SAN DIEGO COMMUNITY COLLEGE DISTRICT MESA COLLEGE ASSOCIATE DEGREE COURSE OUTLINE

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1 MULT 130 CIC Approval: 03/12/2015 BOT APPROVAL: 04/16/2015 STATE APPROVAL: EFFECTIVE TERM: Fall 2015 SECTION I SAN DIEGO COMMUNITY COLLEGE DISTRICT MESA COLLEGE ASSOCIATE DEGREE COURSE OUTLINE SUBJECT AREA AND COURSE NUMBER: Multimedia 130 COURSE TITLE: Video Game Development I: Introduction to 3D Modeling and Animation CATALOG COURSE DESCRIPTION: Units: 4 Letter Grade or Pass/No Pass Option This course is a guided digital studio approach to developing skills in the use of 3D modeling and animation software for use in digital interactive game environments. Emphasis is placed on optimized 3D design and visualization, 3D animated scenes, video game development and general multimedia. This course is intended for multimedia majors and anyone pursuing a career in video game development, 3D design and visualization, 3D animation, or general multimedia. REQUISITES: Advisory: MULT 121 with a grade of "C" or better, or equivalent & ENGL 047A with a grade of "C" or better, or equivalent or Assessment Skill Level W5/R5 or ENGL 048 with a grade of "C" or better, or equivalent or Assessment Skill Level R5 & ENGL 049 with a grade of "C" or better, or equivalent or Assessment Skill Level W5 FIELD TRIP REQUIREMENTS: May be required TRANSFER APPLICABILITY: Associate Degree Credit & transfer to CSU CID: TOTAL LECTURE HOURS: TOTAL LAB HOURS: STUDENT LEARNING OBJECTIVES: Upon successful completion of the course the student will be able to: 1. Describe and contextualize the history and applications of 3D modeling and animation in the development of video game assets and environments. 2. List and explain the various components and methods of basic 3D modeling. 3. Design a 3D-landscape game level by defining the sky, terrain features, terrain materials, Status: Active page 1 of 5 Date Printed: 11/30/2015

2 3. Design a 3D-landscape game level by defining the sky, terrain features, terrain materials, surface textures, lighting, and atmosphere. 4. Compare and contrast different modeling and animation principles and techniques. 5. Manipulate and animate custom created objects and environments in the pipeline process of exporting to a game engine for prototyping. 6. Describe and analyze the function of modelers, animators, and designers in an interactive game production. SECTION II 1. COURSE OUTLINE AND SCOPE: A. Outline Of Topics: The following topics are included in the framework of the course but are not intended as limits on content. The order of presentation and relative emphasis will vary with each instructor. I. History and applications of 3D modeling, design and animation A. Industry Standards B. Digital Studio C. Production Process D. Computer Graphics 1. Theory 2. Survey 3. Critique II. 3D Modeling Basics A. 3D view B. Materials C. Surfaces D. Diffuse Textures E. Lighting F. UVW Mapping G. UVW Unwrapping H. Bump maps I. Baking Textures and Lights J. Boolean Operations K. Optimizing Geometry L. Alpha Channels / Opacity Maps M. Normal Maps and Textures III. 3D modeling and animation principles and techniques A. Scene files B. View windows C. Cameras D. Object hierarchies E. Import/export of models IV. Rendering A. Modes B. Applying surfaces C. Editing surfaces D. Surface color maps E. Surface special effects F. Image surfaces G. Surface composition H. Surface libraries I. Lighting J. Output V. Animation A. Sequencing B. Lights C. Morphing D. Parent objects Status: Active page 2 of 5 Date Printed: 11/30/2015

