I’ve picked up an assistant teaching gig once a week in the evenings at an academy that offers graduate degrees in art, programming, and production in game development.
Though Technical Art is not a offered as a degree, it can be a area of focus for students in the art or programming track.
I’m looking for input on what ya’ll would expect to be covered in such a course over 3 semesters(45 * 1.5 h classes).
This is what I’ve scribbled down so far.
Game Dev
Game Maker
useful for into to programming?
Unity
C#
Custom Controllers
Batch processors
Shaders / Materials
Unreal
Cascade (Particles)
Kismet or Blueprint
Materials / Shaders
Matinee ?
Content Dev
Maya
Maya APIs
Mel
Python using maya.cmds
Python using maya.OpenMaya
C++
Maya .NET C#
Pymel
Maya 2015 Shader Authoring
Using HLSL / CGFX in view port
3ds Max APIs
MAXScript
API (C++)
Houdini APIs
Script (Python)
VEX (C)
HDK (C++)
Math
Vectors
Matrix
Transforms
Lighting
FX Composer
Marmoset
Toolbag
Skylab
Allegorithmic Substance
Xnormal
Exercises
Given a functional tool
Modify a feature (maybe to use externalized data)
Add a feature.
Create Documention
User docs, for artists
Developer docs
Given a broken piece of code, find and fix issue.
Write a tool with UI that exports or imports files and performs some checks on the data.
Notes to self: What is a TAs duties? Is that what's being covered.
Be a good problem-solver.
Artist support, advocacy, and open involvement in their processes.
Some experience in each of the major art disciplines.
Continually seek to improve the art pipeline.
Proactively find and address issues.
Keep artist and engineering informed, keeping lines of communication open and easy.
Optimization & Performance
Know under the hood how content is used in engine.
Review content, provide helpfull feedback for issues and improvements.
Document and teach work flows and best practices.
Work with engineering, design, directors, leads, and management to realize features.