ANI1502 Introduction to Digital Art IIBahçeşehir UniversityDegree Programs CARTOON AND ANIMATIONGeneral Information For StudentsDiploma SupplementErasmus Policy StatementNational QualificationsBologna Commission
CARTOON AND ANIMATION
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
ANI1502 Introduction to Digital Art II Spring 2 2 3 4

Basic information

Language of instruction: English
Type of course: Must Course
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Prof. Dr. NAZLI EDA NOYAN CELAYİR
Course Objectives: This course provides students the fundamental skills required to develop character design that is considered appealing by industry. Students can also apply skills learned in this class in otherareas including any course involving traditional or computer generated Art.

Learning Outcomes

The students who have succeeded in this course;
1) Understand the concept design techniques for animation.

2) Use composition, color, style, typography and layout knowledge and practical gains with stagedesign.

3) Create a visual environment that supports animation content and story.

4) Establish a connection between concept design and character design and create visual environmentswhere characters can live.

5) Create attractive concept designs by improving aesthetic skills.

Course Content

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Everyweek we will be learning diffirent digital design and photobash techniques. Design fundamentals in concept design
2) Blocking out the design and learning the principals of creating form
3) Working on the scan model(cleaning up)
4) Working on the anatomy of the model
5) Studying character likeness in Zbrush
6) Detailing the model using Zbrush techniques and masking methods.
7) Midterm
8) combining the overall design with other materials created in Zbrush
9) Projection texturing and adding more details
10) Getting into keyshot
11) Materials and rendering
12) Rendering the final look
13) Compositing the elements and passes in photoshop
14) Final Submission and presentation

Sources

Course Notes / Textbooks: • Designing Creatures and Characters: How to Build an Artist's Portfolio for Video Games, Film, Animation and More by Marc Taro Holmes

• Big Bad World of Concept Art for Video Games: An Insider's Guide for Students by Eliott J. Lilly

• Fundamentals of Creature Design: How to Create Successful Concepts Using Functionality, Anatomy, Color, Shape & Scale by 3dtotal Publishing
References:

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Attendance 12 % 20
Presentation 1 % 10
Midterms 1 % 30
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 60
PERCENTAGE OF FINAL WORK % 40
Total % 100

ECTS / Workload Table

Activities Number of Activities Duration (Hours) Workload
Course Hours 12 4 48
Study Hours Out of Class 12 4 48
Presentations / Seminar 1 4 4
Midterms 1 4 4
Final 1 4 4
Total Workload 108

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) To have theoretical and practical knowledge and skills in cartoon and animation. 3
2) To be able to develop research, observation-experience, evaluation skills in the field of cartoon and animation and effectively communicate ideas, convincing actions and emotions using cartoon and animation and performance principles in every direction. 4
3) Making animated films with various artistic styles and techniques. 2
4) Designing the cartoon and animation production process using initiative, applying it with creativity and presenting it with personal style. 1
5) To be a team member in the production process of cartoon and animations, to be able to take responsibility and manage the team members under their responsibility and to lead them.
6) To be able to evaluate cartoon and animations in the framework of their knowledge and skills. 1
7) To be able to define and manage learning requirements in the field of cartoon and animation. 1
8) To be able to communicate with related organizations by sharing scientific and artistic works in cartoon and animation and to share information and skills in the field.
9) To monitor developments in the field of cartoon and animation using foreign languages ​​and to communicate with foreign colleagues. 2
10) To be able to use general information and communication technologies at advanced level with all kinds of technical tools and computer software used in cartoon and animations. 5
11) Using critical thinking skills and problem solving strategies in all aspects of development and production, effectively communicating ideas, emotions and intentions visually, verbally and in writing, and effectively incorporating technology in the development of cartoon and animation projects. 2
12) To have sufficient knowledge about ethical values ​​and universal values ​​in the field of cartoon and animation. 1