Game Art & Design 2 (GAD2)
Welcome to Game Art & Design 2. In this advanced capstone course, you and your classmates will operate as a collaborative indie studio to build and publish an original Vertical Slice game. Working with open-ended creative briefs, you will sculpt custom hero characters, build modular 3D environments, engineer gameplay mechanics in Unreal Engine 5, conduct external playtesting, and release your game.
Course Scope: 6 Units · 34 Modules & Assignments · 100 Standards Covered
Unit 1: Studio Formation, Concept & Greenlight
What you will learn: In this unit, you will form our studio department teams, pitch original game concepts, vote as a studio to select our title, author the master Game Design Document (GDD), set up Git source control, and defend the project at the Greenlight Milestone.
6 Modules · 17 Standards Covered
Module 1.1: Studio Roles & Team Charter ASSIGNMENT & READING
PROD-102 · Studio hierarchy, paired ownership, and team accountabilityteam-role-charter · Deliverable: Signed studio team charter document16.2 8.1 9.1 8.5Module 1.2: Concept Pitches (Individual, Class Votes) ASSIGNMENT & READINGS
GAME-103 · Bartle player taxonomy, target demographics, and genre mechanicsPROD-105 · High-concept elevator hook, core mechanic, and visual stylestudio-concept-pitches · Deliverable: Pitch slide deck & vote logGD.18.3 13.2 2.3 10.2Module 1.3: Team Game Design Document ASSIGNMENT & READING
PROD-201 · Living GDDs, technical constraints, and feature tablesteam-gdd · Deliverable: Studio living GDD documentGD.18.2 16.4 2.5Module 1.4: Scope & Vertical Slice Definition ASSIGNMENT & READING
PROD-204 · Must-have vs nice-to-have features, vertical vs horizontal slicesscope-and-slice · Deliverable: Vertical slice scope contract16.9 GD.18.3 5.8Module 1.5: Production Schedule & Task Board ASSIGNMENT & READINGS
PROD-203 · Kanban workflow, estimating task duration, and sprint cyclesPROD-202 · Git LFS, branching strategies, conflict resolution, and pull requestsschedule-and-taskboard · Deliverable: Personal task list screenshot and reflection16.5 16.7 2.8Module 1.6: GREENLIGHT: Pitch to Approve the Project GREENLIGHT MILESTONE
PROD-103 · Stakeholder signoff criteria and milestone deliverablesgreenlight-pitch · Deliverable: Greenlight presentation recording & signoff13.2 2.3 16.8Unit 2: Worldbuilding, Blockout & Art Bible
What you will learn: In this unit, you will develop the game’s world lore, author the official Art Style Bible so all team assets look unified, greybox the entire 5-minute slice in Unreal Engine, and build our master asset pipeline registry.
5 Modules · 14 Standards Covered
Module 2.1: World Bible & Environmental Storytelling ASSIGNMENT & READINGS
GAME-205 · Visual lore, architectural styles, and environmental decayGAME-107 · Embedded vs emergent narrative, audio logs, and environmental textworld-bible · Deliverable: Published studio World Bible documentGD.18.4 15.1 15.3 GD.17.3Module 2.2: Art Style Guide ASSIGNMENT & READINGS
DESN-201 · Emotional color progression, lighting keys, and mood palettesDESN-116 · Style guides, art bible rules, material consistencyart-style-guide · Deliverable: Studio Art Bible deckGD.17.4 13.3 10.3Module 2.3: Greybox the Vertical Slice ASSIGNMENT & READING
UE-206 · Scale metrics, combat arenas, and pacing blockoutsgreybox-slice · Deliverable: Master greybox level commit in Git repoGD.18.4 GD.17.6Module 2.4: Asset List & Pipeline Doc ASSIGNMENT & READING
PROD-108 · Asset registries, prefixes (`SM_`, `M_`, `T_`), and LOD poly budgetsasset-list-pipeline · Deliverable: Complete master asset manifest spreadsheetGD.18.1 16.6 4.5Module 2.5: Milestone Review 1 MILESTONE REVIEW
PROD-106 · Retrospectives, unblocking dependencies, and action logsmilestone-review-1 · Deliverable: Milestone signoff document16.8 8.4 10.5Unit 3: Production Sprint: Custom Assets
What you will learn: In this unit, you will build our game’s custom 3D assets: sculpt and retopologize the hero character, model at least 3 original environment props per student, integrate Fab assets with legal license audits, and run daily paired standups.