3 D. Parent objects E. Links and constraints A. Motion paths Outline of topics to be addressed in the laboratory portion of this course: I. Creating Parametric Geometry A. Standard Primitives B. Extended Primitives C. Compound Objects D. Dynamics Objects II. Editable Geometry Modeling Techniques A. Editable Mesh/Poly/Patch Modeling B. Spline Modeling C. NURBS Modeling D. Graphite Modeling Tools III. Application and Utilization of Parametric Modifiers A. Selection Modifiers B. World-Space Modifiers C. Object-Space Modifiers D. Optimization and Economy in Modeling for Games IV. Materials and Shaders A. The role of shaders in the texturing of surfaces B. The role of digital image editing in the creation of materials C. Using appropriate texture formats in project or object context D. Baking textures into objects and scenes E. Animating moving textures using IFL files V. Customized Texture Maps A. The use of digital image editing software in the creation of customized texture maps B. Utilization of the UVW Unwrap modifier to flatten geometric objects C. Normal mapping and other methods by which to provide visual details on low poly objects D. Creation of an individual library of original materials and texture maps VI. Architectural and Environmental Elements A. Modeling structures and environmental elements using optimized modeling techniques B. Design and realization of original, customized architectural objects C. Creation of original materials for use on original elements and assets VII. Introductory Animation A. Exploration of, and skills building in, timeline key framing and tweening B. Utilization of the Curve Editor to manipulate the parametric properties of an object over time C. Position, Bezier, and Euler object parameter manipulation VIII. Introductory Interactive Game Environment Creation A. Importing textured objects and assets into a game engine B. Designing a simple interactive environment C. Completing a simple, introductory prototype level of an original game concept B. Reading Assignments: Reading assignments are required and may include but, are not limited to, the following: I. Reading assignments are required and may include but, are not limited to, the following: I. Assigned textbook related to 3D animation and design. II. II. Trade and online publications, such as: Status: Active page 3 of 5 Date Printed: 11/30/2015

4 C. D. E. III. A. 3dbuzz.com IV. B. blendernation.com V. C. CGsociety.org VI. D. CGarena.com Writing Assignments: Writing assignments are required and may include, but are not limited to, the following: I. Writing assignments are required and may include, but are not limited to, the following: I. A brief critique of a commercial work utilizing 3D technology. II. II. A brief description and critique of a 3D cinematic cut-scene used in an industry standard interactive game. Appropriate Outside Assignments: Outside assignments may include, but are not limited to, the following: I. Outside assignments may include, but are not limited to, the following: I. Draw preliminary design sketches for a project concept. II. II. Develop a personalized inventory of texture images and create a catalog to identify them. III. III. Practice exercises related to 3D modeling and animation processes and techniques. Appropriate Assignments that Demonstrate Critical Thinking: Critical thinking assignments are required and may include, but are not limited to, the following: I. Critical thinking assignments are required and may include, but are not limited to, the following: I. Preliminary design sketches for a video game concept. II. II. 3D landscape level design. III. III. An architectural 3D model. IV. IV. Render a photo-realistic 3D texture map. V. V. Unwrap a 3D model and create a custom texture map. VI. VI. Assess, Review, and Critique a professionally produced interactive game. 2. METHODS OF EVALUATION: A student's grade will be based on multiple measures of performance unless the course requires no grade. Multiple measures may include, but are not limited to, the following: I. 1. Original concept and design for a series of video game assets. II. 2. Original design of a 3D landscape level. III. 3. Original design of an architectural 3D model. IV. 4. Class participation. 3. METHODS OF INSTRUCTION: Methods of instruction may include, but are not limited to, the following: Distance Education Model * Lecture * Lecture-Lab Combination * Distance Education * Computer Assisted Instruction * Audio-Visual * Collaborative Learning 4. REQUIRED TEXTS AND SUPPLIES: Textbooks may include, but are not limited to: Status: Active page 4 of 5 Date Printed: 11/30/2015

5 TEXTBOOKS: 1. Michele Bousquet. How to Cheat in 3ds Max 2014: Get Spectacular Results Fast, 1 ed. Focal PRess, 2014, ISBN: Randi & Dariush Derakhshani. Autodesk 3ds Max Essentials, 1 ed. Autodesk Press / Sybex, 2014, ISBN: MANUALS: PERIODICALS: SOFTWARE: SUPPLIES: 1. Autodesk 3ds Max 2. Unity 3D ORIGINATOR: Juan Toth CO-CONTRIBUTOR(S) DATE: 10/27/2014 Status: Active page 5 of 5 Date Printed: 11/30/2015

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