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Ano Letivo: 2018/19

Artes para Jogos Digitais

History, Environments and Characters

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Publication in the Diário da República: Aviso de Registo nº R/Cr 56/2017 de 13-07-2017

5 ECTS; 1º Ano, 2º Semestre, 45,0 PL + 15,0 TP , Cód. 63918.

Lecturer
- Gabriel Santos Carvalhal Evangelista (1)(2)

(1) Docente Responsável
(2) Docente que lecciona

Prerequisites
It has no prerequisites. The subjects are introductory to the themes.

Objectives
C2. Knowing the basics of design and illustration.
C3. Know how to use digital painting software.
C4. Using sketches as a tool to study ideas
C5. Obtain a digital image based on existing references and/or style guides.
C6. Ability to create and define a graphical style for a game.
C7. Ability to create and define concepts for a game through creative methods.

Program
1. Concept Art.
• Character Design.
• Environment and Scene design.

2. Digital illustration.
• Digital illustration tools.
• Composition

3. In Game Art
• Design and setup of characters.
• Design of sprites and spritesheets.
• Character animation in Unity.
• Background design
- Textures and tiles.
- Level design.

Evaluation Methodology
Periodic evaluation

• Delivery and defense of Project 1
Phase 1(group) + Phase 2 (5% + 35%)
weight in the evaluation: 40% - mín. 8 val.

• Delivery and defense of Project 2
Phase 1 + Phase 2 (25% + 35%)
weight in the evaluation: 60% - mín. 8 val.

• Final grade calculated by Project 1 (40%) + Project 2 (60%) - (min 9.5v)

Attendance required: 75% (If the student is not present in 75% of classes he will receive a 20% penalty on final grade).


Remaining Seasons

• Delivery and defense of Project 1
weight in the evaluation: 40% - mín. 8 val.

• Delivery and defense of Project 2
weight in the evaluation: 60% - mín. 8 val.

• Final grade calculated by Project 1 (40%) + Project 2 (60%) - (min 9.5v)

• Components can be harnessed between seasons, with need of improvement.

Bibliography
- Solarski, C. (2012). Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning video Game Design. . E.U.A.: Watson-Guptill
- Williams, R. (2012). The Animator’s Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators. New York: Faber & Faber

Teaching Method
FT = Face-to-face Teaching
FT.1. Theoretical and practical: presentation of concepts, use of specific software, carrying out work.

AL = Autonomous Learning
AL.1. Project: completion of a work of illustration and concept art.

Software used in class
Adobe Photoshop
DragonBones

 

 

 


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