5 Modules · 18 Standards Covered
Module 3.1: Hero Character (Custom, Required) ASSIGNMENT & READINGS
CHAR-101 · Anatomical landmarks, heroic proportions, and silhouette clarityCHAR-102 · Primary facial planes, dynamic topology sculpting, and symmetryhero-character · Deliverable: Game-ready rigged character modelGD.17.5 AV.17.2 AV.17.4 GD.17.4Module 3.2: Environment Props (Custom, 3 Minimum) ASSIGNMENT & READING
BLND-301 · Quad remeshing, Shrinkwrap modifier, poly-strips, and clean edge flowenvironment-props · Deliverable: 3-prop asset package integrated into levelGD.17.4 AV.17.8Module 3.3: Fab Integration & License Audit ASSIGNMENT & READING
LAW-105 · Marketplace commercial redistribution rules and license compliancefab-license-audit · Deliverable: Completed asset license audit registry14.5 14.1 11.6 4.5Module 3.4: Standups & Handoff Protocol ASSIGNMENT & READINGS
PROD-205 · Blueprint comments, material naming, and prefab groupingPROD-106 · Async standup logs, tracking sprint velocitystandups-and-handoff · Deliverable: Standup minutes & handoff doc16.8 9.3 2.9 2.5 6.4 6.5 6.6Module 3.5: Milestone Review 2 MILESTONE REVIEW
PROD-107 · Constructive critique during sprint reviewsmilestone-review-2 · Deliverable: Sprint 2 milestone signoff log16.8 8.4 5.3Unit 4: Systems, UI & Interaction
What you will learn: In this unit, you will make the vertical slice fully playable: program the core loop win/loss conditions, author UI menus and HUDs, implement required accessibility options (subtitles, colorblind modes, remapping), and build animation blendspaces.
5 Modules · 12 Standards Covered
Module 4.1: Core Loop Implementation ASSIGNMENT & READING
GAME-201 · Balancing math curves, difficulty scaling, and risk vs rewardcore-loop-prototype · Deliverable: Playable core loop demo commit in repoGD.17.7 GD.17.1 10.7Module 4.2: UI & UX Pass ASSIGNMENT & READINGS
GAME-108 · Visual weight, button states, and screen layoutUE-205 · Widget Blueprints, event dispatchers, and focus navigationui-ux-pass · Deliverable: Full UI menu flow gameplay clipGD.18.7 GD.17.8 12.4Module 4.3: Accessibility Audit & Fixes ASSIGNMENT & READING
GAME-109 · Motor, visual, auditory, and cognitive accessibility guidelinesaccessibility-audit · Deliverable: Accessibility demonstration videoGD.20.2 7.6 12.3Module 4.4: Audio & Feedback Integration ASSIGNMENT & READINGS
GAME-203 · Game juiciness, camera shakes, hit stops, and impact cuesUE-208 · Sound cues, spatial attenuation radii, and ambient sound zonesfeedback-systems-pass · Deliverable: Audio & feedback gameplay clip15.7 GD.17.8Module 4.5: Animation Integration ASSIGNMENT & READINGS
ANIM-401 · State machines, transition conditions, and movement blendspacesANIM-101 · Anticipation, staging, squash & stretch in 3D game animationanimation-integration · Deliverable: Animated character gameplay demonstrationAV.17.7 AV.18.4Unit 5: Playtest, Iterate & Optimize
What you will learn: In this unit, you will host playtest sessions with guest students, analyze telemetry and feedback data, execute a targeted iteration sprint, optimize Nanite/Lumen performance for 60 FPS, and lock the Beta build.
