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 |
GAD3021 | Advanced 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 OYTUN KAL |
Recommended Optional Program Components: | Students will learn using Motion Capture Equipment for creating animations for games and cinematic videos created with game engines. This lecture is sponsored by our partner Sense4Motion (Imca), which is the distributor of Xsens body mocap, Manus hand mocap and Faceware face mocap hardware and software. https://www.sense4motion.com/ Additonal software and hardware can also be analyzed and tested during the course. |
Course Objectives: | This course aims to equip students with a comprehensive understanding of Motion Capture (MoCap) principles and technologies. Students will learn to critically evaluate and select appropriate MoCap systems for diverse animation projects, acquire high-quality motion data using professional techniques, and effectively process and refine this data for animation workflows. The course will culminate in students demonstrating the ability to seamlessly integrate and apply MoCap data within professional animation pipelines, enhancing character animation, creating realistic simulations, and enriching interactive experiences. This will involve research and comparison of various systems, including those provided by Sense4Motion (Xsens, Manus, Faceware) and other industry-standard solutions. |
The students who have succeeded in this course; The students who have succeeded in this course will be able to; - Demonstrate a comprehensive understanding of Motion Capture principles and technologies. - Critically evaluate and select appropriate Motion Capture systems for specific animation projects. - Acquire high-quality Motion Capture data using professional techniques. - Process and refine Motion Capture data for animation workflows. - Integrate and apply Motion Capture data in professional animation pipelines. |
Students will study rigging and skinning deformable characters and defining accurate weight maps. Animation hierarchies. The fundamental principles of animation including Squash and Stretch, Anticipation, Staging, Timing, Exaggeration, Secondary Action and Appeal. Students will also examine non dynamic simulations animation techniques and the application of laws of physics and dynamics. |
Week | Subject | Related Preparation |
1) | Introduction to the course content | |
2) | Announcement of Assignments, Midterm and Final Projects First practical applications with Xsens MVN Awinda and Manus Gloves | Select assignment topics: AP |
3) | Continue to practical applications with Xsens MVN Awinda and Manus Gloves (+Presentations: AP) | Prepare AP |
4) | Facial mocap: Live link & Faceware (+Presentations: AP) Guest lecturer: Idil Sukan on Mocap Directing & Acting | Prepare AP Start building your midterm project teams and brainstorming |
5) | Guest 1: on Mocap for games (+Presentations: AP) | Prepare AP |
6) | Alternative mocap technologies (+Presentations: AP) Brief introduction to teams and ideas for midterm project | Prepare AP |
7) | Draft Presentations of Midterm Projects 1 (+Presentations: AP) | Continue working on Midterm Project |
8) | Draft Presentations of Midterm Projects 2 | Finish Midterm Project Presentations |
9) | Finished Midterm Presentations | |
10) | Guest 2: live streams with Metahumans and Unreal Engine | Team building and brainstorming for final projects |
11) | Practice based Q&A sessions on final projects | |
12) | Practice based Q&A sessions on final projects | |
13) | Practice based Q&A sessions on final projects | Prepare Draft of Final Project Presentation |
14) | Final Jury preparations, present draft of your Final Project Presentation | Prepare Final Presentation |
Course Notes / Textbooks: | |
References: | Tutorials and documentation by Xsens: https://tutorials.xsens.com/ https://www.xsens.com/xsens-mvn-documentation https://base.xsens.com/s/motion-capture-landing-page?language=en_us https://www.youtube.com/c/xsensofficial/videos Mocap & VFX Artist Jonathan Winbush youtube channel: https://www.youtube.com/c/JonathanWinbush/videos Mocap & VFX Artist Jsfilmz youtube channel: https://www.youtube.com/c/Jsfilmz/videos Mocap & VFX Artist Matt Workman youtube channel: https://www.youtube.com/c/CinematographyDatabase |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Homework Assignments | 1 | % 10 |
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 | 14 | 4 | 56 |
Field Work | 1 | 5 | 5 |
Study Hours Out of Class | 7 | 3 | 21 |
Presentations / Seminar | 1 | 6 | 6 |
Homework Assignments | 1 | 5 | 5 |
Midterms | 1 | 15 | 15 |
Final | 1 | 25 | 25 |
Total Workload | 133 |
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. | 1 |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | 3 |
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. | 3 |
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. | 3 |
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. | 3 |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | 2 |
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. | 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. | 2 |