What do we do?

The IGD Class is a mixed skill classroom filled with artists, programmers, musicians, storytellers, and utility students. For this reason, everyone is starting at a different place, and everyone is going to end up at a different place. The most important part of our “studio based” education is that everyone ends up better than they were when they began. A coder may improve their coding skills but dramatically improve their animation skills. An artist may improve their animation skills but really improve their logic and coding. Game design is not linear in terms of up and down for improvement, you may move up and more towards the technical, you may move up and more towards the artistic side, but you are always moving towards improvement.


Ice Breakers

Go over syllabus

About me

Discussion groups

What kind of game do you want to make

CART Habits of Mind

Teamwork

Schools of Art/Periods of Art

Piskel

Color Pallets

Lighting

Layers - How they work

Dithering - Low Color Counts

Color Banding/Shading

Layers, lighting source, intermingle colors

Frames and Animation

Low Pixel Characters

Timing

Squash and Stretch

Bump, Opacity and diffuse maps

Bone Systems/Biped for Animation

Polygon Count

Pivot Point - Pivot points control how objects rotate and scale, and also represent the exact locations of objects in space. All transformations of an object are relative to the object's pivot point. The 3D manipulators also rely on the object's pivot point. 

Parent Child Relationship (linking)

Deform modifier - Deform modifier allows the application of a simple deformation to an object. Meshes, lattices, curves, surfaces and texts are supported objects. The deformation is either a rotation (Twist, Bend) or a scaling (Taper, Stretch). 

Displacement Modifier - displaces vertices in a mesh based on the intensity of a texture. Either procedural or image textures can be used.

Mixing Motion  

Principals of animation (Squash/stretch, exaggeration, follow through, weight, anticipation, timing, secondary motion

Filters, layers, color

Design Basics - line, color, texture, repetition, balance, unity, shape, value

Walk Cycle Key Frame

Walk Cycle Heights

Looping walk cycle

Resume

interview basics

portfolio

SMBX

Storyboarding

Creating a level

Creating a world

Presentation

Design Systems

GDevelop Game Engine

Deconstructing the tutorial

Create a unique level

Retro 2D game in GDevelop

Art Styles

Start Menu

Game Play

Exit to main menu

Complex animation

Photoshop

Blender

Box Model Technique

Surface Subdivision Smoothing

UV Map in Blender

Projector maps

Adding imagery in Blender

Intro to Unreal Engine

Basic tutorials

Build rigged animated characters

Character models

Build a rig

map vertices 

Make a walk cycle in 3D

Animate Characters

CART Showcase

Presentations - The process you used

3D Game Design with Unreal

Redo retro game to 3D

Game Jams

Indie Game the Movie

ICONS - G4

Stack overflow

Assets

planning

timetable