Game Art & Design 1 (GAD1)
Welcome to Game Art & Design 1. In Semester 1, you will master 3D modeling and texturing in Blender, culminating in your Midterm Portfolio Prop. In Semester 2, you will transition into Unreal Engine 5, importing your assets, scripting mechanics with Blueprints, and building a fully playable Themed Parkour Platformer game.
Course Scope: 6 Units · 38 Modules & Assignments · 63 Standards Covered
Unit 1: 3D Space & Modeling Foundations
What you will learn: In this unit, you will learn to navigate 3D space in Blender, master object transforms, model complex forms from geometric primitives, diagnose and repair broken mesh topology, and create your first complete hero prop asset.
7 Modules · 17 Standards Covered
Module 1.1: Lab Setup, Conventions & Safety ASSIGNMENT & READING
BLND-101 · Blender UI layout, 3D viewport navigation, and toolbarslab-setup-and-conventions · Deliverable: Completed workstation setup checklist4.3 6.1 4.5 16.1 6.2 6.8Module 1.2: Navigating 3D Space ASSIGNMENT & READING
BLND-102 · Translation, rotation, scale, origin points, and 3D cursor navigationnavigating-3d-space · Deliverable: Tiny house script setup, snapping assembly & hinge pivots4.3 1.2 5.7Module 1.3: Primitive Form Studies ASSIGNMENT & READING
BLND-103 · Cubes, cylinders, spheres, proportions, and silhouette clarityform-studies · Deliverable: 3-prop primitive composition renderGD.17.4 DGA.17.1 10.3Module 1.4: Hard Surface Prop 1: Blockout ASSIGNMENT & READINGS
BLND-104 · Extrude, inset, bevel, loop cuts, and vertex mergingBLND-105 · Mirror, subdivision surface, boolean, and solidify modifiershard-surface-prop · Deliverable: Completed blockout 3D meshGD.17.4 AV.17.8 10.4Module 1.5: Topology Fix Challenge ASSIGNMENT & READING
BLND-201 · Quad flow, edge loops, poles, and eliminating shading errorstopology-fix-challenge · Deliverable: Clean repaired 3D mesh submissionGD.17.4 5.4 5.8Module 1.6: Reference Board & Art Direction Study ASSIGNMENT & READING
DESN-111 · PureRef organization, primary/secondary forms, and material calloutsreference-board · Deliverable: Reference board on your portfolio10.3 11.2 1.3Module 1.7: Blender First Model: Hero Prop ASSIGNMENT & READINGS
BLND-103 · Silhouette blockout, scaling, and proportionsBLND-107 · Packing resources into .blend, FBX export scale and axesblender-first-model · Deliverable: .blend source file and exported FBX modelGD.17.4 AV.17.8 10.4Unit 2: Materials, UVs & Texturing
What you will learn: In this unit, you will learn the complete 3D texturing pipeline: unwrapping UV seams without distortion, authoring PBR materials (roughness, metallic, normal), baking detail maps, and tracking asset licenses.
6 Modules · 10 Standards Covered
Module 2.1: UV Unwrapping Drill ASSIGNMENT & READING
BLND-204 · Seam placement, UV distortion grids, texel density, and packing efficiencyuv-unwrap-drill · Deliverable: Clean UV layout screenshot with checker gridGD.17.4 AV.17.8Module 2.2: PBR Material Set ASSIGNMENT & READING
BLND-205 · Principled BSDF, roughness values, metallic binary rule, and normal channelspbr-texture-set · Deliverable: Shader node graph and material preview renderAV.17.1 GD.17.4Module 2.3: Texture Painting & Detail Pass ASSIGNMENT & READING
BLND-206 · Bake cages, ray distance, normal projection, and texture painting toolstexture-detail-pass · Deliverable: Baked normal map and hand-painted texture rendersAV.17.1 10.4Module 2.4: Asset License & Attribution Log ASSIGNMENT & READING
LAW-105 · Creative Commons tiers, public domain assets, and marketplace EULAsasset-license-log · Deliverable: Maintained asset licensing spreadsheet14.5 11.3 11.6Module 2.5: Peer Critique: Material Realism ASSIGNMENT & READING
DESN-114 · Technical art critique criteria, offering actionable feedbackmodel-critique · Deliverable: Peer review feedback notes & revision log5.2 8.4 10.5Module 2.6: Prop Modeling Set ASSIGNMENT & READINGS
BLND-202 · Weighted normals, support loops, and bevel modifier workflowsBLND-203 · Dyntopo, clay strips brush, and edge scraping for damageprop-modeling-set · Deliverable: 3-piece textured 3D prop collectionGD.17.4 AV.17.8 10.7Unit 3: Lighting, Rendering & the Prop Midterm
What you will learn: In this unit, you will master lighting rigs and camera framing, build your premier Midterm Hero Prop from concept sketch to final render, and lay out an industry-standard portfolio breakdown sheet.
