you can register and start the course as soon as you are ready. Please note: Once the course curriculum is accessed online or through submission of a material shipment confirmation, refunds cannot be issued. Access to your course can take 24-48 business hours.

Reviews

There are no reviews yet.

Be the first to review “Digital Game Artist Certificate”

Your email address will not be published. Required fields are marked *