GAD2016 3D Animation for GamesBahçeşehir UniversityDegree Programs DIGITAL GAME DESIGNGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
DIGITAL GAME DESIGN
Bachelor TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF-LLL: Level 6

Course Introduction and Application Information

Course Code Course Name Semester Theoretical Practical Credit ECTS
GAD2016 3D 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.

Basic information

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 SERVER ZAFER MASALCI
Course Objectives: The main objective of this course is to equip students with the essential knowledge and skills required for creating compelling 3D character animations for games. Through a combination of theoretical understanding and hands-on practice, students will learn to effectively use Maya and Unreal Engine to produce engaging character animations that enhance gameplay experiences.

Learning Outcomes

The students who have succeeded in this course;
By the end of this course, students should be able to:
1. Master 3D Character Animation: Demonstrate proficiency in character animation using Autodesk Maya, including keyframe animation, character rigging, and animation tools.
2. Apply Animation Principles: Understand and apply fundamental animation principles such as timing, spacing, squash and stretch, anticipation, and follow-through to create believable and dynamic character animations.
3. Create Gameplay-Enhancing Animations: Develop animations that not only look visually appealing but also enhance gameplay, including character movements, interactions, and responses to in-game events.
4. Troubleshoot Animation Issues: Identify and resolve common animation-related issues, ensuring smooth character animations in the game environment.
5. Critique and Improve Animations: Analyze and provide constructive feedback on animations, fostering a critical eye for improvement and refinement.

Course Content

This course contains both theoretical and practical applications on animation. Introduction to the principles of animation, applied to simple objects. Students animate with balls of different weight, a tow truck, and hips & legs of a simple character to learn about timing, arcs, spacing, ease in and out, weight, gravity, drag, secondary action, overlap, follow through, squash and stretch, and exaggeration.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Course Introduction and Character Animation Overview
2) Introduction to Maya Working with Reference Reference Analysis Bouncing Ball
3) Keyframe Animation Bouncing Ball Pendulum Simple Walk Cycle
4) Keyframe Animation Biped Walk Cycle Graph Editor Assignment #1
5) Body Mechanics in Animation Walk Cycle
6) Maya Rigging Basics Biped Rig
7) First Person Animation Assignment #2
8) Acting in Animation
9) Feedback and Animation Analyzing Session
10) Saving and Baking Animation Final Project
11) Final Project Reference Reviews Final Project Feedback
12) Unreal Engine and sequencer Final Project Feedback
13) Importing Animation to Unreal Engine Final Project Feedback
14) Final Project Feedback

Sources

Course Notes / Textbooks:
References: - The Animator’s Survival Kit - Richard Williams
- The Illusion Of Life Disney Animation - Frank Thomas, Ollie Johnston
- Asset Library for Character Rigs (https://agora.community/assets)
- For animation reviews (https://syncsketch.com/)
- More animation resources (https://animatorsresourcekit.blog/)

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 1 % 25
Midterms 1 % 25
Final 1 % 50
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 14 4 56
Study Hours Out of Class 12 5 60
Homework Assignments 2 5 10
Midterms 1 3 3
Final 1 3 3
Total Workload 132

Contribution of Learning Outcomes to Programme Outcomes

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. 1
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. 2
11) Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. 1
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. 1