5 Modules · 15 Standards Covered
Module 3.1: Three-Point Lighting Study ASSIGNMENT & READING
BLND-207 · Point, sun, spot, area lights, color temperature, and HDRI mapslighting-study · Deliverable: 3-point lighting comparison render sheetAV.17.1Module 3.2: Camera & Composition for Presentation ASSIGNMENT & READINGS
BLND-208 · 50mm vs 85mm lenses, sensor size, f-stop depth of fieldDESN-107 · Hero shots, turntable framing, and negative spacecamera-composition · Deliverable: 3-angle hero composition renders15.6 AV.17.3Module 3.3: MIDTERM: Portfolio Prop, Concept to Render MIDTERM CAPSTONE
BLND-211 · Applied transforms, single UV channel, and FBX export presetsBLND-212 · Polygon limits, draw calls, and silhouette optimizationmidterm-portfolio-prop · Deliverable: Master midterm 3D prop artifactGD.17.4 AV.17.8 AV.17.1 10.4 10.7 15.9 3.8Module 3.4: Render, Export & Presentation Sheet ASSIGNMENT & READING
CAREER-105 · Portfolio breakdown layouts, wireframe overlays, and callout labelsrender-presentation-sheet · Deliverable: 1080p breakdown sheet on your portfolio15.9 4.5 2.6Module 3.5: Midterm Critique & Reflection ASSIGNMENT & READING
DESN-115 · Processing feedback, revision priorities, and project postmortemsmidterm-critique · Deliverable: Written midterm reflection on your portfolio5.2 5.3 10.5 8.4Unit 4: Unreal Foundations & the Asset Pipeline
What you will learn: In this unit, you will enter Unreal Engine 5. You will import your Blender props, build engine materials, illuminate scenes with Lumen lighting, and script your first interactive Blueprint actor.
5 Modules · 12 Standards Covered
Module 4.1: Engine Orientation & Project Structure ASSIGNMENT & READINGS
UE-101 · Viewport controls, outliner, details panel, and content browserUE-102 · Blueprints, Maps, Materials, Meshes, and Textures directoriesengine-orientation · Deliverable: Initialized UE5 project template4.3 4.4 4.5Module 4.2: Import Your Prop: Blender to Unreal ASSIGNMENT & READING
UE-104 · Static mesh import settings, generate collision, and material slotsimport-your-asset · Deliverable: In-engine screenshot with collision wireframeGD.17.4 4.5 16.6Module 4.3: Materials & Lighting in Engine ASSIGNMENT & READINGS
UE-105 · Material graphs, texture samplers, and scalar/vector parametersUE-106 · Directional light, sky atmosphere, skylight, and exponential fogengine-materials-lighting · Deliverable: Lit in-engine showcase renderAV.17.1 GD.17.4Module 4.4: First Blueprint: Interactive Door ASSIGNMENT & READING
UE-201 · Actor components, event graph, timelines, and SetRelativeRotationinteractive-door · Deliverable: Interactive door Blueprint demo clipGD.17.6 GD.20.3 1.2Module 4.5: Game Design Fundamentals Study ASSIGNMENT & READINGS
GAME-101 · Rules, victory conditions, agency, obstacles, and player feedbackGAME-102 · Action → Feedback → Reward loop, pacing, and retentiongame-fundamentals-study · Deliverable: Core loop breakdown diagramGD.17.1 GD.17.2 1.4Unit 5: Level Design & Blueprint Basics
What you will learn: In this unit, you will build level greybox blockouts from 2D plans, apply visual player guidance techniques, build hazards and trigger volumes, script UI HUDs, and conduct peer playtest sessions.
