Game Development

  • Deliverable
    1. Course Completion Certificate
    2. Internship (based on your grades)
  • Course Requisitions
    1. Matriculation
    2. Formal in English
  • Total Duration 1 Year
  • Total Lectures Mention in Course detail
  • Class Timing
    • Call for Class timing
  • Course Fees Call for info

Game Asset Development

Professional Training

About this course: This is the first course in a LAD Specialization track involving Web Application Architectures. This course will give you the basic background, terminology and fundamental concepts that you need to understand in order to build modern full stack web applications. A full stack web developer is familiar with each “layer” of the software technologies involved in a web application, including data modeling and database technologies, the web server environment and middleware components, network protocols, the user interface and basic visual design and user interaction concepts.

In this course we will learn by doing. We will start by learning the major components of web application architectures, along with the fundamental design patterns and philosophies that are used to organize them. You will build and continually refine a fully functional full-stack web application as we progress through the modules in this course. Along the way you will be exposed to agile software development practices, numerous tools that software engineers are expected to know how to use, and a modern web application development framework.

3D Modeling and Animation

22 Lessons
5 projects
42 presentations (40+ hours)
2 Suplementals
∇ Topics :

Interface and simple objects
Modeling
Creating and Applying Textures
Procedural shaders
Light and cameras
Environment Details
Basic Animation and Rendering
Creating Error Free Modals
Modeling Organic Object
UV Layout Techniques
Skin Layouts
Creature Modeling
Advanced UV Mapping
Sprites and Pre-Renders
Advanced Texture Types
Pelt Mapping and UV Tips
Character Design and Animation

10 Lessons
5 Projects
42 presentations (11+ hours)
2 Suplementals
∇ Presentations :

Introduction
Characters and Story
Mythology
Mythology in Entertainment
Archetypes
The Hero
The Villain
The Mentor
The Great Mother
The Trickster
Final Project Background Story
Character Background Story
Character Sketches Personality Profiles
Refining Character Concepts
Ethics
Character Design Process
Game Genre
Hands
Technical Limitations
Tools of Character Design
Drawing
Research & Reference
Research & Reference of Tor
Concept Art -Sketches
Concept Art- Evolution
The Da Vici Pose
The Model Sheets
Colour Renders
Character Sheet
Modeling a Humanoid
Preparing to Model
Reference Plans
Planning Your Model
Deformabel VS Rigid
Box Modeling
Modeling the Breastplate
Modeling the Boot
Modeling the Arm
Modeling the Bracers Patch Modeling
Modeling the Leg Armor
Modeling the Shoulder Armor
Modeling Hands
Modeling the Head
Modeling the Ear
More Head Modeling
UVW Maping a Humanoid
Pelt Maping the Arms
Pelt Maping the Shoulder Armor
Torso Armor-Pros and Cons of pelt Maping
The Checkerboard Texture
Unrapping without Pelt Maping
Stitching Edges
Ass Seamless as Possible
Maping the Hands
Maping the Head
Mirrored UVs
Finishing a Model
Packing and Normalizing the Head UVs
packing and Normalizing the Body UVs
Character Animation – Setup
Preparing a Model for Rigging
Creating a Biped Skelton
Adjusting a Biped Skelton
Figure Mode
The Pelvis
Note on Knees and Elbows
Adjusting the Biped Legs
Adjusting the Biped Legs
Adjusting the Spine
Adjusting the Arm
Adjusting the Hands
Working with Symmetry
Adjusting Head and Neck
Skinning
Game Engine Considerations
Testing
Prepation for Skinning
Rigid Binding
Smooth Binding
Envelopes
Vertex Weighting
Testing Deformations
The Pysique File
The Skin Modifier
Mirror Mode
Vertex Weighting with Skin
Painting Weights
Test Poses
Mirroring Vertex Weights
Skinning the Shoulder
Twist Links
Skin and Twist Links
Saving Envelops
Character Animation-keyframes
The Mechanic of Animation
Keyframming
The Curve Editor
Transformation Curves
Ease In and Ease Out
Manipulating Curves
Animating the Biped
The Center of Mass
Anchoring Lims
More Keyframming
Assigning Controllers
Keyframing the Biped
Creating Biped Animation
Principels of Animation
Animation is Art
The Study of Animation
Rotoscoping
Motion Capture
The Principles of Animation
Ease In and Ease Out
Squash & Streth
Follow Through-Overlaping Motion
Secondary Action
Weight & Timing
Exaggeration
Arcs
Appeal
Solid Drawing
Staging
Straight Ahead & pose to pose
New principles of Animation
Animating a Game Character
Looping Animations
Non-Looping Game Animations
The Idel Animation
The Clavicles
First Frame of Walk cycle
Setting Keys to Plant the Feets
Upper Body Movement
Game Animation with Character
Tunning the Idel Animation
Frame Rate
Ease In and Out
Follow through and Overlapping Motion
Squash and Strecth
Follow thorugh and Overlapping Motion
Secondary Motion
Weight and Timming
Exaggeration
Arcs
Appeal
Solid Drawing
Staging
Pose-to-Pose Animation
Animating the walk cycle
Rise and Fall
A Small Hitch
Keeping the Feet on Ground
Symmetry
Working with the Mesh
Conclusion : Being and Animator
Texture Creation

5 Lessons
4 Projects
42 presentations (14+ hours)
2 Suplementals
∇ Presentations :

Introduction
Working with Digital Photos
Perspective Correction
Combing Layers
Cleaning Up Digital Photos
Light and Darks in Shallow Space
Practice with Profiles
The Grid
Noise and Grunge
Generics
Multisub Review
Rock
Directional Brushes
Vents and Beams
Normal Maps and nVidia Filter
Introduction to Menutools and Interface
Specular Maps
Organizing Loading Brushes
Visual Clues and Surface Use
Brushes ll
Extracting Image Element
Colour Matching
Strocking Selections
Cement
Adding Wear and Tear
1-Pixel Brushes
Surface and Smart Blur
Tranform Again
Aging
Polarize
Sand and Rock
Actions All
Masks and Alpha
Decals
Tire Tracks
Texture Scale and Pixel Density
Texture Scale and Checkboards
Quick UV Mapping
Quick UV Mapping Position and Export
Structure and Wear
Floors Celing Trim
Tomb Skins / Curb

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