GAD2008 Environment and Prop DesignBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementBologna CommissionNational Qualifications
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD2008 Environment and Prop Design Spring 2 2 3 5
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester.

Basic information

Language of instruction: English
Type of course: Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Assoc. Prof. GÜVEN ÇATAK
Course Lecturer(s): Instructor SAMİ ONUR
Recommended Optional Program Components: Basic understanding of 3 dimensional geometry, 2 dimensional graphics.
Course Objectives: The main purpose of this class is to teach the student to create game ready 3D props: The students will learn various modelling techniques by using various Maya tools, get the 3d model ready for the platform of their choice (mobile, console or gaming PC), layout the uvw mapping efficiently as much as possible, learn texture baking, export the geometry to substance painter for texture creation, learning basic photoshop or krita tools for substance painter workflow and exporting the final product to unity editor and testing the model and texture quality after the export by creating unity material with the use of suitable texture combination and lighting.

Learning Outcomes

The students who have succeeded in this course;
1. Identify and define key 3D modeling terms and software functionalities.
2. Explain the principles of UV mapping, texture baking, and material creation.
3. Model 3D game props using Maya, optimizing for target platforms.
4. Manipulate basic textures using Photoshop/Krita
5. Develop PBR (Physically Based Rendering) textures using Substance Painter and Photoshop/Krita.
6. Evaluate the efficiency and quality of UV layouts and texture maps.

Course Content

The main purpose of this class is to teach the student to create game ready 3D prop.

Teaching Method of the Course: Lecture, Implementation, Individual Study, Project, Problem Solving, Technology Supported Learning

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Online meeting, introduction Selecting 2 images to show the model that you are planning to create Delivery: until the next lesson
2) 3D model planning specific to the selected image and platform Start modeling the geometry, and get the rough model ready for first review
3) Introduction to Maya, basic tools and polygon modelling More modelling and adding detail to the model
4) Student specific feedback on maya model progress Working on the model and completing the task that’s given as feedback Delivery: until the next lesson
5) Talking about the modeling problems students encounter, and how to fix them Working on the model and completing the task that’s given as feedback Delivery: until the next lesson
6) Optimizing and cleaning up the model, and introduction to uv mapping tools The model should not exceed the poly count that has been decided and needs to be clean Delivery: until the next lesson
7) Uvw mapping tips and tricks, and learning about various tools The basic uvw layout needs to be done Delivery: until the next lesson
8) Feedback on uvw mapping layout and finalizing the map Finalizing the uvw mapping and getting the layout and model ready for midterm
9) Midterm Maya files need to be submitted before the regular class time
10) Texture baking basics, color coding, and normals baking Create the necessary maps before substance painter work Delivery: until the next lesson
11) Tuning baked maps in photoshop or krita, and substance painter introduction Create the necessary maps before substance painter work Delivery: until the next lesson
12) Solving various problems in substance painter, detail layering Refine materials and additional detail layers in substance painter
13) Exporting textures, using Photoshop or Krita for extra refinement Get the textures ready for export and open them in Unity
14) Final evaluation of textures and creating material in Unity, lights Get the model ready to be used in game and submit for final Delivery: until final deadline

Sources

Course Notes / Textbooks: Murdock, K. L. (2025). Autodesk Maya 2025 basics guide. SDC Publications.
Li, J., Watkins, A., Arevalo, K., & Tovar, M. (2021). Creating games with Unity, Substance Painter, & Maya: Models, textures, animation, & code (1st ed.). CRC Press.
References: The Level Design Book - https://book.leveldesignbook.com/process/env-art
Interior Design and Environment Art: Mastering Space, Mastering Place - https://www.gdcvault.com/play/1022089/Interior-Design-and-Environment-Art
Texturing 3D Models in Game Art: Core Principles - https://rocketbrush.com/blog/texturing-3d-models-in-game-art-core-principles

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Laboratory 7 % 10
Homework Assignments 4 % 20
Presentation 1 % 10
Midterms 1 % 20
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Laboratory 7 2 14
Presentations / Seminar 1 4 4
Homework Assignments 7 3 21
Midterms 1 10 10
Final 1 15 15
Total Workload 120

Contribution of Learning Outcomes to Programme Outcomes

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Program Outcomes Level of Contribution
1) Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design.
2) Analyze, synthesize, and evaluate information and ideas from various perspectives.
3) Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game.
4) Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience.
5) Understand the technology and computational principles involved in developing games and master the use of game engines.
6) Understand the process of creation and use of 2D and 3D assets and animation for video games.
7) Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process.
8) Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process.
9) Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation.
10) Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice.
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice.
12) Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games.