6 Modules · 11 Standards Covered
Module 5.1: Greybox a Level from a Floor Plan ASSIGNMENT & READINGS
UE-206 · Modeling mode primitives, metric scale metrics, and sightlinesGAME-105 · Sightlines, choke points, verticality, and pacingblockout-level · Deliverable: Playable greybox level mapGD.17.6 GD.18.4 10.3Module 5.2: Player Guidance & Affordance Pass ASSIGNMENT & READING
GAME-106 · Breadcrumbing, leading lines, visual landmarks, and affordanceguidance-affordance-pass · Deliverable: Player pathing walkthrough videoGD.17.8 GD.18.5 12.4Module 5.3: Movement, Collision & Triggers ASSIGNMENT & READINGS
UE-203 · Enhanced input system, jump height, air control, and velocityUE-204 · Overlap vs Block, Object Channels, and custom collision boundsmovement-collision-triggers · Deliverable: Interactive trigger mechanic BlueprintGD.17.6 GD.17.7Module 5.4: HUD & Basic UI ASSIGNMENT & READINGS
UE-205 · UMG Designer, canvas anchors, text binding, and progress barsGAME-108 · Diegetic vs non-diegetic UI, readability, and player focushud-and-ui · Deliverable: Functional HUD widget gameplay videoGD.18.7 GD.17.8Module 5.5: Peer Playtest Round 1 ASSIGNMENT & READING
GAME-204 · Observational playtesting, asking effective questions, and bug loggingpeer-playtest · Deliverable: Playtest report and revision task listGD.18.6 5.1 8.4Module 5.6: First Blueprint Logic ASSIGNMENT & READING
UE-202 · Branch, Sequence, ForEachLoop, and variable data typesfirst-blueprint · Deliverable: Blueprint node graph screenshot & gameplay demoGD.17.6 GD.20.3Unit 6: The Themed Parkour Level (Final)
What you will learn: In this final unit, you will build and ship your Themed Parkour Level across 4 weeks of production. You will pitch your theme, write a mini GDD, integrate at least 2 original 3D props, optimize performance, package a Windows executable, and present at the class showcase.
8 Modules · 21 Standards Covered
Module 6.1: Theme Pitch & Level Plan ASSIGNMENT & READING
PROD-105 · Theme articulation, gameplay progression, and concept moodboardstheme-pitch · Deliverable: Pitch slide deck and level blueprint sketchGD.17.2 13.2 16.4 10.2Module 6.2: Mini Game Design Document ASSIGNMENT & READING
PROD-201 · GDD structure, mechanic specs, asset manifests, and scope limitsmini-gdd · Deliverable: 2-page mini GDD documentGD.18.2 16.4 2.5Module 6.3: Optional: Solo Vertical Slice Extension OPTIONAL EXTENSION
GAME-208 · Rapid prototype loops, throwaway code, and mechanics testingsolo-vertical-slice · Deliverable: Extended gameplay mechanics demoGD.18.3 10.6 10.7Module 6.4: FINAL: Build the Themed Parkour Level (4 Weeks) FINAL CAPSTONE
UE-211 · Character movement tuning, jump buffers, coyote time, and air controlGAME-205 · Set dressing, narrative prop placement, and environment cluesfinal-parkour-level · Deliverable: Packaged game build and playthrough videoGD.17.6 GD.18.4 GD.18.5 GD.17.7 10.7 GD.20.2Module 6.5: Custom Asset Requirement (2 Props Minimum) ASSIGNMENT & READING
BLND-302 · Grid snapping, modular pivot placement, and trim sheetscustom-props-requirement · Deliverable: Custom prop render breakdownGD.17.4 AV.17.8Module 6.6: Optimization & Packaging Pass ASSIGNMENT & READINGS
UE-209 · Packaging configuration, cooking content, and standalone build creationUE-210 · `stat fps`, GPU profiling, shader complexity, and draw callsoptimization-packaging · Deliverable: Packaged zip build uploadGD.18.8 15.9Module 6.7: Game Careers Exploration ASSIGNMENT & READING
CAREER-201 · Indie vs AAA studio pipelines, salaries, and demo reelsindustry-roles-report · Deliverable: Game studio career reportGD.19.1 GD.19.2 GD.19.4 3.1Module 6.8: Final Showcase & Portfolio Update CAPSTONE SHOWCASE
CAREER-202 · Tournament ops, broadcast production, and community managementCAREER-203 · Simulation, automotive visualization, and virtual realityfinal-showcase · Deliverable: Published portfolio project page2.3 3.8 5.3