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3D Modeling

Fall Semester


Digital Asset Creation (DIG 5348C)

  • 3D Art I

    Semester one starts with an eight-week 3D crash course; essentially, FIEA’s version of an art boot camp. During this eight-week time period, students will use one major project to learn the entire 3D art game pipeline. Students start with proxy modeling, then move into upping the resolution of the proxies so that they can used as a base for their digital sculpture in ZBrush. Students will then learn how to reduce the poly count in their high-resolution mesh for resurfacing in Maya. In Maya, students build game resolution topology and UV information that will be used in the game engine. Substance Painter is used to paint all of the material and texture definitions. For completion of the project, the final display of the work will be presented in an actual game engine. For the remainder of the semester, artists will learn how to create hard surface weapon models to further refine their ability to create more complex forms and surfaces.

  • Common Art 1

    Digital Asset creation encompasses all aspects of industry standard workflow in content creation. The course is designed to introduce students to the three areas of specialization, including 3D Asset Creation, Animation and Technical Art, along with Common Art: 2D/3D Visual Language. Students get to attend multiple events, such as the opportunity to present their work to professionals in the field during Industry Portfolio Review. Lastly, students will be presented with fundamental art concepts, concepts of stories, immersive experiences, and the planning and structure for their Common Art Immersive Experience projects.

Production for Media (DIG 5529C)

This course provides a fundamental understanding of the three phases of development (Pre-Pro, Production, and Alpha), an introduction to Scrum and agile development, and experience with critical documentation like Art Style Guides. Additionally, this course will introduce software tools for time tracking and organization. Overall, the course is intended as an introduction to the terminology, language, and best practices for general video game development.

Rapid Prototype Production (DIG 5548C)

Immersed in the latest game engine technology, the platform of this course is much more open to taking risks and experimentation than the industry. Each round involves a theme which pushes you to design beyond your boundaries, whether that’s designing a game to do more than just entertain or aiming to integrate narrative in a novel way. The course also explores mobile development and leading-edge platforms such as VR. By completion, you will have worked with over twenty very different teammates and mastered the process of game creation from cradle to grave.

  • Improv

    Students often wonder if they will have to get up and be in scenes. Well, of section they will, as that’s the entire point! However, students should have no fear, as this class is continually highlighted by alumni as the thing they most feared coming into the program, yet quickly came to appreciate (and enjoy) by the time it was complete. Students will focus on light exercises that reinforce the value of saying “yes” to their teammates and creative collaboration. Numerous storytelling and character development principles inhabit the scene work. By the end of the semester, students gain confidence giving presentations/pitches, having difficult personal conversations, and taking creative risks, knowing that a good teammate also wants to make others look good too.

Spring Semester


Advanced Digital Asset Creation (DIG 6559C)

  • Technical Art II

    Second semester focuses on learning how to model more organic surfaces by creating some simple and medium complexity creatures. Students then create a highly complex 3D bust project that will push the artist to not only focus on form, but also material and textures. From there, the semester will be rounded out by choosing a more complex vehicle or environment project to create.

  • Common Art II

    Advanced Digital Asset Creation continues the artists’ journey along their chosen path of specialization. Immersive Theme World Experience Development and Social Branding are the themes for the Spring Common Art Class.

PreProduction & Prototyping (DIG 6547C)

  • Capstone I

    This is semester one of a two semester group project. Students will join together in multidisciplinary teams of 12-20 in order to develop a polished game prototype. Almost entirely project based, the first semester will focus on industry accepted techniques for engaging in pre-production and then transitioning to the early stages of production. During this semester, deliverables, such as vertical slice, will be due.

Experimentation, Application & Innovation in Games (DIG 5856)

  • GameLab

    Game Lab is the survey and development of games being used in non-traditional applications, such as medical simulation, education and research. Each student will be required to prepare and deliver a presentation on a topic related to games being used in non-traditional applications. Students will break into self-defined groups and create an interactive game for a non-traditional application.

Summer Semester


Digital Asset Portfolio Development (DIG 6589C)

  • 3D Art III

    In the third semester, artists will take all of the knowledge they have learned and start to build custom tailored portfolio pieces. The goal is to make their portfolio attractive to various companies that they are specifically targeting.

