George Mason University College of Visual and Performing Arts Computer Game Design

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31 Οκτ 2013 (πριν από 3 χρόνια και 7 μήνες)

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1


George Mason University

College of Visual and Performing Arts

Computer Game Design

V1.0


GAME 231
: Visualization and Computer
Game

Animation



3 Credit Hours

Term
:
Fall

Sem
e
ster 2012






Section:

002







Studio/Lecture
: T TH 10:30
-
11:45AM


Prerequisites
: Game
210
, with a ‘C’ grade or better.



Room
:

Art and Design Building Rm1018


Instructor
:
Professor
Gregory Grimsby




Contact
:

703
-
993
-
5733

Office
: Art and Design Building Rm 2021




Office Hours
:

TH 2:00 to 4
:00PM

Email
:

ggrimsby@gmu.edu





Website:

http://gregorygrimsby.com


Course description:

This lecture

course

introduces

3D
modeling and
animation

for games
.

A strong emphasis is placed on creating eff
i-
cient, game
-
ready assets, as students

build
and inte
grate models

into
the Unity3D game engine
.

Texturing basics,
UVing,

rigging
, and the principles of animation

are

also stu
d
ied
.



Objectives

1.

Become familiar with the

tools and techniques used in
making
3D game art.

2.

Demonstrate competency

in modeling
game
-
re
ady and optimized
3D

objects
.

3.

Have basic ability
texturing

models
.

4.

Have working knowledge of importing models into Unity

and game pipelines in general
.

5.

Have basic ability to animate 3D models

using transforms, curves, and Biped
.

6.

Demonstrate the knowledge,
technique, and discipline needed to
advance to the advanced course,

Game 398.

Assessment and Grading:

Assignments

Students will be given
several

assignments
throughout this

course. The assignments are listed
at the end of this
syll
a-
bus. Specifics
for each
will be given in Blackboard.

It is the students’ responsibility to refer to Blackboard and the
sy
l
labus to see
the exact date and time

assignments are due.

Midterm Project

By
week 7
,
students are required to model a humanoid 3D character and submit the as
sets for this chara
c
ter as the
mid
-
term project. Specifics will be given in Blackboard.

Final Project

By week 15 of the semester, students will integrate their character into the Unity game engine. The student must an
i-
mate a core set of motions for the c
haracter. The st
u
dent must also model, texture, and integrate a basic environment
into which their character is placed. Additionally, the student will record a FRAPS gam
e
play video of their animated
character and scene in Unity. All of these assets are sub
mitted as the final pr
o
ject. Specifics will be given in Blackboard.

Checkpoint Submission

A checkpoint submission is an assignment turned in multiple times as it progresses to completion. The final character
has multiple checkpoint submissions.
Specifics

will be given in Blackboard.

Classroom
Participation

Students are expected to actively engage in class discussions, answer questions when prompted, and in general, add
to the collective dialogue.

Final Exam

There is no f
inal exam in this course
. The fi
nal project replaces it.

2


Grade Weighting and Scale

All grading is done on a point scale used to assess

assignments
,

participation in classroom
activities
, the mid
-
term pr
o-
ject
, and the final project.

At the end of the course, the student’s grade is a perc
entage of total points earned over total
points possible. Students will see the point value for each assignment posted in Blackboard.


Coursework



Point Value

Assignments (each)



100

Midterm

Project




2
00

Final Project




5
00

Checkpoint Submiss
ion



50

Classroom Participation



100

Grade Scale

To receive a grade of "A" a student must
earn

a minimum of
90%
of the coursework point total.

To receive a grade of "B"
a student must
earn

a minimum of 8
0%
of the coursework point total.

To receive a

grade of "C"
a student must
earn

a minimum of 7
0%
of the coursework point t
o
tal.

To receive a grade of "D


a student must
earn

a minimum of 6
0%
of the

coursework point total.

Failure to receive a "D" grade will result in a grade of "F".


Failure to turn
in a Final Project will result in a grade of ‘F’ for the course, regardless of the student’s point t
o
tal, as this
project replaces the final exam.


‘C’ Grade Minimum

St
arting fall 2012, students must
have
earn
ed

a ‘C’ grade or higher in prerequisite course
s in the Game Design Major
and Minor. For example, to take GAME 398, a ‘C’ or higher
must
have b
e
en

earned
in GAME 231.

