DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GAD2015 | 2D Animation for Games | Spring | 2 | 2 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
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 BURAK PARLAK Instructor ZEYNEP ÇUHADAR ERDOĞDU Instructor ABDULVARETH LAHHAM |
Course Objectives: | This 2D game animation course is a starting point for those looking to step into the world of game animation. This course is designed to equip you with the fundamental skills you need for a career in the digital entertainment industry or want to develop your own independent game projects. |
The students who have succeeded in this course; 1. Understand the principles of 2D animation and apply them to create smooth and expressive character animations for games. 2. Use animation software such as Spine 2D to rig, animate, and export game-ready animations. 3. Animate game elements such as props and assets ensuring they integrate seamlessly into a game’s mechanics and narrative. 4. Optimize 2D animations for game performance, considering technical limitations and platform- specific requirements. 5. Develop a portfolio of 2D animations demonstrating a variety of animation styles and techniques, from idle loops to action sequences. |
This course covers the basic concepts and application of game art theories. The first weeks focus on the basic definitions and theories of game art, while the following weeks focus on how these theories are applied to game projects. Learning Methods: Lecture, Implementation, Individual Study, Project, Tech-Enhanced Learning |
Week | Subject | Related Preparation |
1) | Introduction | |
2) | Introduction to Spine 2D - Preparation for the First Animation Project | |
3) | Step-1 Prepare Images | |
4) | Step-2 Rigging Principles | |
5) | Step-3 Starting First Animation Project | |
6) | Step-4 Ball Animation | |
7) | Final Step on Ball Animation Project - Midterm Submission | |
8) | Game Environment Concept Project | |
9) | Step-1 References for Chest Opening Animation | |
10) | Step-2 Rigging | |
11) | Step-3 Second 2D Animation Project | |
12) | Step-4 2D Chest Animation Project | |
13) | Step-5 Export Animation to the Game Engine | |
14) | Final Step – 2D Chest Animation Final Exam |
Course Notes / Textbooks: | Williams, R. (2009). The animator’s survival kit (Expanded ed.). Faber & Faber. Thomas, F., & Johnston, O. (1995). The illusion of life: Disney animation. Disney Editions. Beane, A. (2012). Animation art: From pencil to pixel, the world of cartoon, anime, and CGI. Harper Design. Su, H. (2011). Alive character design: For games, animation and film. Gingko Press. Tillman, B. (2011). Creative character design (1st ed.). CRC Press. |
References: | Spine User Guide. (n.d.). Spine 2D documentation. Esoteric Software. https://esotericsoftware.com/spine-documentation |
Semester Requirements | Number of Activities | Level of Contribution |
Homework Assignments | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 5 | 3 | 15 |
Laboratory | 1 | 10 | 10 |
Study Hours Out of Class | 8 | 10 | 80 |
Homework Assignments | 2 | 5 | 10 |
Midterms | 1 | 2 | 2 |
Final | 1 | 2 | 2 |
Total Workload | 119 |
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. | 3 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 2 |
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. | 2 |
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. | 3 |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | 2 |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | 5 |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | 2 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 3 |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | 1 |
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. | 3 |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | 2 |
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. | 2 |