5 Modules · 13 Standards Covered
Module 5.1: External Playtest (Other Classes) ASSIGNMENT & READING
GAME-204 · Blind playtests, quantitative metrics, and qualitative feedback surveysexternal-playtest · Deliverable: Playtest observation logs & video clipsGD.18.6 12.4 13.6Module 5.2: Playtest Data Report ASSIGNMENT & READING
GAME-204 · Data analysis, filtering feedback, and triaging bug priorityplaytest-data-report · Deliverable: Published playtest findings report5.1 11.1 10.8Module 5.3: Iteration Sprint from Findings ASSIGNMENT & READING
DESN-115 · Prioritizing high-impact player fixes over adding new featuresiteration-sprint · Deliverable: Git changelog and before/after comparison video10.5 5.3 9.6Module 5.4: Performance & Optimization Pass ASSIGNMENT & READINGS
UE-210 · Unreal Insights, GPU visualizer, and draw call batchingUE-301 · Nanite virtualization, raytracing scalability, and lighting optimizationoptimization-pass · Deliverable: Profiler benchmark reportGD.18.8 GD.20.1Module 5.5: Milestone Review 3 MILESTONE REVIEW
PROD-107 · QA issue tracking and release candidate signoffmilestone-review-3 · Deliverable: Beta feature freeze signoff document16.8 8.4Unit 6: Ship, Showcase & Industry
What you will learn: In this capstone unit, you will ship the game two weeks before finals. You will build a 45-second launch trailer, design capsule key art for an Itch.io/Steam-style store page, host the public arcade showcase, author your studio postmortem, and defend your senior portfolio.
7 Modules · 34 Standards Covered
Module 6.1: Release Build & QA Checklist ASSIGNMENT & READING
UE-209 · Shipping build configuration, debug removal, and pak compressionrelease-build · Deliverable: Packaged master game buildGD.18.8 15.9 4.5Module 6.2: Marketing Beat: Trailer, Key Art, Store Page ASSIGNMENT & READINGS
MEDIA-116 · Capsule art sizes, first 5 seconds hook, and store metadataMEDIA-108 · Rhythmic cutting to music, match cuts, and title cardsmarketing-beat · Deliverable: Itch.io store page link & embedded trailer13.1 13.3 15.4 15.8 13.8Module 6.3: Monetization & Content Ecosystem Analysis ASSIGNMENT & READING
GAME-206 · Ethical monetization vs predatory dark patterns, and DLC scopingmonetization-analysis · Deliverable: Monetization strategy paper on your portfolioGD.18.9 13.4 13.9 12.5 13.7 12.8Module 6.4: Public Showcase Event PUBLIC SHOWCASE
CAREER-117 · Live demo presentation skills, event setup, and answering player questionsshowcase-event · Deliverable: Showcase station photo & feedback log2.3 7.8 16.3 13.6Module 6.5: Careers, Freelancing & Entrepreneurship ASSIGNMENT & READINGS
CAREER-204 · Client contracts, pricing creative work, and business basicsCAREER-203 · Technical art in architecture, aerospace simulation, and virtual productioncareers-capstone · Deliverable: Demo reel link & freelance business packageGD.19.3 GD.19.4 GD.19.5 3.9 14.8Module 6.6: Postmortem & Portfolio Capstone CAPSTONE DEFENSE
PROD-207 · Sustainable development pace, avoiding crunch, and postmortem analysispostmortem-capstone · Deliverable: Published postmortem essay & portfolio defense5.3 3.8 10.8 GD.20.5 12.3 12.2 12.9Module 6.7: Emerging Tech Briefing: XR, Real-Time & Multiplayer ASSIGNMENT & READING
GAME-301 · Spatial tracking, foveated rendering, and virtual production LED stagesxr-briefing · Deliverable: XR & real-time tech briefing paperGD.20.4 GD.20.1 GD.17.9 4.8 12.1