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 |
VCD4018 | 3D Animation | 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: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Instructor ECE ARIHAN |
Recommended Optional Program Components: | None |
Course Objectives: | The course aims to equip students with the skills and knowledge required to create detailed 3D models and animations that align with professional standards. It seeks to foster a strong understanding of intermediate-level tools and techniques in modeling, texturing, rigging, and animation while encouraging students to apply design principles in their work. By the end of the course, students should be able to independently design and execute 3D projects that demonstrate technical proficiency and creative problem-solving. |
The students who have succeeded in this course; 1) Apply advanced 3D modeling techniques to create complex objects and environments. 2) Analyze the principles of animation and implement them to produce realistic and stylized 3D motion. 3) Develop optimized workflows for texturing, lighting, and rendering to enhance the visual quality and efficiency of 3D projects. 4) Evaluate the effectiveness of 3D models and animations in meeting aesthetic and functional objectives within a given design brief. 5) Create a polished 3D modeling and animation project that integrates industry-standard tools and demonstrates intermediate-level proficiency. |
This course provides an intermediate exploration of 3D modeling and animation techniques, focusing on the development of creative and technical skills necessary to produce complex 3D models and animations. Students will work with industry-standard software to build a deeper understanding of modeling, texturing, rigging, animation, and rendering workflows. The course emphasizes creative problem-solving and the application of design principles in 3D environments. |
Week | Subject | Related Preparation |
1) | Theory of advanced modelling techniques (mesh modelling, spline modelling, patch modelling, NURBS modelling) | |
2) | Choosing a form to model in 3D and preliminary work on the desired model. | |
3) | Class work | |
4) | Class work | |
5) | Class work | |
6) | Discussion on the finished 3D model and planning a scene for presenting the model. Finished 3D model will be graded as Midterm 1 | |
7) | Theories on lighting techniques | |
8) | Class work | |
9) | Class work | |
10) | Class work | |
11) | Discussion on the finished scene and planning a 10 seconds animated TV spot. Finished scene will be graded as mid term 2. | |
12) | Class work | |
13) | Class work | |
14) | Finished film will be graded as final exam. |
Course Notes / Textbooks: | Williams, R. (2012). The animator's survival kit: a manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators. Macmillan. |
References: | Vaughan, W. (2011). Digital modeling. New Riders. |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 10 | % 10 |
Midterms | 2 | % 40 |
Final | 1 | % 50 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 50 | |
PERCENTAGE OF FINAL WORK | % 50 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Project | 11 | 59 |
Final | 3 | 24 |
Total Workload | 125 |
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. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
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. | |
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. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
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. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
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. |