Diploma in Game Art using Unreal Engine 5
A 9 month course in Game Art includes the following modules
Commitment from your side:
Minimum 24 hours a week
– 2 hours x 3 times a week
– 6 hours x 3 days to complete assignments
Module I : Introduction to Graphics
Section 1 – Concepts of Image, it’s Size, Resolution, Color Management
Section 2 – Basic editing with selection & transform tools
Section 3 – Concepts of Layers, Blending options
Section 4 – Layers, Blending options
Module II : Tools
Section 1 – Paint Tools
Section 2 – Selection Tools
Section 3 – Transform Tools
Section 4 – Paths
Section 5 – Text
Module III : Filters
Section 1 – Enhancing Filters
Section 2 – Generation Filters
Section 3 – Distortion Filters
Section 4 – Maps
Module IV : Fine Tuning
Section 1 – Color Management
Section 2 – Channels
Section 3 – Customizing Layout
Module I : Introduction to Blender
Section 1 – Interface, Navigation, Units
Section 2 – Basic Geometry creation
Section 3 – Grab, Rotate, Scale, Duplicate
Section 4 – Selection & Precision Modeling
Section 5 – 3D Origin & Cursor
Section 6 – Mesh Editing with Vertices / Edges & Faces using Extrude, Inset, Loop
Section 7 – Modifiers – Subdivision, Mirror, Array
Module II : Advanced Modelling
Section 1 – Mesh Editing
Section 2 – Transform Orientation, Snapping, Proportional Editing, Empties
Section 3 – Display options
Section 4 – Vertex Groups
Section 5 – Relations & Instancing
Section 6 – Text
Section 7 – Modeling with Curves
Section 8 – Deform Modifiers
Section 9 – Generative Modifiers
Section 10 – Background Creation
Section 11 – Sculpting – Brushes, Sculpting with Textures
Module III : Materials
Section 1 – Material Shaders
Section 2 – Shaders using Node editing
Section 3 – Textures
Section 4 – Seams & UV Unwrapping
Section 5 – Texture Painting
Module IV - Animation
Section 1 – Understanding Timeline
Section 2 – Automatic Keyframing
Section 3 – Shape Keys
Section 4 – Graph Editor & F-curves
Module V - Character Modelling & Animation
Section 1 – Character creation
Section 2 – Bone Setup
Section 3 – Rotation Constraints
Section 4 – Inverse Kinemetics & Forward Kinematics
Section 5 – Attaching Bones to Character
Section 6 – Weight Painting
Section 7 – Setting up Character Poses
Section 8 – Setting up walk cycle
Chapter 1 - Introduction
Section 1 – Interface, Navigation, Display
Section 2 – Importing objects
Section 3 – Subtools
Section 4 – Scale Master
Chapter 2 - Creation of Meshes
Section 1 – Meshes
Section 2 – Image References
Section 3 – Masked Tools & Brushes
Section 4 – Shadow Box
Section 5 – Extract Masked Polys
Section 6 – Mesh from Alpha
Section 7 – Project Bass Relief
Section 8 – ZSphere
Section9 – Array Mesh
Section 10 – 3D Text
Chapter 3 - Transformations
Section 1 – Transform Tools
Section 2 – Polygroups
Section 3 – Cutting Mesh
Section 4 – ZModeler
Section 5 – Brushes
Section 6 – Brush Creation
Section 7 – ZRemesher & Project
Section 8 – Nanomesh & Microopoly
Section 9 – Deformation
Section 10 – Surface Texture
Section 11 – Boolean
Section 12 – Bevel Pro
Section 13 – Layers
Section 14 – Thickness
Chapter 4 - Utilities
Section 1 – Transpose Master
Section 2 – Decimation
Section 3 – Export
Section 2 – Customize Interface
Chapter 1 - First Project
Section 1 – Creating and saving a new Project with Templates and settings
Section 2 – Understand the Level Editor interface
Section 3 – Navigate a Level in the Viewport
Section 4- Playtest a Level
Chapter 2 - Anatomy of a Project
Understanding Project File structure
Chapter 3 - Working with Assets
Section 1 – Importing assets
Section 2 – Assets created in Unreal Engine
Section 3 – Migrating Assets
Chapter 4 - Coordinates, Transform, Units and Organization
Section 1 – Understanding Cartesian Coordinates and Pivot points
Section 2 – Manual & Interactive Move, Scale, Rotate for World and Local system
Section 3 – Grid units and snapping
Section 4 – World Outliner / Layers
Chapter 5 - Static Meshes
Importing, assigning material, checking it UV orientation & Collisions
Chapter 6 - Materials
Section 1 – Creating Materials
Section 2 – Material Editor Interface
Section 3 – Texture Editor
Chapter 7 - Lighting and rendering
Section 1 – Terminologies
Section 2 – Types of Light
Section 3 – Light Properties
Section 4 – Mobility settings
Section 5 – Building Light
Chapter 8 - Environmental Actors
- Default and new levels
- Exponential Height Fog Actor, Post Process Volume, Sun Sky Settings, Environment Light Mixer
- Reflection Capture Actors
- Lightmass Importance Volume, Volumetric Lightmaps
- Project Settings (Maps & Modes)
- Ray Tracing