Grading Criteria

Assignment and projects are graded based on the criteria given
below:



completeness



amb
i
tion/effort



specification adh
erence



technical
execution



aesthetic qualities

Specific criteria are given in Blackboard for each assignment.

Late Work and
Make
-
up Policy

L
ate
assignments

are not accepted.

Meeting deadlines is one of the most important aspects of
art
produ
c
tion.

Pleas
e
pay
careful
attention to the DUE DATE & TIME for each assignment.

DO NOT PROCRAST
I
NATE!!!

If extenuating circumstances prevent a student from finishing an assignment, the student must contact the instructor
BEFORE the assignment is due. Late work is o
nly accepted at the instructor’s discr
e
tion.

Attendance


Attendance is mandatory.
Absences reduce a student’s final grade using the chart below.

Three tardies equal one a
b-
sence.

Deductions for Absences

1 to 3



No deduction

4



-
1 letter grade

5



-
2 lett
er grades

6
+



-
Grade of ‘F’


Each class is a building block for the next. Students who miss class are missing important material and typically do not
do well in this course. The video tutorials do not replace the lectures but supplement them. In the even
t that you have to
miss class, you are responsible for making up the work and completing the assignments on time. Should you miss
class, you will first ask classmates what was covered before coming to the Instructor.

3



Resources

A

traditional textbook

is
not used in this course.

Instead, s
tudents
will

use online resources at
http://gregorygrimsby.com

as their study material
. The website contains dozens of v
ideo tutorials
offered in a progre
s-
sion of chapters that c
orrespond to the lecture.
These are meant to augment class lectures, not replace them and ARE
NOT a vi
a
ble alternative to attending class.


The web
site is password protected. When prompted, enter this password: m
a
son

Open Sessions

To aid students wit
h their projects, Room 1018 will be open for
two to three

evenings (TBD) during the s
e
mester.
The
instructor

will be available in these open sessions to answer questions. As these sessions are optional, there will be no
le
c
ture and no new material will b
e covered.

Game Lab

In the Art and Design building, room
L004

is a monitored computer lab available outside of class hours for students to
work on their projects. Hours are posted on the door and on the program website:
http://www.masongamedesign.org/programs/news/student
-
work/resources/



Students will need at least 10 hours of lab time
(or the equivalent on their own computers)
each week to complete
coursework.


Required

Class Material:

It is the student’s responsibility to obtain co
n
sistent
, stable

access
to 3DS MAX 2013

and other software used
in the class (listed below).

Students who can use the lab to complete all assignments are not required to have a
computer to do

the coursework.


Software Needed:

The software below is needed in this course. It is installed on all class and game lab computers. Students do not need
to acquire this software IF they are able to use the lab to complete assignments



3ds max 2013

(studen
t version available at
http://students.autodesk.com

)



Unity3D

(free version available for download from
www.unity3d.com

)



Zi
p or Rar archive program



FRAPS



Handbrake



Photos
hop (no free version available)
.



Online backup, aka Dropbox.

It is suggested that students use on online backup service to prevent their project files from being lost. Every
semester multiple students report lost work due to damaged or misplaced thumbdri
ves, corrupted files, or dead
hard drives. Dropbox, Spideroak, and Sugarsync are example services that students should

explore. Most
services offer free storage that is sufficient in size for this course.


Hardware Needed:



Students will need a USB thumb
drive or USB hard drive formatted as FAT32 (a cross
-
compatible format for
Mac/PC). This is used to save class work. Suggested minimum free storage space is 4GB.

4



How to Be Successful in this Course

Every 3D model represents a puzzle
. This class teaches
students how to approach and
solve these challenges
. Mo
d-
eling is heavy on problem solving and process and light on by rote memorization. Students who excel in this course are
the ones who prac
tice diligently
.
Additionally, consider the follo
w
ing:



View a
nd attempt
al
l the
video
tutorials

on the website. Don’t just do the graded assignments.



P
ursue additional help on the in
ternet, aka Google, Youtube, Autodesk, etc.



Put

in the time.

You cannot cram your way through this course.



Attend every session of clas
s.



Do

not

procrastinate on your projects.



