I’m not a TA yet but I’m at the other end of the same process you’re going through now (currently looking for a job if anyone needs an associate TA snaik27.github.io , sorry for the shameless plug) . A couple years ago I decided I want to work in the games industry after learning some(read: very little) programming and modeling so I decided to make a game to learn the 8 topics you listed and your addendum. I finished about a week ago. If there’s two of us that thought to do the same thing, I’m sure there’s more so I hope this helps people in the same situation. My own background is at the end for some more context if you want it.
Here’s what I learned from 19ish months of solo development as a pseudo games education:
It isn’t impossible to learn all 8 + addendum things through the same project, but you need either understand the process and that it is probably going to take a couple years, or just not think about it. I did the latter. This was my “game” loop throughout development: learn -> apply -> iterate. I’ll break it down in terms of each of your points.
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Concepting/designing/prototyping/blockout: Watched every GDC/Unity/etc video I could on these topics, read “game design documents”, tried making my own, threw it out because what even, and eventually wrote out everything I could in Onenote and iterated on these things throughout the entirety of development. I thought it was “make a plan and execute”, it turned into “make a plan and destroy it a few hundred times”. I thought the game would take me 3 months, it took me 4 months to model my first character. Development took a full 19+ months.
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Modeling: I used blender so I can’t speak to Maya/Max/etc BUT get familiar with Maya/Max because Autodesk still runs the show for now and I should’ve taken advantage of free Maya before I graduated uni but I didn’t. Working on that now myself actually. Anyway, I ran through Blenderguru tutorials and tons of others, started modeling my character, threw it out, modeled again, threw it out, etc until I got to a level of fidelity that I both liked and felt was good for the constraints of VR and my own pc rig.
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UVs and Textures: Same as Modeling. UV unwrapping, imo, takes longer to understand for those of us without arts backgrounds but I kept bashing my head against the wall till the wall broke. Hand painted textures were out of reach for me because of my constraints of lack of fine arts skills and lack of money and time for something like a wacom. Substance is fricking sweet and so are all the other options out there like GIMP, photoshop, xnormal, quixel, textures.com/other free texture sites, etc. But learn the basics of making textures if possible. Again, Photoshop and Substance can be free at uni, luckily I got a year of substance from my uni so I learned there first but Photoshop is extremely important too and I didn’t realize until I started using it even though I used GIMP somewhat extensively before. Understand Texel density is super important to keep your visual fidelity consistent. Tri density, lighting, UV maps are also important for consistent visuals.
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Rigging and Animation: Again, used blender. Darrin Lile and Remington Graphics have great tutorials on these but here’s some things they don’t mention/stress enough: If you’re using Unity (I have no experience with Unreal), stick to the generic Humanoid skeleton structure. Naming conventions are un-understatably important even in a one man project, I can barely imagine how un-understatably important naming conventions are in large scale projects. That also applies to models and textures and shader properties and everything else that can be named. Make “control” bones as you need but don’t go “overboard” unless this is your TA-specialization. I did a bit and it was unnecessary and time consuming for what I was doing. Much of the rigging process can be automated if you have symmetrical rigs so here’s a good place to streamline.
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VFX (Effects and Particle Systems): You will most likely be authoring shaders in this area to fit your needs. VFX is my favorite right alongside tools. It is DEEP. Instead of following random tutorials here I followed tutorials for vfx that I needed in my game, made them again myself, threw them out, made them again, threw them out, etc. Go to this website: realtimevfx.com. Read, learn, apply, iterate. I made all my vfx using Unity, Blender, and Photoshop. Houdini is a thing and I really wish I learned Houdini but I didn’t really know anything about it till a couple months ago. It’s first on my list for next thing to use for my next project. There’s a dank Sea of Thieves talk on Houdini’s youtube if you wanna get a taste of it, go check it out. Same with Spiderman, that might be on the GDC channel.
