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3D ANIMATION FOR GAME DESIGN

Course
GADS303 - 3D ANIMATION FOR GAME DESIGN
Department
Digital Game Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
4
ECTS
6
T+P+L
3 + 2 + 0
Course Coordinator(s)
Sr. Instr. Osman Onat ALİCİK
Prerequisite
Keywords

Course Description

The 3D Animation for Game Design course is designed to teach students an overview of developing 3D animation techniques from modeling to rendering. Students will learn the basics of surfacing, lighting, animation, and modeling techniques and will explore volumetrics, and modifiers. By the end of the semester, the students will have created several short films, advertisements, and public service announcements. 3D Animation is a filmmaking technique whereby motion is created with picture frames coming one after another instead of using a simple recording technique. The course particularly emphasizes the creation of game animation using computers. The course is designed to have both theoretical subjects and practical applications using suitable computer software.

3D ANIMATION FOR GAME DESIGN

Evaluation Tools (Active Term)

Item Type Weight (%)
Assignments Assignment 15
Midterm Projects Project 35
Final Projects Project 50
Total 100

Course outcomes

No course outcomes have been defined yet.

Course Syllabus

Week Topic
Week 1 Course introduction and requirements.
Week 2 Maya’s interface and animation tools, bouncing ball and animation principles.
Week 3 Rigid body animations: Blocking, in betweening and polishing. Working with storyboards.
Week 4 Introduction to rigging. Setting up Forward Kinematics (FK) and control groups with curves.
Week 5 Setting up Inverse Kinematics (IK) and switches with objects and constraints.
Week 6 Adding and animating cameras. Setting up turntable cameras.
Week 7 Rendering and converting frames into videos.
Week 8 Midterms.
Week 9 Midterms.
Week 10 Skeletal animations: Rigging dynamic objects and weight painting.
Week 11 Idle, walk and run animation cycles. Assignment: Animating assigned characters.
Week 12 Facial expressions and blendshapes. Students animate their assigned characters.
Week 13 Action animations. Students animate their assigned characters. Maya to UE pipeline.
Week 14 Setting up playable scene, testing movements and demo preparation in UE.
Week 15 Final project review, playable demonstrations and feedback.

Reference Books & Course Materials

  1. 01 The Animator's Survival Kit by Richard Williams : https://dn721807.ca.archive.org/0/items/taskav-01/The__Animator%27s_Survival_Kit%5B1%5D_text.pdf
  2. 02 3D Animation Essentials by Andy Beane : https://online.fliphtml5.com/kaukl/wgfl/

Learning Outcomes

No learning outcomes have been defined.

Program Outcomes

  1. P01 To be able to understand analog and digital games' theoretical and historical development.
  2. P02 Has a general understanding of the history and culture of the nation and the world in which he lives.
  3. P03 Digital game engines are well-suited for application.
  4. P04 His/Her mastery of the fundamental sciences underpins his/her expertise in the creation of digital games.
  5. P05 Understand the mechanics, logic, and frameworks of analog and digital games.
  6. P06 Possesses an aesthetic sensibility and knowledge of art.
  7. P07 Communication, art, music, psychology, sociology, mythology, philosophy, economics, cinema, history, and other disciplines gained the potential to benefit from one another during the game design process.
  8. P08 Knowing how media and digital games affect people and society and designing games responsibly in light of that knowledge.
  9. P09 Be able to assess critically the knowledge and abilities acquired through research in the area and other related areas.
  10. P10 Acquires expertise in artistic design to aid in the creation of digital games.
  11. P11 Make good use of digital game creation software and programs.
  12. P12 Possesses the skills necessary to write the code for digital games created for various platforms.
  13. P13 Possesses the capacity to jointly build digital games' aesthetic and computational aspects.
  14. P14 Possesses the capacity to create and communicate stories utilizing a variety of technologies.
  15. P15 Has the capacity to design, plan, and analyze the game as a concept.
  16. P16 Possesses the capacity to come up with tangible fixes for the issues that arise during the creation of digital games.

Po-Lo Matrix

The PO-LO matrix has not been populated yet.