GAME DEV FUNDAMENTALS
The program involves learning skills like storytelling, digital painting, figure drawing, anatomy, perspective, all in addition to the introduction of modelling and game design. It doesn’t require prior experience in drawing but heavily relies on creative thinking and expression, as well as the student’s motivation.
Visual development or “VisDev” is a broad term that generally represents the visual look of a game or a film. It includes the design of environments, characters, the mood, and the general visual language of the production.
ARC Fundamentals VisDev course will start with visual storytelling, like character and environment design, and continue with developing of lighting ideas.
As the course progresses, we will introduce the students to the next stage, which is the digital building of some of their character and prop designs. We will draw upon their newly acquired knowledge in digital modeling, and employ it towards executing their ideas digitally.
At this point, environment design will become a separate class, which would allow the students to focus on environments exclusively.
This class introduces the students to the visual side of human and animal anatomy. In it we will learn not only the actual names of the major bone and muscle groups but also the way they connect and interact, to create the volume and structure that makes movement possible.
Understanding the physics and logic behind the human and animal movement is essential to learning about character design and animation
Lecturer: Hristo Savov
In this class, we dive into the anatomy, volume, shape, and form, as well as the weight of the human body, using live models. We combine long pose detail drawing, with quick gesture sketches, to help the students understand the difference and the connection between form and movement. Gesture drawing is an important first step and a basic foundation for understanding action and movement. Here we focus on the meaning of body language and multiple characters interaction in a various story context.
Lecturer: Bilyana Stremska
Knowing perspective is the base of any career in design. Perspective is extremely necessary, yet it’s one of the most commonly weak areas for most artists.
Perhaps the reason is that perspective is not an art, but a science. The difference between art and science is that art could have multiple right answers, whereas science has only one such.
Perspective can be bent and played with, but cannot be ignored. As with everything, before one bends the rules, one needs to be well versed in them.
Breaking perspective rules, without knowing them beforehand, shows a lack of professionalism – and this class intends to save our students from creating that impression.
Designing worlds is the most essential job of any sets or level designer, as well as a concept artist, in film or game. World designing involves many fundamental skills and knowledge, such as form, shape, perspective as well as the imagination, creative logic and sense of scale.
Any fantastic world we create has to be relatable and logical, in its own creative and original way. This is the class where the students will begin to discover the connection between fantasy and logic. Fantasy is what makes the audience or players enjoy the worlds we create, logic is what helps them suspend their disbelief.
Lecturer: Anthony Christov
- Starting from something small that the students have control over – character props.
- You will focus on the essentials for designing any kind of asset.
- We will quickly cover the entire process: Concept, Modeling, Textures.
- Completing the course you should be able to understand the game design requirements towards the art and the process of defining them
- Characters as game design element.
- Characters as marketing element.
- Characters as the player’s toys.
- Types of characters.
- Storytelling, Background.
- Readability in the Environment.
- Environment as the game itself.
- Story and purpose of the Environments.
- Close connection with all other areas of the game development.
- The place where all mechanics and technologies are combined.
Video game design is the process of designing the content and rules of video games. Game design creates goals, rules and challenges to define a game that produces desirable interactions among its participants and, possibly, spectators.
The course teaches the students methods that channel their creativity into realisable game design.
Level design isn’t something that can be easily defined in a sentence – it’s a far too varied discipline to confine to one area. Generally however, it is the process of creating a game environment in which the game player interacts with the game universe.
Level design is both a technical and artistic process.
Level design starts with the conceptual design of the level, which includes sketches, renderings, and even CG models. Once the design is finalized, this transforms into extensive documentation and environment modeling, leading to the creation of the level itself. Level design aims to create life-like, interactive game environments.
- Mood and immersion.
- The top layer of presentation that has one of the biggest impacts on the player.
- Defines the style of the game.
- Plays a huge part in readability of the game
- Bringing the creations to life.
- Expressing their nature and characters.
- Strong gameplay tool.
- Every event needs a reaction.
- Digital painting of character portraits and environment vistas.
- Explores various techniques from both disciplines – Digital Portrait and Environment Painting
- The most direct way of expressing your ideas visually.
- Painting as a communication tool.
- The quickest way to create almost all kinds of shapes.
- Freedom of sculpting without technical restriction.
- You think only about the design of the sculpt and later create the ingame model.
- Advanced shape creation.