I haven't dedicate a unit to Blender, and I wonder how well a few weeks to learn the basics of modeling in Blender would go. I've been teaching a stand-alone 3D modeling/animation course using only Blender. It's been a year-long course and we're barely scratching the surface. I think low-poly like you linked would be your best bet, but then we consider what we're doing with those assets after we model them. Do they need armature for rigging/animation, are they static assets, do we need to bake textures for lighting, what's our tri count, etc. Lots to consider it almost would seem best to be a semester-long course just to go over those topics. Those are specialized fields in the grander scheme of things.
I have had students use models in games that were created with an application called Asset Forge, by Kenney.nl. It's dead simple to use, and can create 3D and 2D sprites for games. It's similar to using Legos as the pieces snap together and can be customized in terms of materials. I purchased a license through his itch.io page, and emailed to see if we could install on other computers in our lab and he agreed. $40 for 20 computers is a deal. Below is an example of an asset built with the application:
As for 2D Pixel art, I can't express how wonderful the Piskel app is. I have one student who's used it exclusively to build his Robot Blast game. Animations, background, tilemap, everything. It's browser-based, free to use, and has all the bells and whistles tools like Asperite have. The GDevelop Game Engine has the Piskel app integrated into its application, which is also pretty amazing.
Anywho, maybe one of these days we can come together as a group and create some curriculum/unit outlines that integrate Digital Art and Game Dev. I have used lots of different tools with my students.
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Anthony White
Top of the World CSTA Vice President
CS/Game Dev - Kodiak High School
Kodiak, AK
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