Current Size: 100%
3D for Production – Game Art and Design |
School of Media Studies & Information Technology |
2012/2013 Program AvailabilityNorth Fall: Open |
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Type:
Ontario Graduate Certificate Postgraduate
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Campus:
North
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Program Code:
11633 |
Length: Three consecutive semesters, beginning in September |
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CONTACT INFORMATION: Terry Posthumus, program co-ordinator | 416.675.6622 ext. 4942 | terry.posthumus@humber.ca
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Our program enables you to build on previous learning and creative experience to further develop skills in visual storytelling, game design, game art and motion capture. At the same time, you will enhance and expand the visual and technical skills that will prepare you to be an active part of any game development team.
Designed for postsecondary art school graduates and professionals looking to further their studies, the 3D for Production – Game Art and Design program is an intensive, one-year program that puts equal emphasis on technical skills and esthetic development. Students graduating from this course have the ability to create, as well as produce. Students may choose design, animation, environment creation, modelling and texturing, technical direction or motion capture as a focal point, with the end goal being the completion of a professional reel.
Through unique arrangements with industry leaders such as Autodesk, Vicon and Adobe, Humber’s School of Media Studies & Information Technology maintains its reputation at the forefront of the media industry.
Canada, which has developed an international reputation for having some of the world’s best and most innovative video-game developers, recently moved past the United Kingdom to take over third place among game-developing nations, after the United States and Japan. Graduates of this program can look forward to positions such as: 3D modelling for video games, 3D animation for games, lighting and texturing for games, game designer, motion capture technician and technical artist.
Note: Please do not send original artwork as it cannot be returned.
If English is not your first language visit the English Language Proficiency Policy.
For more information visit Selection Procedures.
Meeting the minimum requirements does not guarantee admission to the program.
The 2011/2012 fee for three semesters was
Amounts listed are the total of tuition, lab and material fees, student service and auxiliary fees for the first three semesters of the 2011/2012 academic year.
Fees are subject to change.
For more information visit Fees and Financial Assistance.
Approximately $800 – art and animation supplies and books.
Semester 1 | ||
| Course Code | Course | Credits |
| ANIM 501 | Pre-Production ArtPre-Production ArtCourse Code: ANIM 501 Credits: 4 | 4 |
| ANIM 502 | Motion Capture 1Motion Capture 1Course Code: ANIM 502 Credits: 4 | 4 |
| ANIM 503 | The Art of the GameThe Art of the GameCourse Code: ANIM 503 Credits: 4 | 4 |
| ANIM 505 | VFX AnimationVFX AnimationCourse Code: ANIM 505 Credits: 4 | 4 |
| ANIM 515 | Digital PuppetryDigital PuppetryCourse Code: ANIM 515 Credits: 4 | 4 |
Semester 2 | Course Code | Course | Credits |
| ANIM 508 | Modelling and MotionModelling and MotionCourse Code: ANIM 508 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
| ANIM 510 | Production ArtProduction ArtCourse Code: ANIM 510 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
| ANIM 511 | Digital Lighting and RenderingDigital Lighting and RenderingCourse Code: ANIM 511 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
| ANIM 512 | Motion Capture 2Motion Capture 2Course Code: ANIM 512 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
| ANIM 514 | Game Production TechniquesGame Production TechniquesCourse Code: ANIM 514 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
Semester 3 | Course Code | Course | Credits |
| ANIM 516 | 3D Industry Skills and Project Management3D Industry Skills and Project ManagementCourse Code: ANIM 516 Credits: 4 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 4 |
| ANIM 517 | Portfolio DevelopmentPortfolio DevelopmentCourse Code: ANIM 517 Credits: 16 In this course, students are fully immersed in the development of assets that will be used in their final demo. With a focus on polish, students will implement the ideas and concepts that will add the sizzle to their final demo reel. Students focus on one or two key areas that will be emphasized on their demo. | 16 |