Course Overview
- 3dsMax & Maya versions also available
Using Noesis Interactive’s ‘Intro to Content Creation & Level Design’ video courseware, students will learn the fundamental skills of Autodesk|Softimage®, an industry standard 3D software, to design and create custom objects to be used as video game props. Specific attention will be given to the software interface and the core modeling and texturing toolsets to generate low polygon assets. In parallel students will also explore the Valve Hammer® level design software and combine their custom assets in the Source® game engine to create a small custom game modification.
Objective
Using several custom elements, create a short game scenario in which a player must circumvent a particular obstacle or complete a given task.
Supplemental Materials
The recommended Noesis’ materials, class discussions and video courseware assignments can be augmented as necessary to integrate with existing course outlines. Likewise, additional professor selected readings or research assignments may benefit students during the practical lesson projects above.
Course Outline
Week 1: Course Introduction
Course begins with an explanation of class format and required materials. Discussion of level design characteristics and Noesis lesson curriculum. Outline final project and intermediary steps required for completion.
Week 2: XSI Mod Tool Fundamentals
3D Content Creation – Section 1 (intro)
3D Content Creation – Section 2 (XSI Interface)
Discussion regarding basic 3d concepts, common traits of 3d design software and its use in gaming; specifically with regard to first person shooters. Detail first phase on final project: creating three game props with different attributes that will be integrated in your level.
[Students learn the fundamental software skills to navigate in 3d space, create primitive geometrical objects and select/adjust their various components]
Week 3: Modeling & Texturing
3D Content Creation – Section 3 (Modeling Tools)
3D Content Creation – Section 4 (UV Texture Mapping)
3D Content Creation – Section 5 (Rotoscope & Curves)
Discuss the dissecting of common objects into primitive shapes through photo viewing exercise. Compare orthographic and isometric projections. Illustrate basics of UVW mapping.
[Students learn basic 3d construction skills including transforming primitive geometric shapes and extruding shapes from simple curves. Using reference images while modeling and applying textures to objects is also covered]
Week 4: Compiling Props & Textures for Source®
Custom Props & Animation – Section 1 (Intro & Source SDK Setup)
Custom Props & Animation – Section 2 (Compiling & Model Viewer)
Custom Props & Animation – Section 3 (Breakable Objects)
Discuss software development kits, proprietary formats, intermediary formats and their advantages/disadvantages. Outline the individual components necessary to construct a typical game entity.
[Students learn to identify and create the basic individual components of Source models (.MDL). Including: StudioMDL Data (.SMD), Compiler Script (.QC), Valve Texture File (.VTF) and Valve Material File (.VMF)]
Week 5: Intro to Level Design with Hammer™
Advanced Source Level Design – Section 1 (SDK & Concepts)
Advanced Source Level Design – Section 2 (Hammer Interface)
Discuss basic level design theory and common practices/limitations. Talk about level objectives, obstacles and terminology.
[Students install the Valve SDK and learn the basic Hammer tools and user interface. Exercises include creating basic building blocks called “brushes”, texturing and placing simple entities – including start positions used to run their first level]
Week 6: Scripting Triggers / Inputs & Outputs
Advanced Source Level Design – Section 3 (Functionality I)
Advanced Source Level Design – Section 4 (Functionality II)
Discuss scale, level organization techniques, developer tools, basic scripting and response systems. What makes a level fun to play, not just laborious to navigate?
[Students explore the common units of scale in Source, create ‘prefab’ structures which can easily be duplicated and reused, and create volumetric objects with specific traits (such as blocking player movement, light or bullets) that are not rendered in game. Basic input/output entity scripting is also covered to allow students to create buttons, doors and other interactive elements]
Week 7: Adding Animation
Custom Props & Animation – Section 4 (3D Animation)
Custom Props & Animation – Section 5 (Animated Props I)
Discuss usages of animation in level design – specifically regarding the use of dynamic props and scripted events. Talk about key framing, and the differences between vertex animation and skeletal animation. Basic rigging, and the process of ‘weighting’ the influence of bones to a 3d mesh (aka skinning) should also be discussed.
[Students learn the fundamental animation toolset in Softimage and practice using simple bone chains to create weighted animation compatible with the Source engine. Non-linear animation, compiling animation for Source and scripting basic animation sequences inside Hammer is also presented]
Week 8: Utilizing Dynamic Props
Custom Props & Animation – Section 5 (Animated Props II)
Custom Props & Animation – Section 6 (Dragons Lair)
Class continues animation and level design discussion largely around the use of dynamic props and game play. Instructor should check in with students regarding final project status and requirements.
[These two assigned sections are recommended but not essential for completing final project. Mostly in depth review with additional techniques and more complex animation. Students learn to employ more triggers and use logic entities to add more complex functionality]
Week 9: Final Project
Lab Review / Working on Final
Week 10: Final Project
Lab Review / Working on Final
Assessments
1) 10% - A first online quiz will be given at the end of week three to assess student knowledge of 3D content creation principles in XSI Mod Tool
2) 30% - A midterm assessment in the form of an online test will be given in week [seven?] and will encompass both 3D and level design topics
3) 60% - A final project in the form of both a complied (.bsp) and source (.vmf) including custom content; is due at the end of term. This project must contain at least (3) custom prop objects, a minimum of (1) ‘static’ prop, (1) ‘physics’ prop that can be picked up or broken apart and (1)‘dynamic’ prop which must be animated and triggered by other events within your level
Evaluation Policy
This course emphasizes conceptual understanding, creativity and execution. 3D art and design skills are not the dominant factor during student evaluation. The first online quiz will account for 10% of your total graded assessment. The open book midterm will account for 30% of your total grade, and the final is worth 60%. Simply meeting the essentials of the final project requirements will earn 80 of a possible 100 points. To merit additional points extra care should be given to extensive use of stock assets and non-essential interactivity (such as doors, etc.) which nonetheless furthers playback experience.