Begin your career as an artist in games. Through collaborative projects aligned with the profession, this course will develop your capabilities as a creative artist and equip you with the latest skills and knowledge needed for industry.
You"ll learn about concept art, character art, and environment art as well as the pipelines and processes used to make games. To develop the skills you'll need in this competitive industry, you'll study some of the underlying principles of game art.
- Learn Agile project management methodology for game development
- Receive expert guidance in specific skills, including drawing, composition, anatomy, and 3D modeling
- Apply traditional art skills in a digital context
- Learn to work effectively in a game development team
How the course is taught
Throughout the course, you'll receive lectures from staff and game developers, alongside seminars, workshops, group and individual tutorials and "crits", where you receive feedback on your work from tutors and peers. There's also a guest lecture programme where people from the games industry in various roles and capacities will tell you about their work, what they have learned and what approaches they use.
You'll learn about concept art, character art, and environment art as well as the pipelines and processes used to make games. These are all areas you'll need to be proficient in to compete in the games industry. ln order to develop such proficiencies, you'll study some of the underlying principles of game art through the lens of figurative, landscape and other forms of traditional art practice. To this end, you'll study life drawing alongside 3D modeling and games as visual culture, landscape painting alongside digital painting, concept art together with critical analysis.
As you progress through the course, you'll narrow the focus of your practice and develop towards a distinctive games-based art practice. Once you have developed your basic skills, you'll be able to work with game development teams allowing you to apply your practice within the context of professional game making.
What you'll do
ln your fírst year, you'll build the basic skills that are required of game artists by the industry. You won't specialize at this stage but instead, gain experience of all of the major roles artists occupy and the techniques they use. Working with industry standard software, methods, and pipelines, you'll develop your drawing skills, get better acquainted with anatomy and bring these skills to 3D modeling and its related elements.
You'll learn about the concept, environment and character art through workshops, lectures, crits, and seminars, as well as through sustained practical experimentation. Traditional art skills are learned alongside contemporary digital art skills, both 2D and 3D.
- Concept art and visual culture
- Character art
- Environment art
- Making avatars
- Making space
Your second year is designed to help you to become more confident in your approach to making art for games and in your ability to use creatively relevant professional tools. You'll take on larger and more challenging projects which allow more sustained engagement. Your first-semester work concentrates and consolidates your learning in preparation for the 'live' game development of your second semester.
ln your second semester, you'll apply your learning to a collaborative project, working with other game development students on their game project to provide various an assets. This will help you contextualize your understanding of the development pipeline and practice your skills in a live game development context.
ln addition, you'll work on specialist practice project where you'll start to hone your skills in a particular area of game an and where you can concentrate on ensuring some high quality work for your portfolio.
- Developing concept art vocabularies
- Developing character art vocabularies
- Developing environment art vocabularies
- Developing specialist practice
- World creation: game development project
Specialisation, independence and professional practice is the main aim of your third year. You'll work on developing a game with a multi skilled team throughout, contributing art assets to the game. You'll work alongside others in a studio context, working with the same methods and pipelines used in industry to produce games.
ln addition, you'll work on specialist game art that will contribute distinctive, polished work to your growing portfolio. We'll help you to commercialize this work and prepare you for the transition to professional life.
- Major game development project
- Preparing for the future
- Professional practice
- High-spec PCs equipped for game creation in our teaching spaces and studios
- lndustry-standard game engines including Unity and Unreal 4
- lndustry standard software including Maya, Zbrush, Blender and the Adobe Creative Suite
- Technicians on-hand during opening hours to assist with these different tools
You'll be taught by a dedicated team of professional artists, game art practitioners, and developers along with game-focused academics. Collectively, they have experience working on titles as diverse as World of Warcraft, League of Legends, Project Gotham Racing and the Total War series.
Some staff also have experience working with animation and visual effects companies, while others are accomplished artists and visual arts theorists. You'll also benefit from their extensive research expertise and pioneering approaches to game studies, as well as from staff who run their own game development studios.
Assessment is geared around the work you'll do as an emerging game artist. lt is designed to help you develop your core skills in drawing, figuration and conceptualization in-game art, as well as in specific uses of industry-standard software, methods and processes.
- Continuous assessment with no formal examinations o Visual, verbal and written assignments
- A portfolio of project work is developed over the course of the degree to enhance your employability
Game An at Falmouth is designed to produce graduates ready for work in games or app development:
- Environment Artist
- Character Artist
- Concept Artist
- 3D Modeller