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Lighting and Cameras. Here we get even further into fine arts imo. This is where “technical” knowledge was out of scope for me, the fine arts aspect is much more important. Textures are kind of similar, but an okay texture is good with great lighting. A great texture is almost worthless even with okay lighting. Learn colors, composition, and lighting theory. Then apply those ideas the best you can to your own game scenes. Blenderguru has great, software agnostic video lectures on these topics and you can always find more elsewhere. Can’t recommend anything more than his videos to get introduced though.
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UI Art and Animation: This one I have the least experience with directly. There are definitely a bunch of tips and tricks and an artistic background for sure helps a lot here BUT imo those things are all useful only on top of the foundation of a “UX mindset”, thinking about the “user”/“player”/“consumer”/etc. Look at UI in games you love, watch gdc talks, take mental or physical notes, and get an understanding of modern games UI design. I think most game UI design is terribly done because menus and lists and fancy animations and art are all fun to look at but if they don’t contribute to the overall game then what’s the point? I tried to address these things as diegetically as possible in my project and I failed miserably in many ways but again learn, apply, iterate is the motto. Mark Brown directly and indirectly touches on UI design a TON in his videos so watch all his videos .
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Shaders/Pipeline/“Elective Discipline”: Pipeline first. Watch tons of videos on developer pipelines, watch this video on tech art and this one . I wrote out a “plan” for a pipeline and then over the course of development replaced some parts of it because I was flat out wrong in my assumptions and approach. Definitely have a plan for what your pipeline looks like but also be flexible. Keep an open mind and mend your pipeline as needed. I don’t think any one thing prepared me for pipeline decisions so I can’t recommend any specific resource. It was more of combining my mindset as a programmer and my mindset as an artist to proactively avoid problems and reactively solve problems I didn’t predict. You might have an easier time than I did here since you’re studying CS at uni. Still, pipeline prep and pipeline problem solving was one of my favorite things because it sets the pace of work and to a large extent the fidelity of everything else. At least it did in my one man project, I’m not sure how it affects larger projects exactly. Some things scale, some things don’t. Watch every tech art video you can though. Andrew Maximov’s Tech Art Culture for Uncharted is great, I’ve probably seen it 5 times now. The Spiderman talks and the Sea of Thieves talk above are also awesome. Find every one you can. Now for shaders. This is the same as for vfx, but with a more problem-solvey “feel”. I made shaders like I made effects. Learn, apply, iterate. Follow tutorials, apply them to your effects, throw them out and remake them, repeat. At the same time, you can solve tons of problems with your shaders alongside making effects. Vertex animations, gameplay elements like a flashlight, foliage movement, etc. Fortnite has awesome shader tech for things like LODs and their building/breaking animations. Shaders and pipeline tools are my favorite things and although there wasn’t allllll that much I could do with shaders in my project, they’re fascinating. If this is where you want to specialize, I completely recommend going through the Real Time Rendering book (I’m doing this now) alongside your actual shader work. I’m sure you already know how useful it is to know how code interacts with the CPU, it’s the same with shaders interacting with the GPU. Having a more complete set of concepts to round out your knowledge is always useful so you don’t feel like you’re walking around in the dark (as much).
I don’t have answers for the set of questions you have because I’m because I’m not qualified but I hope this semi-breakdown of my own experience and process helps in some way.
My background: I went to school because everyone told me to go, hated it and jumped around majors till my 4th year in school and did Sociology. Looking back on it, it’s the best major I could’ve picked, I needed to understand more about people before deciding on any form of a career path. Started learning to program after my 3rd year and modeling during my 4th year. Unrepressed the idea that games can’t be a career and then started my solo project in November of my 5th year (had medical issues in my 3rd/4th year that forced me to stay a 5th). I’m now almost exactly a year out of school. Spending ~90% of the last year in my room at home has been an awesome experience but I get that it’s not for everyone and it’s definitely not even an option for most people so I get how lucky I am to have such an experience. I’m here for games as art, as play, and as competition.
Anyway hope this helps, excuse me for making it so long but honestly I needed to write this out anyway and it helped put a lot into perspective for me. If you have any questions, I’m happy to answer them if I can.
Side note: Everything that’s in quotes has a bunch of different meanings to different people so I put them in quotes.