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Game Art & Design 2 (GAD2)

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
Module 1.2: Concept Pitches (Individual, Class Votes) ASSIGNMENT & READINGS
Module 1.3: Team Game Design Document ASSIGNMENT & READING
You will collaborate with your team to author the living GDD detailing gameplay loops, narrative, and asset lists.
The Game Design Document
Code: PROD-201 · Living GDDs, technical constraints, and feature tables
MODULE
Team Game Design Document
ID: team-gdd · Deliverable: Studio living GDD document
ASSIGNMENT
Standards: GD.18.2 16.4 2.5
Module 1.4: Scope & Vertical Slice Definition ASSIGNMENT & READING
Module 1.5: Production Schedule & Task Board ASSIGNMENT & READINGS
Module 1.6: GREENLIGHT: Pitch to Approve the Project GREENLIGHT MILESTONE

Unit 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
Module 2.2: Art Style Guide ASSIGNMENT & READINGS
Module 2.3: Greybox the Vertical Slice ASSIGNMENT & READING
Module 2.4: Asset List & Pipeline Doc ASSIGNMENT & READING
Module 2.5: Milestone Review 1 MILESTONE REVIEW

Unit 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
Module 3.2: Environment Props (Custom, 3 Minimum) ASSIGNMENT & READING
Module 3.3: Fab Integration & License Audit ASSIGNMENT & READING
Module 3.4: Standups & Handoff Protocol ASSIGNMENT & READINGS
Module 3.5: Milestone Review 2 MILESTONE REVIEW
You will participate in Sprint 2 review: inspect assets in engine, verify texel density, and test performance.
Giving and Receiving Feedback
Code: PROD-107 · Constructive critique during sprint reviews
MODULE
Milestone Review 2
ID: milestone-review-2 · Deliverable: Sprint 2 milestone signoff log
ASSIGNMENT
Standards: 16.8 8.4 5.3

Unit 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
Module 4.2: UI & UX Pass ASSIGNMENT & READINGS
Module 4.3: Accessibility Audit & Fixes ASSIGNMENT & READING
Module 4.4: Audio & Feedback Integration ASSIGNMENT & READINGS
Module 4.5: Animation Integration ASSIGNMENT & READINGS

Unit 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
Module 5.2: Playtest Data Report ASSIGNMENT & READING
Module 5.3: Iteration Sprint from Findings ASSIGNMENT & READING
Module 5.4: Performance & Optimization Pass ASSIGNMENT & READINGS
Module 5.5: Milestone Review 3 MILESTONE REVIEW
Unit 5 Reference Shelf (Supplemental Reading)

Unit 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
You will run the final smoke test, verify installer packages, and tag the Gold Master release in the repository.
Packaging a Build
Code: UE-209 · Shipping build configuration, debug removal, and pak compression
MODULE
Release Build & QA Checklist
ID: release-build · Deliverable: Packaged master game build
ASSIGNMENT
Standards: GD.18.8 15.9 4.5
Module 6.2: Marketing Beat: Trailer, Key Art, Store Page ASSIGNMENT & READINGS
Module 6.3: Monetization & Content Ecosystem Analysis ASSIGNMENT & READING
Module 6.4: Public Showcase Event PUBLIC SHOWCASE
Module 6.5: Careers, Freelancing & Entrepreneurship ASSIGNMENT & READINGS
Module 6.6: Postmortem & Portfolio Capstone CAPSTONE DEFENSE
Module 6.7: Emerging Tech Briefing: XR, Real-Time & Multiplayer ASSIGNMENT & READING
You will research spatial computing (VR/AR/XR), real-time virtual production, and networked gameplay systems.
XR and Real-Time Production
Code: GAME-301 · Spatial tracking, foveated rendering, and virtual production LED stages
MODULE
Emerging Tech Briefing
ID: xr-briefing · Deliverable: XR & real-time tech briefing paper
ASSIGNMENT
Standards: GD.20.4 GD.20.1 GD.17.9 4.8 12.1