Faculty of Education and Arts

School: Communications and Arts

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Visual and Conceptual Game Design
  • Unit Code

    GDT2103
  • Year

    2015
  • Enrolment Period

    1
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

In this unit, students will explore the construction and use of storyboarding, 3D rendered environments, schematic environment and game levels planning, context research and visual character development for games. The unit will give students the visual communication skills to break a game narrative or game proposal down into its component elements and then design a game level from basic sketches, through physical maquette sculpting, to 3D digital character development and integration into a game engine.

Equivalent Rule

Unit was previously coded GDT4213

Learning Outcomes

On completion of this unit students should be able to:

  1. Construct physical character models.
  2. Create visual treatments for characters, environments, accruements and action sequences.
  3. Identify the component elements of a game narrative or proposal.
  4. Research and utilise a range of historic and cultural visual materials to create visual treatments in games.
  5. Use 3D and game engine software to develop characters and environments for a game level.

Unit Content

  1. Advanced techniques and methodologies of spatial drawing.
  2. Creative team organisation and documentation.
  3. Game schematics and visual narratives.
  4. The preparation of game characters and environments from analogue designs to final game levels.
  5. Visual communication and design process from visual storyboards, character charts and environment schematics and plans.

Additional Learning Experience Information

Seminars. Workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
ParticipationDesign Activities30%
Creative WorkMaquette30%
Project3D Model with Exegesis40%

Text References

  • Krisztian and Dehlempp-Ulker. (2006). Visualizing ideas - From scribble to storyboards. England: Thames and Hudson Publications.
  • Caputo, Tony. (2003). Visual storytelling - The art and technique. USA: Watson-Guptill Publications.
  • Le, K., Yamada, M., Yoon, F., Robertson, S. (2005). The skillful huntsman - Visual development of a Grimm tale at Art Center College of Design. USA: Design Studio Press.
  • Blacham, W., Haden & Rector, Brett. (2008). The art and making of STAR WARS THE FORCE UNLEASHED GAME. USA: Insight Editions.
  • Hogarth, Burne. (1958). Dynamic anatomy. USA: Watson-Guptill Publications.
  • Mignola, Mike. (2004). The art of Hellboy. USA: Dark Horse Books.
  • Cowan, Finlay. (2003). Drawing and painting fantasy figures. England: New Burlington Books.
  • Walker, Kevin. (2006). Drawing and painting fantasy beasts. England: New Burlington Books.
  • Goldfinger, Eliot. (1991). Anatomy for the artist. USA: Oxford University Press.
  • Loomis, Andrew. (1943). 50 robots to draw and paint. England: New Burlington Press.
  • Alexander, Rob. (2006). Drawing and painting fantasy landscapes and cityscapes. England: New Burlington Books.

Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

GDT2103|1|1

Faculty of Education and Arts

School: Communications and Arts

This unit information may be updated and amended immediately prior to semester. To ensure you have the correct outline, please check it again at the beginning of semester.

  • Unit Title

    Visual and Conceptual Game Design
  • Unit Code

    GDT2103
  • Year

    2015
  • Enrolment Period

    2
  • Version

    1
  • Credit Points

    15
  • Full Year Unit

    N
  • Mode of Delivery

    On Campus

Description

In this unit, students will explore the construction and use of storyboarding, 3D rendered environments, schematic environment and game levels planning, context research and visual character development for games. The unit will give students the visual communication skills to break a game narrative or game proposal down into its component elements and then design a game level from basic sketches, through physical maquette sculpting, to 3D digital character development and integration into a game engine.

Equivalent Rule

Unit was previously coded GDT4213

Learning Outcomes

On completion of this unit students should be able to:

  1. Construct physical character models.
  2. Create visual treatments for characters, environments, accruements and action sequences.
  3. Identify the component elements of a game narrative or proposal.
  4. Research and utilise a range of historic and cultural visual materials to create visual treatments in games.
  5. Use 3D and game engine software to develop characters and environments for a game level.

Unit Content

  1. Advanced techniques and methodologies of spatial drawing.
  2. Creative team organisation and documentation.
  3. Game schematics and visual narratives.
  4. The preparation of game characters and environments from analogue designs to final game levels.
  5. Visual communication and design process from visual storyboards, character charts and environment schematics and plans.

Additional Learning Experience Information

Seminars. Workshops.

Assessment

GS1 GRADING SCHEMA 1 Used for standard coursework units

Students please note: The marks and grades received by students on assessments may be subject to further moderation. All marks and grades are to be considered provisional until endorsed by the relevant Board of Examiners.

ON CAMPUS
TypeDescriptionValue
ParticipationDesign Activities30%
Creative WorkMaquette30%
Project3D Model with Exegesis40%

Text References

  • Cowan, Finlay. (2003). Drawing and painting fantasy figures. England: New Burlington Books.
  • Krisztian and Dehlempp-Ulker. (2006). Visualizing ideas - From scribble to storyboards. England: Thames and Hudson Publications.
  • Caputo, Tony. (2003). Visual storytelling - The art and technique. USA: Watson-Guptill Publications.
  • Le, K., Yamada, M., Yoon, F., Robertson, S. (2005). The skillful huntsman - Visual development of a Grimm tale at Art Center College of Design. USA: Design Studio Press.
  • Blacham, W., Haden & Rector, Brett. (2008). The art and making of STAR WARS THE FORCE UNLEASHED GAME. USA: Insight Editions.
  • Mignola, Mike. (2004). The art of Hellboy. USA: Dark Horse Books.
  • Alexander, Rob. (2006). Drawing and painting fantasy landscapes and cityscapes. England: New Burlington Books.
  • Walker, Kevin. (2006). Drawing and painting fantasy beasts. England: New Burlington Books.
  • Goldfinger, Eliot. (1991). Anatomy for the artist. USA: Oxford University Press.
  • Loomis, Andrew. (1943). 50 robots to draw and paint. England: New Burlington Press.
  • Hogarth, Burne. (1958). Dynamic anatomy. USA: Watson-Guptill Publications.

Disability Standards for Education (Commonwealth 2005)

For the purposes of considering a request for Reasonable Adjustments under the Disability Standards for Education (Commonwealth 2005), inherent requirements for this subject are articulated in the Unit Description, Learning Outcomes and Assessment Requirements of this entry. The University is dedicated to provide support to those with special requirements. Further details on the support for students with disabilities or medical conditions can be found at the Access and Inclusion website.

Academic Misconduct

Edith Cowan University has firm rules governing academic misconduct and there are substantial penalties that can be applied to students who are found in breach of these rules. Academic misconduct includes, but is not limited to:

  • plagiarism;
  • unauthorised collaboration;
  • cheating in examinations;
  • theft of other students' work;

Additionally, any material submitted for assessment purposes must be work that has not been submitted previously, by any person, for any other unit at ECU or elsewhere.

The ECU rules and policies governing all academic activities, including misconduct, can be accessed through the ECU website.

GDT2103|1|2