Training Objectives of the Course
The aim of the course is to train the professionals necessary for the structuring of an indie development studio, starting from the realization of a video game concept to the realization of a demo. Furthermore, this course offers marketing and management tools, indispensable for the creation, management and promotion of an indie studio.
Going through all the main stages of the production process, the students will acquire the knowledge and skills required to design and develop an interactive narrative, structure the game design of their own game, create its graphics and finally develop an initial prototype. They will also have the opportunity to acquire the marketing and management tools that will enable them to set up their own indie studio.
The course will include the teaching of the main software used in the video game industry and of all the specific techniques and methods for the production and realization of settings, static and/or animated objects and characters intended for 3D video games, devoting attention to all the relevant cases and problems, and practical development based on programming logic. The course will also include the use of cutting-edge technologies, such as virtual and mixed reality, useful for expanding the range of narrative, design and development codes that students will be able to use in the realization of their projects.
Software
The software that will be used as part of the course include:
- Concept Art: Photoshop
- 3D modelling and animation of environments and assets: Blender
- Character modelling: Blender (for polygonal modelling and digital sculpting); Character Creator for parametric modelling and animation
- UV Mapping, Texturing, Digital Painting and in-depth study of PBR material theory: Blender, Substance 3D Painter, Quixel Mixer, Materialize
- Rigging, character animation and motion capture: Blender, IClone, Accurig, Accuface, Mixamo, with the aid and practical use of the MOCAP Perception Neuron sensor suit
- Motion Tracking: Blender
- Rendering of fixed and animated scenes, production of interactive 3D environment executables: Blender, Twinmotion
- Optimization study and Retopology: Blender
- Hints of digital sculpting: Blender
- Level design and game development: Unity
The practice and production of a portfolio: the output of the course
In order to achieve a satisfactory result, computer graphics cannot be taught without a proper practical approach. All lessons, therefore, will be based on a combination of theoretical content and practical exercises, to encourage understanding, application and memorisation of the notions presented in class. The professors will provide supplementary material to support students in their individual study, and encourage them to practise consistently to improve their skills.
The students will be supported in the realization of projects that will form their personal portfolio, which is essential for their introduction into the labour market.
The course will integrate an interdisciplinary development workshop that will result in the production of a game demo. This opportunity will not only further strengthen the students' practical skills, but will also help improve their soft skills, such as the ability to work in a team, to communicate their ideas convincingly, and to manage time effectively in order to meet deadlines.
The final workshop product, namely the working prototype of the game, will be evaluated at the end of the course by a panel of experts from the corporate world.
Who is the course aimed at?
The course is aimed at anyone wishing to approach the world of the game industry, acquiring an overview of the production process of a videogame, so as to be able to then identify the role they consider most appropriate for themselves, in a varied scenario with multiple professional opportunities.
Upon completion of the course, the candidates may aspire to the following career opportunities: game designer, narrative designer, producer, 3D modeller, texture artist, level designer, sound designer, FX artist, concept artist, programmer.
PROGRAMME OF THE COURSE
FRONTAL LESSONS | |
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Game Design basics (Prof. Alberto Nucci Angeli) |
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Principles of narrative design (Prof. Alberto Nucci Angeli) |
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3D Graphics, Animation, Rendering and Character Design (Prof. Andrea Coppola) |
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Level design and game development (Prof. Andrea Leganza) |
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Marketing and Communication, Management and Publishing (Prof. Nadia Cipullo) |
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Interdisciplinary development workshop
The learning pathway will feature a workshop for the development of a real small self-contained video game. The workshop will go through the various production phases (concept, narrative, 3D modelling, materials, level design, development) and will address the issues of the various pipelines.
The aim is to produce a working demo of a video game, for future editions and especially for the students as a portfolio and curriculum for convincing themselves in the labour market.
Total hours and duration of the course
The total number of hours is 240 (nominal 45 minutes, i.e. 180 actual) to be divided over the different disciplines, with compulsory attendance in presence or remotely on Friday afternoon and all day Saturday.
Upon completion of the course, a certificate of attendance will be issued, for 12 CFUs to be spent on a Bachelor's or Master's degree course, subject to attendance of at least 80% of the lessons and delivery of the assigned material during the development of the project work.