Master

Professionalization in the video game industry

From the realisation of the project idea to the start-up of an indie studio

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

Game Design basics (Prof. Alberto Nucci Angeli)

  • History of video games: from the origins to the present day
  • Professional figures in the game industry
  • Narrative techniques
  • Types of video games and platforms
  • Types of players
  • Principles of level design
  • Outlines of business models
  • Brainstorming and prototyping
  • Game mechanics and dynamics
  • Player psychology
  • Pitch, GDD, business plan

Principles of narrative design (Prof. Alberto Nucci Angeli)

  • Introduction to narrative design
  • Fundamentals of storytelling
  • Definition and fundamental elements of a story
  • The main narrative archetypes and their role in stories
  • The structural models of storytelling (the three-act structure, the hero's journey, and other models)
  • The narrative design process
  • Imagining the story
  • Outlining and developing characters (creating protagonists, antagonists and secondary characters)
  • Structuring the plot (building the main plot and subplots, managing pacing and narrative tension)
  • Dialogues
  • Expanding the narrative universe (lore, character backstory and environmental storytelling)
  • Tools for narrative design
  • Overview of software and tools used in the industry
  • Project Work: story development and GDD realisation

3D Graphics, Animation, Rendering and Character Design (Prof. Andrea Coppola)

  • 3D Modelling
    • Advanced gaming-oriented use of Blender
    • Objects and modes
    • Relations
    • Basic modelling techniques with the use of transformation tools
    • Advanced modelling techniques with the use of modifiers
  • Materials, Lighting and Renderingg
    • PBR Material Theory
    • Fresnel's Law applied
    • Shaders and multi-materials
    • Baking
    • Textures, Procedural Textures and Multichannel Textures
    • Case Studies
    • Rendering Engines
    • Types of lighting
    • Volumetric lighting
    • Framing, focusing, basic rules of photography
    • Advanced use of Substance 3D Painter for digital painting
    • Advanced use of Quixel Mixer for seamless PBR textures
    • Pipeline and export of cross-platform PBR textures
    • Use of Materialize for intelligent PBR Texture generation
    • Compositing and post production
  • Animation, simulations, physics and special effects
    • Animation with Keyframes, Constraints and Modifiers
    • Advanced animation with the Graph Editor and Dope Sheet
    • Physics (Rigid Body, Soft Body and Collision)
    • Simulations of fabrics, fluids, fire and smoke, explosions, fractures and water expanses
    • Emitter and Hair particle systems, Weight Paint
  • Image and video rendering and interactive presentations with Twinmotion
     
  • Character modelling and animation
    • From concept to 3D modelling
    • Character modelling techniques: polygonal, sculpting, parametric
    • Character modelling with Blender
    • Character modelling with Character Creator, details and advanced customisation
    • Animating a Character with ICLone
    • Animation of a Character with Accurig
    • Animation of a Character with the Retargeting technique
    • Motion Capture: use of motion sensors (face, hand and MOCAP suit sensors)
    • Predefined Mixamo and IClone animations
    • Lipsync: lip and phonemes
    • Hair and clothing physics
    • Character pipeline and export for major game engines
  • Project Work: Realisation of assets

Level design and game development (Prof. Andrea Leganza)

  • Principles of programming logic and overview of the main languages
  • Unity 3D
    • IntrIntroduction to the course
    • Work organisation: design, planning, team, tools
    • Creation of game environments and content: static, random, procedural
    • Development pipeline: tools and techniques
    • Unity3D: Installation and project templates
    • Rendering engines: built-in, URP, HDRP
    • Import and correction of common asset errors: 2D, 3D, fonts, audio and video
    • Camera: frustum, near/far clipping planes, culling
    • Development modes: programming and visual scripting
    • Programming fundamentals: comments, camel and pascal cases, variables, constants, binary and unary operators, conditional structures, truth tables, loops, data structures
    • GameObjects, prefabs and components
    • Transform, Mesh filter, mesh renderer, materials and default shaders
    • Bolt: Visual scripting, event handling, keyboard, mouse and touch input
    • Audio and sound effects
    • Physics: components, materials, collisions and triggers
    • GUI and UI: diegetic, non-diegetic, spatial and meta
    • Animations
    • Lighting
    • Post processing
    • Particle effects: shuriken and VFX
    • Shader graph
    • Lightmapping
    • Occlusion culling
    • Scenes
    • Sound design and implementation of audio in the game
    • Project work: Development of level design and development of game mechanics and dynamics
    • Publication

Marketing and Communication, Management and Publishing (Prof. Nadia Cipullo)

  • Market research
  • Positioning
  • SWOT analysis
  • Business models: freeware, premium, free to play, IAP
  • Communication plan
  • Business plan

 

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.

Request Information