  • Common Art III

    Digital Asset Portfolio Development wraps various aspects of professional development and game art production into a kinetic workshop format. The course is designed to stay flexible and current, as it is an all-encompassing art track course for all specializations focusing on self-promotions and collaborative propositions.

Interactive Entertainment Project (DIG 6718C)

  • Capstone II

    In this continuation of Capstone I, students will work through the remainder of the production phase, and then proceed through alpha, ultimately producing a final project that will be shown in a final presentation at the conclusion of this semester. Often, the best of these projects moves on to be entered into competitions, such as the Intel University Games showcase, or published on platforms (Steam, Xbox, etc.).

Final Semester


In the final semester, students engage in experiential learning through either an internship / full time job (DIG 6944C Game Design Practicum) or creating a start-up company (DIG 6947C Digital Venture Practicum). The purpose is to gain knowledge through exposure in live workplace environments.

The internship course provides opportunities for students to work at established companies. These are paid experiences where students are supervised. Students are expected to perform satisfactorily and report on their industry experience. Students wishing to participate in the internship program are required to submit updated resumes, portfolios and obtain the position through standard industry interview processes. Students have often also landed full-time jobs, which is always exciting to see.

The venture course provides opportunities for students to work on their own product and/or company idea. Students select their own teams, concepts and manage the entire development, marketing and distribution process. The course utilizes the Lean Startup methodology and experts in the area of intellectual property rights, marketing, contracting and financial management contribute to the course.


Technical Art

Fall Semester


Digital Asset Creation (DIG 5348C)

  • Technical Art I

    Students will explore and learn the fundamental art workflow/pipeline found in games and film. Students then go on to master basic Python Programming language required to be a professional technical artist. Lastly, the course covers the fundamental basics of Technical Artist Responsibilities.

  • Common Art 1

    Digital Asset creation encompasses all aspects of industry standard workflow in content creation. The course is designed to introduce students to the three areas of specialization, including 3D Asset Creation, Animation and Technical Art, along with Common Art: 2D/3D Visual Language. Students get to attend multiple events, such as the opportunity to present their work to professionals in the field during Industry Portfolio Review. Lastly, students will be presented with fundamental art concepts, concepts of stories, immersive experiences, and the planning and structure for their Common Art Immersive Experience projects.

Production for Media (DIG 5529C)

This course provides a fundamental understanding of the three phases of development (Pre-Pro, Production, and Alpha), an introduction to Scrum and agile development, and experience with critical documentation like Art Style Guides. Additionally, this course will introduce software tools for time tracking and organization. Overall, the course is intended as an introduction to the terminology, language, and best practices for general video game development.

Rapid Prototype Production (DIG 5548C)

Immersed in the latest game engine technology, the platform of this course is much more open to taking risks and experimentation than the industry. Each round involves a theme which pushes you to design beyond your boundaries, whether that’s designing a game to do more than just entertain or aiming to integrate narrative in a novel way. The course also explores mobile development and leading-edge platforms such as VR. By completion, you will have worked with over twenty very different teammates and mastered the process of game creation from cradle to grave.

  • Improv

    Students often wonder if they will have to get up and be in scenes. Well, of section they will, as that’s the entire point! However, students should have no fear, as this class is continually highlighted by alumni as the thing they most feared coming into the program, yet quickly came to appreciate (and enjoy) by the time it was complete. Students will focus on light exercises that reinforce the value of saying “yes” to their teammates and creative collaboration. Numerous storytelling and character development principles inhabit the scene work. By the end of the semester, students gain confidence giving presentations/pitches, having difficult personal conversations, and taking creative risks, knowing that a good teammate also wants to make others look good too.

Spring Semester


Advanced Digital Asset Creation (DIG 6559C)

  • 3D Technical Art II

    Students will achieve a mastery of the basic math skills required to successfully work as a Technical Artist or a Technical Director. Additionally, students work to master basic fundamental rigging skills, along with learning the fundamentals of HLSL shader writing.

