Task:
Explain and demonstrate
the workflow involved in creating 3D character assets, addressing the
differences between assets designed for games versus for film or other non-game
uses. Target your presentation for students in a first semester, introductory
course.
Objectives:
- Engage students to participate in discussion
- Assess students current level of familiarity with
subject matter
- Have students identify, and distinguish between Games/VR
(interactive assets) and Film/TV (non-interactive assets)
- Students will know that Game/VR assets require
efficiency and flexibility
- Students will know that Film/TV assets require
complexity with limitations.
Materials:
- single page worksheet (hand out after 'show of hands' activity)
Introduction - 1 min
- What are the differences between digital assets built
for Games/VR vs Film/TV?
- Definition: Digital Asset (in this context) is a 3d
model, rig, animation, or texture.
Activity - 2 min
'Show of hands'
Q&A (test group
responsiveness)
- By show of hands: "How many of the students have
played a video game?
- Follow up individually: "What was the most recent
game played? Was it fun?"
- By show of hands: "Who has seen a film recently
with 3d elements?"
- Follow up individually: "What film did you see?
Would you recommend it?"
Activity - 2 min
Identify images: Games
or Film?
Hand out worksheet with the following images. Students examine asset images 1
through 6 and do the following:
- Identify if the assets shown are intended for Games/VR
or Film/Television?
- List the image number in proper column of worksheet:
Games/VR or Film/Television?
Discussion - 3 min
"How could you
tell?"
- Instructor reveals which assets are created for
Games/VR (# 2, 5 and 6) and which are for Film/TV (# 1, 3 and 4).
- (Responsive group) Ask students individually "How
could you tell which column (# asset) belonged in?" ~or~
- (Unresponsive group) Show of hands Q&A: suggest
differences between the assets that could reveal where they belong. Students
raise hands to agree.
- Instructor records answers on whiteboard; the identified
differences between Games/VR and Film/TV assets.
- Introduce the concept of interactive media and
non-interactive media. Games/VR = interactive, Film/TV = non-interactive (*usually)
Activity - 4 min
Think-Pair-Share
- Using same 6 images, students work in pairs to
catalogue on the worksheet: what are some common qualities
shown in Game/VR (interactive) assets? What are some common qualities
shown in Film/TV (non-interactive) assets?
- Students suggest possible reason(s) why Game/VR
(interactive) assets are made differently than Film/TV (non-interactive)
assets.
Activity or Discussion
- 2 min
- (Responsive group) Student pair presents findings, with one
member of group reading their worksheet aloud.
- (Unresponsive group) Discussion: instructor gathers
worksheets and reads out responses, show of hands: who had this as a
possible reason?
- Instructor records summary on board of 3 items:
Games/VR asset qualities, Film/TV qualities and Theories of why they are
different.
Discussion - 4 min
Why are they made differently?
- Instructor uses the summary list of common differences between interactive assets and non-interactive asset to ask: Why are Game/VR (interactive) assets made differently than Film/TV (non-interactive) assets?
- Bounce questioning - ask a student a question, then ask a second student to clarify what was said. (Keeps them paying attention to what other students are saying.) Record responses on whiteboard
The Summary of Why?
Games/VR (interactive) =
Efficiency
(keep it simple) for memory limitations, and
allow for real time rendering.
Flexibility
(re-usable) to be seen from many possible
angles and be re-used.
Film/TV (non-interactive) =
Complexity
(lots of detail) allows for large
theatrical viewing and matches with reality.
Limitation
(only works for one thing) build only what
will be shown to reduce time/cost.
Extension task – students come back with one image of a Game/VR (interactive) and one image of a Film/TV (non-interactive) asset that highlights the differences between them.
For example: an image of
a digital character from a film and the same character from a related game. IP (Intellectual Property) franchises with both game and film versions would work well here: Assassin’s
Creed, Batman, X-Men, Marvel etc.
18 min, 2 min for additional questions
Thanks for your time and
attention.