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1 | Title | Goal | Notes | Projects | School References | ||||||||||||||||||||
2 | Fundamentals of Animation/RTVFX | Learn the fundamentals of Animation (Animation handbook, Elemental Magic 1 and 2. Form over function, What effects are and how they're used. Go over how games use effects. Go over weight, force, presence, volume, motion, Aesthetics, communication, staging and timing. | http://www.sva.edu/undergraduate/fine-arts/curriculum | ||||||||||||||||||||||
3 | Fundamentals of Color Theory and Grpahic Design | Learn the fundamentals of graphic design and color theory. Goal is to break down shapes and colors to use them to your advantage | http://www.sva.edu/graduate/mfa-computer-art/curriculum | ||||||||||||||||||||||
4 | History of Special Effects | Look back on special effects in film and games. You can't move forward if you don't know your history | http://gamecenter.nyu.edu/academics/ | ||||||||||||||||||||||
5 | Concept and completion | Goal is to create effects concepts and learn how to create a plan. for building efects. This course would be used later when they start building effects. See Photoshop basics | http://www.ringling.edu/Game-Art | ||||||||||||||||||||||
6 | Figure gesture drawing | Learn how to trust your eye. Stop thinking just draw | http://www.ringling.edu/sites/default/files/Game%20Art%20Bachelor%20of%20Fine%20Arts.pdf | ||||||||||||||||||||||
7 | Basic Physics | Learn fundamentals of physics. Focuses on forces, tubulence, gravity, propulsion, and math | https://www.fullsail.edu/degrees/game-art-bachelor | ||||||||||||||||||||||
8 | 3d animation | Workshop Apply what was learned in Fundamentals course. Form and function | https://www.scad.edu/academics/programs/interactive-design-and-game-development | ||||||||||||||||||||||
9 | Houdini/Maya/3DSMax basics | Depending on what your school decides to use, have a primer on how to use a third party package for creating meshes, test materals/shaders, fluid sims, and camera and render usage. I would suggest houdini, as it has most of the third party tools inside and would be good for any fx artist to learn, as it crosses into film and commercial work easily | https://www.unrealengine.com/education | ||||||||||||||||||||||
10 | Advanced Houdini/Maya/Max | Elective: Would look more at film based rendering Pyro, water sims, and 3rd party fx systems. ADvanced networks for building tools. | |||||||||||||||||||||||
11 | Photoshop Basics | Can be used in conjunction with the concept class, Would be basics of digital painting. | |||||||||||||||||||||||
12 | Advanced Photoshop | Direct vfx applications of photoshop for real time | |||||||||||||||||||||||
13 | 3rd party VFX tools overview | Facedown FX. AFX tricks for real time | |||||||||||||||||||||||
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15 | Game Engine overview | Go over the fundamentals of the game engine, cover basic level building, lighting, skyboxes, level org. and cameras. Larger topic here. | |||||||||||||||||||||||
16 | Cascade/Niagra or whatever engine you plan to use 101 | This would cover the basics of cascade.niagra, and building effects only. I'd go over the interface, materials, meshes, ribbons, trails, different sprite settings (GPU,CPU), dynamic parameters etc. When to use them and what cases to use them. Id cover best practices here. There's a lot to go over here | |||||||||||||||||||||||
17 | Advancd Cascade/Niagra | Expand Cascade Niagra into Blueprint and logic and have parameters, anims, and sequences | |||||||||||||||||||||||
18 | Materials/Shaders | Overview of basic materials for sprites and mesh emitters. Basics would cover additive, translucent, erosion, depth check, camera fade, and other basic gotchas to resolve sprite and mesh issues in game. GPU specifics would be covered here. | |||||||||||||||||||||||
19 | Advanced Materials/Shaders | More math based materals, and shortcuts for uncommon use cases. Students would learn vertex deformation, methods of creation and gotchas. Lit Mateirals and subsurface scattering covered here. Also would use materials to call on parameterization in BP and hooks back and forth from logic. | |||||||||||||||||||||||
20 | Advanced Materials/Shaders 2 | Elective: would cover VR specific cases for material/shader use. Thinking larger mathy issues. Need more help on this one. | |||||||||||||||||||||||
21 | Bluerpint/game logic basics | Go over basics of blueprint and some of the direct needs for effects. Parameter hooks, timing, and construction for varied emitter types. | |||||||||||||||||||||||
22 | Advanced bluerpint/game logic | Bluetprint set for weapons, state changes, collision sets and calls. | |||||||||||||||||||||||
23 | Blueprint: weapon logic | Create a melee, bullet, projectile, aoe, energy, beam and explosive weapon. Might need to be a group project | |||||||||||||||||||||||
24 | Blueprint: Power Logic | Create a set of powers connected to animation states. Would need to have animations handy to make this work, might need to be a group project. | |||||||||||||||||||||||
25 | Blueprint: Collision and traversal logic | Create a character with walk, run, fly and collision states. (like landing, failures etc) Might need to be a group project | |||||||||||||||||||||||
26 | Game effects and animations | Learn to hook effects into animation states like sword swipes. Also learn fundamentals of cinematic effects and working with fixed cameras. Sequencer would be covered in this series. | |||||||||||||||||||||||
27 | Environmental Effects | Group project: students would set dress a scene. Emphasis on light weight emitters, meshes, shader tricks and perf. | |||||||||||||||||||||||
28 | Troubleshooting and performance. | Kinda says what it is. Learn how to troubleshoot issues with effects and learn how to squeeze as much perf as possible. | |||||||||||||||||||||||
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30 | Emphasis: Cartoon Style | ||||||||||||||||||||||||
31 | Emphasis: Movie (High Frequency) Style | ||||||||||||||||||||||||
32 | Emphasis: VR | ||||||||||||||||||||||||
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34 | Physics: Destruction | ||||||||||||||||||||||||
35 | Physics: Hair | ||||||||||||||||||||||||
36 | Physics: Cloth | ||||||||||||||||||||||||
37 | Physics: Volumes | ||||||||||||||||||||||||
38 | Physics: Explosions | ||||||||||||||||||||||||
39 | Physics: Fluid Interactions | ||||||||||||||||||||||||
40 | Lighting basics | ||||||||||||||||||||||||
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42 | Animation: Morph Targets | ||||||||||||||||||||||||
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44 | VFX Workshop: Water | ||||||||||||||||||||||||
45 | VFX Workshop: Fire | ||||||||||||||||||||||||
46 | VFX Workshop: Explosion | ||||||||||||||||||||||||
47 | VFX Workshop: Electrics | ||||||||||||||||||||||||
48 | VFX Workshop: Powers and Magic | ||||||||||||||||||||||||
49 | VFX Workshop: Smoke and Dust | ||||||||||||||||||||||||
50 | VFX Workshop: Environmental Effects | ||||||||||||||||||||||||
51 | VFX Workshop: Destruction | ||||||||||||||||||||||||
52 | VFX Workshop: Interactions | ||||||||||||||||||||||||
53 | VFX Workshop: Transitions and transformations | ||||||||||||||||||||||||
54 | VFX Workshop: Dynamic Cinematics | ||||||||||||||||||||||||
55 | VFX Workshop: Dynamic Gameplay | ||||||||||||||||||||||||
56 | VFX Workshop: Attack and defend | ||||||||||||||||||||||||
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