Technical Artist for Game Development
The main objective of the Technical Artist for Game Development course is to bridge the gap between programmers and artists in game production. There is a great demand for such talent and very few courses are available in the world today to aspire young people to pursue such a career.
Technical Artist's role is a relatively new one for the game industry, but is becoming increasingly important as game consoles and PC hardware become more complex.
Technical Artists facilitate setting up and running the art production workflow and decision-making of art packages and tools. All these involve tools development and support so as to increase productivity in the graphics pipeline.
Technical Artists are also charged with investigating new techniques and implementing them. The job often includes an instructional element, with the Technical Artist sharing his knowledge with other artists via training and mentoring sessions.
As the role of a technical artist is a specialized one, he/she must be able to show technical proficiency in areas such as lighting and rendering, texturing, and graphics-related programming languages such as Shaders.
Technical Artists are expected to have extensive knowledge of art packages ranging from modeling to texturing and special effects and be able to customize them so they are as streamlined as possible for specific projects.
The ability to work well as part of a team is also critical and essential, while training and mentoring responsibilities require good communication and people management skills.
Course Objectives
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A one-year full time intensive course with real world production experience
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Prepare an individual who wants to be a technical artist
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Provide advance training to candidate with all major CG packages, such as Maya and 3D Max
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Introduce scripting languages such as MEL scripts and Maxscripts, C++, Visual Studio, etc.
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Familiarize the individual with different hardware architecture, like Xbox, PlayStation, and various PC graphic systems, such as Nvidia and ATI
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Implement CG graphic pipeline with various game engines
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To enable candidates to be technically proficient in lighting and rendering, texturing, game modeling, setup, particles system, animation, and graphics-related programming languages such as Shaders.
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Showcase game engine development and its limitations, graphic production pipeline, workflow, development and implementation
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To allow candidates to acquire creative thinking in resolving technical challenges and limitations, and more, organization and communication skill
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Learn from real world project and production
Foundational Modules:
Module Code
Module Name
Description
FINT
Introduction to Video Game Development
ntroduces the students to the world of video game development and production.
FELG
Elements of Game Systems
Introductory module to the different subsystems contained in a computer game.
FMAT
Modeling and Art Tools for Game Production
Introduces the modeling and art tools commonly used to create game assets and artwork.
The software tools include 3DS Max, Maya, Photoshop, ZBrush and BodyPainter.
FGPT
Game Programming Tools & Technologies
Introduces the programming tools and technology used in game development.
The software tools include Microsoft Visual Studio 2005, NVidia FX Composer, Direct3D, HLSL and XNA.
F3DM
Principles of 3D Mathematics for Games
Foundation module in basic 3D mathematics concepts and equations utilized in games.
FPCG
Principles of Computer Graphics
Foundation module in basic computer graphics concepts and techniques utilized in games.
Technical Artist Modules:
Module Code
Module Name
Description
TART
Principles of Fine Art
Basic module in the principles of fine art and the application of these principles to create digital art and models for games.
TANI
Animation for Games
Basic module in real-time animation for technical artists.
Students will be taught important techniques and concepts needed to create assets for real-time animation in computer games.
TBWO
Modeling Buildings & World Objects
This module focuses on modeling of buildings, common infrastructures and background objects.
TEAE
Modeling Ecology & Artificial Environment
This module focuses on modeling and virtual recreations of natural environments, ecologies, trees and plants.
TCHA
Character and Animal Modeling
This module focuses on modeling of virtual characters of both humanoid and non-humanoid nature.
TVMM
Vehicle & Machinery Modeling
This module focuses on modeling of vehicular objects and other mechanical machineries.
TTMG
Terrain Sculpting & Modeling for Games
This module teaches students how to sculpt and create terrains for the virtual environments in games.
TMXS
MaxScript Scripting
This is an advanced module that introduces scripting for 3DS Max to students. Students will learn how to create basic scripts that would allow them to work more productively as technical artists.
TMLS
MELScript Scripting
This is an advanced module that introduces scripting for Maya to students. Students will learn how to create basic scripts that would allow them to work more productively as technical artists.
TSDR
Shader Technology (HLSL)
This is an advanced module that introduces programmable shaders to students. Students will learn how to manipulate and modify shader programs to achieve different visual effects.
Game Design & Production Modules:
Module Code
Module Name
Description
GMGT
Building the Game Team
This is an exercise in creating a small game development team.
Students will be exposed to team dynamics and how to create the right mix of talents for the game team.
GMDS
Game Design
This is an exercise in designing a new game.
Students will be guided to create interesting game mechanics or gameplay as well as to consider design issues like creating the “fun” factor and addictiveness to the game that they will develop.
GMPR
Game Production
This is an exercise in setting up the game production pipeline.
Game production techniques will be taught to students to help them manage the production process of their game projects.
GMDV
Game Development
This is an exercise in the actual development of the student’s game title.
The instructors will be mentoring the students during the actual game development process.
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