Consider taking this course later or adjusting your schedule if you are on credit hour overload or if you are ta
k-
ing other time
-
consumptive classes (like studio art classes). Previous students claim spending an a
verage of
over 15 hours per week on this course.

G
MU Honor Code:

To

promote a

stronger

sense

of mutual responsibility, respect, trust, and

fairness among

all members of
the

George

Mason University community and

with the

desire

for greater acade
mi
c

and

per
sonal achievement, we,
the

student me
m
bers

of the

university community, have

set forth this honor code:

Student members of the

George

Mason

University

community

pledge not

to cheat, plagiarize, steal, or lie

in matters
r
e
lated

to

academic work.

See GMU

Ho
nor Code:
http://academicintegrity.gmu.edu/honorcode/


--

If you

are

a

student with a

disability

and you

need

academic

accommodations please

see me

and

contact the

Disability
Resource Center

(DRC)

at

703.993.2474. All acade
m
ic

accommodations must be

arranged

through

that

office.

Students must inform the

instructor

at

the

beginning

of the

semester, and

the

specific

accommodation will
be

arranged

through the

Disability R
e
source Center.

--

Sign up for

the

Mason Alert System by visiting

the

website

https://alert.gmu.edu
, and

an emergency poster exists in
each classroom explaining

what to do

in the

event of crises;

emergency procedures exists on:
http://www.gmu.edu/service/cert

---

Students must use their MasonLIVE

email account to receive important University information, including me
s
sages
rela
t
ed to this class. See

http://masonlive.gmu.edu

for more information.

---

5


Course Outline and Class Sch
e
dule

Week 1

Introduction






Aug 28
th

& 30th



Syllabus: Objectives and Requirements.



3D Game Art, Examples and Discussion



The structure of 3D models



Intro to 3DS MAX User I
nterface



3D Viewports



3D Primitives



Transforms

Week 2

Basic Polygon Editing




Sept 4
th

& 6th



Editable Poly



Modifier Stack



Subobject Mode

Assignment Due: Collision Model

Week 3

Edit Poly (continued)




Sept 11
th

& 13
th




Cutting methods

Assignment Due:
Leg
o MiniFig Model

Week 4

Modeling with 2D Shapes




Sept 18
th

& 2
0
th




Lathe



Sweep



Line Tool

Week 5

Booleans & Mesh Optimizations


Sept 25
th

& 27
th




Pro Boolean



Controlling polygon count



Good modeling practices



Optimizing models

Assignment Due: WW
2 Walkie Tal
kie

Week 6

Character Modeling




Oct 2
nd

& 4
th




Reference Use



Box modeling a torso



Edge flow

Assignment Due:
WW2 Gun

Week 7

Character Modeling (continued)


Oct 11
th




Clothing & Details

Midterm Project Due: Galaxy Boy model
+


Week 8

Materials and UVs





Oc
t 16
th

& 18
th




Creating materials



UVing basic objects


6


Week 9

UVing Continued





Oct 23
rd

& 25
th




UV unwrapping



Stitch



UVing character with peel

Checkpoint Due: Final Project Character Model


Week 10

Texturing & Unity3D




Oct 30
th

& Nov 1
st




Viewport Ca
nvas too
l



Photoshop to MAX pipeline



Intro to Unity
3D



Integrating props into Unity



Game Engine Integration




C
haracter Animation integration

Assignment Due: WW2 Crate UV

Week 11

Skinning & Rigging




Nov 6
th

& 8
th




Rigging a
BIPED

character



Skinning



Biped

Checkpoint Due: Final Project Character Model
-
UVed


Week 12

Animation & BIPED Fundamentals


Nov
13
th

& 15
th





Principles of Animation



Creating Keyframes



Ease In

Ease Out



Biped fundamentals



Working with poses



Curve editor

Week 13

Animation
Cycles





Nov
20
th






Using animation references



Sliding
Foot
keys



Animating a walk
/jump

cycle

Assignment Due: Final Project Character Rigged & Skinned

Week 14

Unity

Visuals





Nov
27
th

& 29
th




Unity Terrain



Handling the sky

Week 15

Final Presentations




Dec
4
th

& 6
th





Final Presentations

Final Project Due: Unity Projects and FRAPS Videos


!!The Syllabus and Assignment Schedule may be r
e
vised, based on the instructor’s discretion, to meet the
needs of the class!!