  • Common Art II

    Advanced Digital Asset Creation continues the artists’ journey along their chosen path of specialization. Immersive Theme World Experience Development and Social Branding are the themes for the Spring Common Art Class.

PreProduction & Prototyping (DIG 6547C)

  • Capstone I

    This is semester one of a two semester group project. Students will join together in multidisciplinary teams of 12-20 in order to develop a polished game prototype. Almost entirely project based, the first semester will focus on industry accepted techniques for engaging in pre-production and then transitioning to the early stages of production. During this semester, deliverables, such as vertical slice, will be due.

Experimentation, Application & Innovation in Games (DIG 5856)

  • GameLab

    Game Lab is the survey and development of games being used in non-traditional applications, such as medical simulation, education and research. Each student will be required to prepare and deliver a presentation on a topic related to games being used in non-traditional applications. Students will break into self-defined groups and create an interactive game for a non-traditional application.

Summer Semester


Digital Asset Portfolio Development (DIG 6589C)

  • Technical Art III

    In this final Technical Art course, students learn proactivity and autonomy through the section’s three projects. Students receive hands on experience dealing with project management and asset responsibility, along with mastering at least one type of visual effect. Students then get to instruct a class on their mastered technique. Lastly, students develop a new, professional element for their portfolio as they begin applying for jobs.

  • Common Art III

    Digital Asset Portfolio Development wraps various aspects of professional development and game art production into a kinetic workshop format. The course is designed to stay flexible and current, as it is an all-encompassing art track course for all specializations focusing on self-promotions and collaborative propositions.

Interactive Entertainment Project (DIG 6718C)

  • Capstone II

    In this continuation of Capstone I, students will work through the remainder of the production phase, and then proceed through alpha, ultimately producing a final project that will be shown in a final presentation at the conclusion of this semester. Often, the best of these projects moves on to be entered into competitions, such as the Intel University Games showcase, or published on platforms (Steam, Xbox, etc.).

Final Semester


In the final semester, students engage in experiential learning through either an internship / full time job (DIG 6944C Game Design Practicum) or creating a start-up company (DIG 6947C Digital Venture Practicum). The purpose is to gain knowledge through exposure in live workplace environments.

The internship course provides opportunities for students to work at established companies. These are paid experiences where students are supervised. Students are expected to perform satisfactorily and report on their industry experience. Students wishing to participate in the internship program are required to submit updated resumes, portfolios and obtain the position through standard industry interview processes. Students have often also landed full-time jobs, which is always exciting to see.

The venture course provides opportunities for students to work on their own product and/or company idea. Students select their own teams, concepts and manage the entire development, marketing and distribution process. The course utilizes the Lean Startup methodology and experts in the area of intellectual property rights, marketing, contracting and financial management contribute to the course.


Animation

Fall Semester


Digital Asset Creation (DIG 5348C)

  • Animation I

    The first semester will be an introduction to the “12 Basic Principles of Animation.” The course will begin with an overview of the history of character animation and an introduction to animating in Maya. Then, the course moves on to the 12 principles of animation, including: squash and stretch, overlapping action, timing and follow-through. Students will demonstrate a basic understanding of animation and of animating in Maya. At the end of the semester, students will have completed several tests including: bouncing ball, human idle, human walk and jump. As Master Disney animator Milt Kahl once said, “I got accused over the years of being a fine draftsman. Actually, I don’t really draw that well. It’s just I don’t stop trying as quickly. I keep at it. I happen to have high standards and try to meet them.”

  • Common Art 1

    Digital Asset creation encompasses all aspects of industry standard workflow in content creation. The course is designed to introduce students to the three areas of specialization, including 3D Asset Creation, Animation and Technical Art, along with Common Art: 2D/3D Visual Language. Students get to attend multiple events, such as the opportunity to present their work to professionals in the field during Industry Portfolio Review. Lastly, students will be presented with fundamental art concepts, concepts of stories, immersive experiences, and the planning and structure for their Common Art Immersive Experience projects.

Production for Media (DIG 5529C)

This course provides a fundamental understanding of the three phases of development (Pre-Pro, Production, and Alpha), an introduction to Scrum and agile development, and experience with critical documentation like Art Style Guides. Additionally, this course will introduce software tools for time tracking and organization. Overall, the course is intended as an introduction to the terminology, language, and best practices for general video game development.

