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TR

2D ANIMATION

Course
VICD305 - 2D ANIMATION
Department
Visual Communication Design - English - Undergraduate
Course Type
Course
Status
Required
Language
English
Credit
4
ECTS
5
T+P+L
3 + 2 + 0
Course Coordinator(s)
Sr. Instr. Necdet Atay ERÇIL
Prerequisite
-
Keywords

Course Description

This course prepares students for the design profession by providing opportunities to undertake project-based design briefs specific to their major studies in Graphic Design or Web Design or Motion Graphics. This course also allows students to study classically trained animated films to gain a fundamental and functional understanding of two of the major 2D digital animation software packages available: Flash and After Effects. Students will work in a simulated production environment to create a short animated film. Following their short films, students learn more about the After Effect interface through an exercise in which they create and animate a character. Lessons consist of lectures and computer laboratory applications.

2D ANIMATION

Evaluation Tools (Active Term)

No evaluation items have been defined.

Course outcomes

  1. 01 -
  2. 02 -
  3. 03 -
  4. 04 -

Course Syllabus

Week Topic
Week 1 Introduction to course
Week 2 History and evolution of 2D animation
Week 3 Animation Tools and Techniques
Week 4 Overview of animation tools and their functions Creating simple animations: bouncing ball
Week 5 Character Design
Week 6 Keyframes and their role in animation
Week 7 Study and analysis of walk cycles
Week 8 MID-TERM WEEK
Week 9 MID-TERM WEEK
Week 10 Introduction to story telling in animation
Week 11 Introduction Adobe Animate in 2D animation
Week 12 Creating a 2d animation in Adobe Animate
Week 13 Creating a 2d animation in Adobe Animate
Week 14 Critic for Animation
Week 15 FINAL SUBMISSION

Reference Books & Course Materials

  1. 01 The Animator’s Survival Kit by Richard Williams Expanded Edition
  2. 02 Cartoon Animation by Preston Blair
  3. 03 After Effects cs6 manual

Learning Outcomes

  1. L01 S/he visualises imagined things in a coherent structure SOLO 3
  2. L02 S/he defines the problems related to communication and finds possible solutions for these problems. SOLO 2
  3. L03 S/he, equipped with advanced knowledge and skills in Visual Communication Design education, who interprets and evaluates data, identifies and analyses problems and finds solutions based on research and facts. SOLO 4
  4. L04 S/he is a person who informs and expresses thoughts for possible solutions related with Visual Communication Design contents prepared for related individuals and organisations. SOLO 3

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

LO P01 P02 P03 P04 P05 P06 P07 P08 P09 P10 P11 P12 P13 P14 P15 P16 Average
L01 - - - - - - - - - - - - - - - - -
L02 - - - - - - - - - - - - - - - - -
L03 - - - - - - - - - - - - - - - - -
L04 - - - - - - - - - - - - - - - - -