See how a Course Works: Intro to Online Learning
Description
The game industry needs qualified artists, and we aim to supply them. You’ll learn both technical and artistic skills, applying professional approaches to digital imaging, 3D modeling, model texturing, game animation, color, and lighting.
Modules are structured around prac
Upon successful completion of this program, you’ll be able to:
- Construct 3D models in Autodesk Maya by creating and editing primitives by moving, rotating, scaling, and grouping them
- Manipulate objects in Maya by selecting, rotating, scaling, and transforming components and using Boolean objects to combine or extrude shapes
- Develop tiling textures for video games from reference photos or other source material
- Test and apply texture tiles to 3D objects and environments and apply tiling textures to a range of maps commonly used in video games
- Apply basic three-point lighting techniques in Maya and use shadows and highlights to affect emotion
- Apply ambient, directional, spot, and point lights in Maya and modify their controls for position, intensity, and color
- Develop and apply shaders that create realistically-lit surfaces with color, gloss, reflection, and other characteristics
- Apply basic principles of animation with Maya, such as squash and stretch, anticipation, and follow-through, to basic characters and objects
- Use the Maya Graph Editor and Dope Sheet to create natural-looking, overlapping animated action
- Develop a believable walk cycle and use posing within the cycle to create mood and personality
You’ll achieve additional objectives, depending on the electives you choose.
tical projects that mirror current practices in game art development. The projects are demanding, and faculty members critique your assignments to help you create your best work. If you've got the creativity and commitment, we can help you succeed. A secondary focus of the program is building the analytical and communication skills that game industry employers seek.
The program is structured to take advantage of an array of complementary electives in art and design. The game industry needs qualified artists, period. And you’ll become a better game artist if you’re skilled in digital imaging, freehand drawing, photography, and the digital arts.
Outline
This program consists of seven modules; four are required, and three are electives.
- Maya Basics
- Tiling Textures
- Game Lighting and Color
- Character Animation
Electives include: Game Art Portfolio and Reel, Game Analysis and Criticism, Introduction to Game Development, Game Design Documents, Character Setup and Rigging, History of Video Games, Photoshop for Game Artists, and more. You'll choose three electives. More information about the required modules can be found below.
Maya Basics
Unlock the mysteries of this challenging program. You'll develop a thorough understanding of the Maya toolset while learning how to create, edit, and refine polygon models, add textures, apply UV maps, and develop basic animations. Projects include working with primitives, developing complex inorganic models, character modeling, texturing, studying animations, and exporting a scene.
Tiling Textures
Focus on developing tiling textures for 3D environments. Tiling textures, the design of repeated textures for 3D environments, is an essential part of any game artist's job. You'll explore how to create tiles that are the appropriate format and resolution for game engines, removing distracting detail and testing your work as you go. You'll study how to address the specific requirements of organic and geometric textures, perspective, and lighting, and you'll learn about the different maps that game developers use to deploy tiling textures.
Game Lighting and ColorLearn the lighting standards and techniques that shape today's game environments. You'll master the basic vocabulary, tools, and controls used to produce lighting effects in 2D and 3D imaging programs. Then you'll tackle the advanced shading and texturing techniques that can bring realism or depth to surfaces. As you learn the applications of fundamental lighting and color technology in Photoshop and Maya, game art pro Jesse Brophy will keep you focused on the artistic and technical aspects of game lighting: how color and lighting shapes the emotion of a character or scene, how it affects the player's experience, and how lighting requires tradeoffs in the design process.
Character Animation
Learn how to apply the classic principles of character animation to 3D models using Autodesk Maya. In six hands-on lessons, character animation phenom Cristin McKee guides you through 14 principles of animation, ranging from squash and stretch and anticipated movement to the expression of personality and thought. Using Maya's high-level animation tools, you'll gain insight into the professional animator's approach, learning to work with hierarchical characters, create effective poses, properly time your shots, develop advanced walk cycles, and even make your characters think.