Rapid Prototype Production (DIG 5548C)

Immersed in the latest game engine technology, the platform of this course is much more open to taking risks and experimentation than the industry. Each round involves a theme which pushes you to design beyond your boundaries, whether that’s designing a game to do more than just entertain or aiming to integrate narrative in a novel way. The course also explores mobile development and leading-edge platforms such as VR. By completion, you will have worked with over twenty very different teammates and mastered the process of game creation from cradle to grave.

  • Improv

    Students often wonder if they will have to get up and be in scenes. Well, of section they will, as that’s the entire point! However, students should have no fear, as this class is continually highlighted by alumni as the thing they most feared coming into the program, yet quickly came to appreciate (and enjoy) by the time it was complete. Students will focus on light exercises that reinforce the value of saying “yes” to their teammates and creative collaboration. Numerous storytelling and character development principles inhabit the scene work. By the end of the semester, students gain confidence giving presentations/pitches, having difficult personal conversations, and taking creative risks, knowing that a good teammate also wants to make others look good too.

Spring Semester


Advanced Digital Asset Creation (DIG 6559C)

  • Animation II

    In the second semester, students build upon the 12 Basic Animation Principles introduced in Animation I, along with exploring more advanced animation techniques (quadruped runs, staging and lip sync, etc.). Towards the end of the course, students will begin to move beyond basic techniques by incorporating personality and emotion into their animations.

  • Common Art II

    Advanced Digital Asset Creation continues the artists’ journey along their chosen path of specialization. Immersive Theme World Experience Development and Social Branding are the themes for the Spring Common Art Class.

PreProduction & Prototyping (DIG 6547C)

  • Capstone I

    This is semester one of a two semester group project. Students will join together in multidisciplinary teams of 12-20 in order to develop a polished game prototype. Almost entirely project based, the first semester will focus on industry accepted techniques for engaging in pre-production and then transitioning to the early stages of production. During this semester, deliverables, such as vertical slice, will be due.

Experimentation, Application & Innovation in Games (DIG 5856)

  • GameLab

    Game Lab is the survey and development of games being used in non-traditional applications, such as medical simulation, education and research. Each student will be required to prepare and deliver a presentation on a topic related to games being used in non-traditional applications. Students will break into self-defined groups and create an interactive game for a non-traditional application.

Summer Semester


Digital Asset Portfolio Development (DIG 6589C)

  • Animation III

    In the summer session, students will focus on more complex, personality animation tests with characters that think and express emotions. Students will animate both dialogue and action scenes with multiple characters using both key frame and mocap animation.

  • Common Art III

    Digital Asset Portfolio Development wraps various aspects of professional development and game art production into a kinetic workshop format. The course is designed to stay flexible and current, as it is an all-encompassing art track course for all specializations focusing on self-promotions and collaborative propositions.

Interactive Entertainment Project (DIG 6718C)

  • Capstone II

    In this continuation of Capstone I, students will work through the remainder of the production phase, and then proceed through alpha, ultimately producing a final project that will be shown in a final presentation at the conclusion of this semester. Often, the best of these projects moves on to be entered into competitions, such as the Intel University Games showcase, or published on platforms (Steam, Xbox, etc.).

Final Semester


In the final semester, students engage in experiential learning through either an internship / full time job (DIG 6944C Game Design Practicum) or creating a start-up company (DIG 6947C Digital Venture Practicum). The purpose is to gain knowledge through exposure in live workplace environments.

The internship course provides opportunities for students to work at established companies. These are paid experiences where students are supervised. Students are expected to perform satisfactorily and report on their industry experience. Students wishing to participate in the internship program are required to submit updated resumes, portfolios and obtain the position through standard industry interview processes. Students have often also landed full-time jobs, which is always exciting to see.

The venture course provides opportunities for students to work on their own product and/or company idea. Students select their own teams, concepts and manage the entire development, marketing and distribution process. The course utilizes the Lean Startup methodology and experts in the area of intellectual property rights, marketing, contracting and financial management contribute to the course.