Diploma in Video Game Creation and Virtual Reality

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Diploma in Video Game Creation and Virtual Reality

Map of studies
Diploma in Video Game Creation and Virtual Reality

Digital art Digital art Digital art Digital art
  • ECTS – European Credit Transfer System
  • OB – Mandatory
  • FB – Basic training
  • FBC – Common basic training
  • FBR – Basic Branch Training
  • PE – External internships
  • RAC – Academic recognition of credits
  • TFG – Final degree project

Course 1

Expert I. 3D modeling for scenarios, vehicles and objects

Introduction to Autodesk Maya and polygon modeling

Basic concepts of 3D modeling: vertices, edges, faces, polygons, meshes, etc.
Introduction to Autodesk Maya: interface, tools, menus, windows, etc. Creation of basic shapes.
modeling tools; Line flow and topology of polygonal models.
Types of polygonal modeling: Box Modeling (weapons, props, etc.), Modular Modeling (rooms, buildings, etc.), Patch Modeling (vehicles, characters, etc.).

Materials and textures (Adobe Substance 3D Painter)

Use and modification of standard and intelligent materials. Generation of specific textures for the creation of unique materials.
Baking complex models to adapt to simple meshes.
Connecting Substance textures to the Autodesk Maya rendering engine.

Sculptural modeling (ZBrush)

Sculptural modeling techniques: brushes, alphas, stencils, masks, etc.
Levels of detail and resolution: subdivisions, multiresolution, retopology, etc.
Creation of sculptural models of different types and levels of detail with ZBrush.

Lighting and shadows (Redshift, Arnold)

Effect of light on objects and their representation.
Lighting and shadows: intensity, color, direction, distance, angle, etc.
Lighting and shadow techniques and styles: realistic, stylized, dramatic, etc.
Introduction to Redshift and Arnold rendering engines: features, advantages and disadvantages.

Rigging objects using controllers and bones

Features of the controller structure.
Modification of the polygonal structure using Blend Shapes and Bones.
Adaptation of model movements using controllers and hierarchies.
Creation of a mechanical hierarchy and an organic one for system compression.

3D Animation

Principles of animation, advantages of using 3D elements and cameras.
Use of rotoscoping and references for 3D animation.
Modification of rendering of moving objects using Motion Blur and Motion Vector.
Creating object and camera animation cycles to bring a scene to life.

Image and sound editing and composition (DaVinci Resolve)

Creation of videos using sequence of frames.
Light and color retouching using the DaVinci Resolve editor.
Adaptation of sound to image using modifiers and effects in DaVinci Resolve.

Creation of professional reel

Selection of pieces for a reel: analysis of positive elements of the works; choice of order and use of sound or music.
Specialized forums and tips on how to stand out in an interview.

Expert II. Organic Creature and Character Modeling

Basic anatomy in ZBrush

Introduction to ZBrush: interface, tools, basic configuration.
Fundamentals of human and animal anatomy: skeleton and basic musculature.
Proportions and ecorchés for modeling.

Polygonal modeling and digital sculpture

Fundamentals of sculpture in ZBrush: volumes, shapes and their language.
Basic tools for sculpting basic shapes.
Study of proportions.
Introduction to using masks and alphas to add details; add hair-fur to animations.
Introduction to creating UVs and texture maps.
HardSurface techniques.

Texturing and materials

Basic object painting: simple techniques to add color and texture.
Creation of materials and basic lights for characters and sculptures.
Render and presentation of work: basic renders with ZBrush.

3D printing

3D printing techniques.
Types of printers and materials for printing a project.
File preparation.

Introduction to creating a portfolio

Creation and execution of a complete project.
Workflow and modifications during the process.
Tips for creating a basic portfolio: compilation and presentation of work.

Course 2

Expert III. Rigging and animation

Rigging Basics

Introduction to rigging in Maya: workspace.
Basic anatomy of a rig; joints and bones. Principles of IK (inverse kinematics) and FK (forward kinematics).
Basic rigging of inanimate objects.
Introduction to Set Driven Key and its application.
Basic concepts of constraints for motion control.

Rigging of bipedal characters

Creation of skeletons.
Design and organization of joints for bipedal characters; Basic rig configuration for spine, legs and arms.
Introduction to skinning and vertex weighing.
Basic skinning techniques for realistic deformation.

Facial and expression rigging

Fundamentals of facial rigging using blend shapes.
Creating basic facial expressions.

Basic automation in rigging

Introduction to automation and basic scripts in Mel or Python for rigging.
Development of a simple rigging project.

3D Animation

Interface fundamentals.
Navigation and manipulation of objects: pivots and axes.
The 12 classic principles of animation and their application to various styles, achieving everything from comic exaggerations to realistic movements.
Workflows and project planning: from idea to final product; idea development, storyboard and previews.
Basic animation techniques: Timing and Spacing, fundamentals to create the illusion of movement.
Introduction to blocking and refining.

Animation Body Mechanics

Fundamentals of body mechanics.
Weight shifts, twists and jumps to create movements. Basic movement cycles.
Focus on walking and running, optimizing time.

Facial animation and acting

Methods for animating basic facial expressions and simplified lip syncing.
Fundamentals of acting in animation.
Incorporation of corporal and emotional expression in audiovisual narrative.

Integration of advanced technologies

Introduction to motion capture and its application in animation.
Brief integration practice in the workflow.

Expert IV. Unreal Engine

Level Design Basics

Introduction to Unreal Engine: configuration and user interface.
Exploring the use of BSP for rapid prototyping and importing and manipulating static geometries for environment creation.
Types of light and shadows to add atmosphere and visual depth to levels.
Basic materials for the definition of spaces.

Creation of content and scenarios

Creating a modular scenario kit: Using external tools (e.g. Maya) to create scenario modules and then integrate them into Unreal Engine.
3D model animation techniques in Unreal Engine.

Programming and blueprints

Visual script system (Blueprints), assets to develop game logic without having to write code in a traditional way.

Animation of characters and objects

Control complex, cinematic animation sequences using tools such as Blend Spaces and Animation Montages.

Gameplay

Use and management of artificial intelligence to implement intelligent behaviors in characters.
Management of Blueprints and scripting for movement patterns and decision making.
Development of game mechanics: character control, interactions with the environment, player experience design.

particle system

Unreal Engine particle system to create visual effects that add realism and spectacularity to the scene: fire, explosions, fog.

Production:

Game optimization and cross-platform development.
Cooperative development of projects in Unreal Engine with version control tools.

Final project: creation of a video game

Creation of a complete video game from conception to testing.
Distribution of tasks, making stylistic and technical decisions, implementation of the user interface, sound, bug finding and optimization.

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