Additional Info
- Languages
- English
- Course Length
- 420.00 hours
- Duration of Access
- All of our programs are self-paced and open enrollment, so you can start them when you want and finish them at your own pace. Most programs allow you 180 days after you register to complete them. If you need more time, extensions are available
- Instructor
You’ll receive critique and feedback from a faculty of game art and design professionals. Instructors for this program include:
Nat Stein is a modeling supervisor and CG artist at Anzovin Studio. He’s worked on animation for games such as “Sid Meier's Railroads” and “Halo 2,” as well as a variety of TV shows and movies. Nathaniel attended the University of Massachusetts at Amherst , where he also taught programs in animation and modeling after his graduation. Nathaniel co-authored the book Visual Quickstart for Maya 7.0, and is currently working on a new book. He received his B.A. in computer animation from the University of Massachusetts at Amherst.
Todd Gantzler is a game artist, educator, and writer. Todd has worked as a 3D artist on such games such as “Gex 3D,” “Cyberia,” and “Akuji the Heartless,” and he has specialized in game design work and character animation. Todd has served as program leader for game development degree programs at the Media Design School in New Zealand and at the University of Salford in England. He’s been designing and teaching game art and design classes since 2000. Todd's first book, Game Development Essentials: Video Game Art was published by Thomson Delmar Learning in July 2004. Todd moved into games from work in graphics and animation for TV and film; his film credits include The Pagemaster (1994).
Cristin McKee is a character animator at Anzovin Studio, where she has worked on a number of high-profile projects, including the features “GI Joe: Valor vs. Venom” and “Action Man: X Missions,” game cut scenes for “Halo 2,” “Charlie and the Chocolate Factory,” “The Da Vinci Code,” and “Sid Meier's Railroads,” as well as a number of television projects and short films. Cristin has spoken about animation on panels at Siggraph and Northampton Film Festival and taught animation at Hampshire College, MA. Cristin is currently co-directing an animated short. She earned her Bachelor of Arts from Hampshire College, MA.
Jesse Brophy is a technical artist who has worked at a range of game design companies, including Atari, Breakaway Games, and Sony. He created all the lighting, rendering, camera work, compositing, rigging, some of the modeling and texturing, and all particles for the “Dungeons & Dragons Heroes” Xbox video, in addition to leading the art team in its creation. Jesse currently is developing Xbox games at THQ in Phoenix, AZ, where he serves as a technical artist and character artist. He has a B.F.A. in drawing and visual communication from the University of Arizona.
Alex Jimenez is a veteran game designer and vice president and lead designer of Tesseraction Games. The creative force behind the original “Dungeons & Dragons” games by Capcom, Alex has contributed to the concept, design, story writing, and development of a host of high-profile licenses, including “X-Men: Children of the Atom,” “Army Men Sarge's Heroes,” “Darkstalkers” 1 and 2, “Super Street Fighter 2,” “Battle Tanx” 1 and 2, “Marvel Super Heroes,” “Enigma: Rising Tide,” “Minigolf Maniacs,” and “Alien vs. Predator.” Alex has implemented projects on a wide range of platforms, including PS 1 and 2, PC, N64, and coin-op formats. Alex has lectured on game industry topics at conventions and to college students, and he both created and taught video game development programs to high school students.
- Prerequisites/Audience
- To take this program, you’ll need a computer with an Internet connection (a broadband connection is recommended). You’ll need basic computer skills, but no prior game art knowledge is required.
To enroll, you must be at least 18 years old, and you must be able to provide documentation of attaining a high school diploma or equivalent or a higher level of education (such as a college degree). - Requirements/Materials Included
This program is compatible with the Windows Vista operating system.
The following software is required, but it’s not included with this program:
- Autodesk Maya 7 or higher (the free Personal Learning Edition is acceptable, but the educational or full version of Maya is recommended)
- Adobe Photoshop CS or above
When purchasing any software, please check that your computer meets the manufacturer's listed system requirements.
You’ll also need the following:
- Access to a current or next-generation game console (PlayStation 3, Xbox 360, or Wii)
- A three-button mouse (required for PC users, recommended for Mac users)
- Basic experience in Adobe Photoshop. If needed, the Photoshop Basics elective program can help you meet the requirements: see program description

