This is the reduced tuition version of the course ($260). It’s available only to learners who identify as belonging to a group that is underrepresented in the industry (e.g., women, indigenous peoples, people with disabilities, visible minorities and LGBTQ+2S, etc.). If you’re part of an underrepresented group, please email firstname.lastname@example.org before registering and let us know if you qualify for the reduced tuition. Once your status is confirmed, you can register for the course at the $260 price.
If you’re not a member of an underrepresented group, you will need to register for the course at the introductory-discount-only price ($520). The links to these courses can be found on the program page.
This 15-hour course introduces learners to game engines from the perspective of 3D, film and visual effects production. The course will focus primarily on the asset ingest part of the production cycle geared towards prop and environment integration into a virtual or immersive context. Utilizing both modeled and scanned assets, individuals will construct sets that are capable of running and rendering in real-time with an ability to be manipulated for set dressing through immersive means such as virtual and augmented reality.
The course will be delivered in a hybrid format with live online tutorials via Zoom (Thursdays from 6 - 8 pm) and online asynchronous assignments.
Upon successful completion of the course, students will be able to:
- Analyze existing digital 2D or 3D assets and prepare them for export into a game engine
- Successfully Import and organize 3D elements in a game engineInterpret 3D, VFX and film processes for the purposes of translating into a virtualized framework
- Construct real-time shading networks for assets utilizing 3D and virtual production best practices
- Manage a library of 3D modeled and scanned assets, ensuring their ability to run in real-time
- Apply visual effects look development techniques to virtual production assets
- Utilize digital assets to construct a real-time environment capable of running at 24 frames per second or higher, dependent on application.
Module 1: Introduction to Game Engines
Module 2: Preparing Digital Assets for Export to Game Engines
Module 3: Generating Environments and Worlds to Populate with Digital Assets
Module 4: Assembling Environments Using Landscapes and Digital Real-time Assets
Module 5: Final Project
See program page for overview of required skills.
See program page for overview of required software/hardware, etc.
Add the course to your cart to register.