Chapter 9 - Landscape
Section 1 – Landscape Tools
Section 2 – Landscape Materials
Section 3 – Painting Foliage surface using an attractor
Chapter 10 - Working with Physics
- Project Physics Settings
- Physics terms, Actors, Assets
- Collision settings
Chapter 11 - Particles
Section 1 – Particle System Asset
Section 2 – Emitter Actor
Section 3 – Niagara Editor Interface
Section 4 – Particle Distribution
Section 5 – Materials for Particles
Chapter 12 - Audio
Section 1 – Import Sound files
Section 2 – Sound Actor
Section 3 – Sound Cues
Section 4 – Audio Volume & Reverb Assets
Chapter 13 - Sequencer
Section 1 – Creating Level Sequencer
Section 2 – Sequencer Editor Interface
Section 3 – Assets & Actors
Section 4 – Navigating the tracks
Section 5 – Animating Camera
Chapter 14 - Introduction to Blueprints
Section 1 – Concept of Blueprint visual scripting system in Unreal Engine
Section 2 – Types of Blueprints
Section 3 – Blueprint Editor Interface
Section 4 – Graph Editor
Section 5 – Visual Scripting
Chapter 15 - Levels Blueprint
Section 1 – Level Events
Section 2 – Assigning Actors to Events
Section 3 – Collisions
Section 4 – Reference Variables
Chapter 16 - Blueprint Classes
Section 1 – Class Inheritance
Section 2 – Timelines
Section 3 – Editing Variables
Section 4 – Construction Script
Chapter 17 - UMG
- Editor Utility Widget
- Designer palette
- Related Event Graph
Chapter 18 - Deployment
- Configure Output for Android, Windows and VR
- Performance Optimisation
- Multi User Level Editor for direct collaboration
- Use a configurator
What you'll learn...
Graphic Designing
The ABCs of digital arts starts with graphic designing. Understanding colors, layers, blend modes are crucial. These form the base of your 2d digital art.
3D Modelling
Concepts of 3D modelling introduces you to the world of vertices, edges, faces to form meshes. Using advanced modelling techniques you start the journey of creating objects from your imagination to life.
Digital Sculpting
Digital scuplting allows you to add finer details to your creation. Using quality infrastructure of tablet, 3d SpaceMouse gives your creative inputs an extra edge.
UV Mapping
Learn how to unfold complex shapes to use just one texture. UV Mapping is a technique utilized in 3D computer graphics that allows the texturing of an object or surface by wrapping a 2D image around a 3D surface.
Material Creation
Materials or Shaders are created either by a rastor graphic and / or by procedural generation. These give life to your models which otherwise will be monochromatic.
Texture Painting
Using a combination of diffuse, metallic or specular and roughness maps, texture mapping help generate multi-material output on a single object. Learn specialized software tools to assist in this creation.
Rigging
For any object to be movable with parts, we need to use bones. Learn the art of Rigging to animate the parts of an object or character such that they whole character moves in sync while animating.
Character Walkcycle
With the rigging completed, learn to animate the bones to create synchronized, seamless movements of hands and legs of a charachter for walking and running.
Lighting
Lighting not only defines the time of the day, it generates a mood. It is also important to study the effect of light on the shaders you create for objects.
Environment creation
Learn to incorporate stunning landscapes, add realistic vegetation, ocean using the best tools available. This could be based on meshes, splines or geospatial data as well.
Visual Effects
Whether it is a subtle candle light or a dramatic lightining, using the state-of-the art tools, command the use of particles, emitters and emitters uing meshes, materials, beams, fluids, smoke, fire...
Keyframe Animation
To orchastrate a beautiful scene, you need to place the camera in strategic locations. Their movement becomes crucial. So is the timing of every moving item in a scene. Using keyframe animation, ensure that the symphony renders as expected.
Highlights
- Live sessions
- Lab equipped with quality infrastructure - Our spacious training center at MIDC, Andheri East is equipped with 5 ft x 2.5 ft tables holding powerful workstations, large monitors, HTC Vive Pro for Virtual Reality, Wacom, 3D Connexion Spacemouse Compact and more in a 1000 sq. ft. area.
- Pre-recorded videos on demand
- Small group live mentorship
- Certificate upon completion
- Toppers per batch get internship for 6 months
For fees and timings,
Reach out to us
Contact on +91 9869006620
between 9:00 am to 6:00 pm – Mon – Sat
or email at sales@bluestone.co.in