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
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.
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