Pipelines for Games and Interactives
CSCI281 (3 Units)

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Objective This course will present an approach to the aesthetic development and technical implementation necessary to achieving unique, compelling, and intuitive visual design in games. The course will also look ahead to the task of creating games that can compete in the next-generation marketplace.
Concepts Regardless of artistic background, students will have an opportunity to exercise design skill, emphasizing clear visual communication and quick revision, with an awareness of the collaborative processes in real-world game development. Through lectures, guided exercises, group critiques and workshops, participants will reinforce solid design fundamentals while attempting to push the creative possibilities of visual game design.

Each student will work on a group visual game design portfolio, creating concepts for characters and environments. Subsequently, they will workshop and improve the sketches, models and animatics, and in-engine prototypes for their own game designs.
Prerequisite Open to all students
Lecture 3 hours total (3 Units)
Textbook 1. Inspired 3D Modeling & Texture Mapping by Tom Capizzi
Grading The following point structure will be used in determining the grade for the course. Final grade will be based upon the total points received.

Class participation/Discussion 100
Midterms 300
Individual Designs 300
Finals 300

TOTAL POSSIBLE 1000
Policies Late Midterms: Rules for late midterm will be established by the instructor.

Attendance: Must attend every class. If absence is not sufficiently excusable, then student will lose a percentage grade.
Academic Integrity The use of unauthorized material, communication with fellow students during an examination, attempting to benefit from the work of another student, and similar behavior that defeats the intent of an examination or other class work is unacceptable to the University. It is often difficult to distinguish between a culpable act and inadvertent behavior resulting from the nervous tension accompanying examinations. When the instructor determines a violation has occurred, appropriate action, as determined by the instructor, will be taken. Though working together is encouraged, the projects must be your own effort. .Duplicate. projects will all receive zero points and possible referral to the Office for Student Conduct.

All students should read, understand and abide by the University Student Conduct Code in SCAMPUS
Students with Disabilities Any student requesting academic accommodations based on a disability is required to register with Disability Services and Programs (DSP) each semester. A letter of verification for approved accommodations can be obtained from DSP. Please be sure the letter is delivered to me (or to your TA) as early in the semester as possible. DSP is located in STU 301 and is open 8:30 a.m. - 5:00 p.m., Monday through Friday. The phone number for DSP is (213) 740-0776.




Course Schedule/Outline
Week 1 Introduction and course overview/Visual Design Overview
- Introduction to course expectations and processes.
- Components, concepts, and deliverables for the course will be discussed.
- Proficiency Survey: Forms and interviews will take place to acquire student artistic skill sets and interests (In assigning teams)
- Rough talk about modeling, texturing, animation and exporting assets
- Modeling/Animation overview
- Homework: Model Phantasm Ball (online tutorial)
Week 2 Using pre-made assets
- Students access online database and download pre-made Universal rig and pre-made background models.
- Teams formed

- Skill Quiz #1 Animation Team:
- Exporting Universal Rig to Unreal, Ogre, Torque, no additions.
- Skill Quiz #1 Modeling Team:
- Exporting pre-made background geometry for projects, no additions.
- Homework: Texturing Tutorial (online)
Week 3 Pre-design
Team Assignments for the Semester

- Everyone has exported pre-made models/rig successfully
- Meeting with Gamepipe team to discuss models, characters and animations needed for their projects.
- Design Workshop begins
- Post-meeting breakdown of models, characters and animations necessary for each project.
- Homework: The teams assign each list asset to a student.
Week 4 Rigs and characters in the Game World
Fundamentals of blocking out

- Building rough geometry for the Gamepipe projects (Blocked out)
- Adding new animation to the Universal rig
- Skill Quiz #2 Animation Team:
- Exporting animated Universal Rig to Unreal, Ogre, Torque, and troubleshooting various errors with new animations
- Skill Quiz #2 Modeling Team:
- Exporting rough blocked-out background geometry for projects
Homework: Assignment sheet for teams. They will be posted online.
Week 5 Designing 3D Worlds
- Modeling additions to Universal Rig and creating new models
- Texture changes for both BK geometry and rigged characters
- Exercise of exporting rig and pre-made BK geometry with new textures.
- Workshop cont.
- Homework: Texturing tutorial (online)
Week 6 - Character design changes
- Character model changes
- Using existing database for character animation(s) vs. new ones
- Lecture of speed vs. quality of work. (Tips/Tricks for efficiency)
- Team Workshop cont.
- Skill Quiz #3
- Exporting geometry modified & animated Universal Rig to Unreal, Ogre, Torque
- Troubleshooting various errors with modified geometry
Week 7 - Review of each team.s assets for consistency of look.
- Highlighting the refinement necessary for each asset.
- Team Workshop cont.
Week 8 From Models to the Engine/Designing for models for game constraints
- Team Workshop cont.
- Skill Quiz #4
- Exporting new textured, geometry modified & animated Universal Rig to Unreal, Ogre, Torque
- Troubleshooting various errors with new textures
Homework: Finish exporting current models, characters for Pipeline class to review. (1/2 way mark)
Week 9 Post-meeting review
- Post-meeting review of models, animations and character changes in each Gamepipe project.
- FX and other requests reviewed:
     - Lighting the level map
     - Transparent shadow materials
     - Faking shadows
     - Real-time dynamic lighting
- Team Workshop cont.
Homework: Come up with list of items yet to be built and/or changed
Week 10 Interface Design
- Basic concepts in developing your .look.
- Team Workshop cont.
Homework: Turn in list of additions for online schedule.
Week 11 Interface Design cont.
- Iconography
- Team Workshop cont.
- Skill Quiz #5
- Export of all characters and models (flawless).
- Any last-minute troubleshooting
- Last chance added assets request from Pipeline class.
Homework: Final additions requests added, list of assets CLOSED.
Week 12 Advanced Lighting
- Team Workshop cont.
- Review final list of assets, update on progress of each.
Week 13 Design Workshop
- Continue to work in design teams
- Work on team projects
Week 14 Design Workshop cont
- Work on individual project
- Skill Quiz #6
- Team Assets are due
- Final review of assets by Gamepipe Team
Week 15 Designs are Due
- Class review of each model, asset, character move.
- Synopsis from Gamepipe Project Leads of assets delivered.
- Group Design Evaluations and Post mortum
Week 16 Evaluations
- Individual Design Evaluations and Post mortum