VCD3135 Animation FilmBahçeşehir 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
VCD3135 Animation Film 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: Non-Departmental Elective
Course Level: Bachelor’s Degree (First Cycle)
Mode of Delivery: Face to face
Course Coordinator : Dr. Öğr. Üyesi İPEK TORUN
Recommended Optional Program Components: None
Course Objectives: This course focuses on teaching the students the basic principles of animation film; providing the ability to visualize a concept or a story by transferring to the storyboard based on a created scenario; gaining skills to have a control over scenerio-storyboard-movie process and getting the students to produce an animation short-film.

Learning Outcomes

The students who have succeeded in this course;
1) Identify the general essentials of an animation film
2) Recognize the scenerio and grammer of film
3) Recognize the connections between storyboard and scenerio
4) Recognize the unity of scenerio and visual dialect
5) Learn how to use the model-sheet
6) Learn the releations among the background, foreground and scene
7) Study the releations between movement and rhythm
8) Gain skills to synchronize visual, dialogue, sound and music
9) Gain knowledge and skills about editing and effect
10) Study necessary software skills in order to realize an animation film

Course Content

Decision making process of an animation film's topic, according to the students ideas. Viewing of animation examples. Research the conceptual idea of the film and collect the visual and concept documentations. Evaluation of the student’s researchs. Study about scripting a scenerio, instruct about film gramer. Critique and advise about scenario sketches. instruct about storyboard. Plan the story visually suitable for the language of cinema. Study about Model-sheet. Planning the backgrounds, foregrounds and scenes in order to animate one to one. Animation studies, animate the plans. Montage the films of plans which are animated. Set the rhythm of film. Sound studies and effecks. Montage, join the visual and sound materials.

Weekly Detailed Course Contents

Week Subject Related Preparation
1) Decision making process of an animation film's topic, according to the students ideas. Viewing of animation examples. HW: research the conceptual idea of the film and collect the visual and concept documentations
2) Evaluation of the student’s researchs. Study about scripting a scenerio, instruct about film gramer. HW: making sketches about scenario
3) Critique and advise about scenario sketches. instruct about storyboard. HW: conclude the scenario and making sketches about storyboard
4) Critique the storyboards: Plan the story visually suitable for the language of cinema. HW: conclude the storyboard and making sketches about lay-out and background
5) Study about Model-sheet. HW: conclude the applications on class
6) Planning the backgrounds, foregrounds and scenes in order to animate one to one HW: conclude the applications on class.
7) Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere
8) Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere
9) Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere
10) Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere
11) Animation studies, animate the plans HW: conclude the applications on class, study about photoshop ve premiere
12) Montage the films of plans which are animated. Set the rhythm of film HW: conclude the applications on class. Preparation of the dialague, sound and music suggestions
13) Critique the montage and rhythm of film. Application of sound and music HW: conclude the applications on class, works about lay-out of credits and titles
14) Montage, join the visual and sound materials HW: conclude the applications on class sound studies and - effecks HW: conclude the applications on class

Sources

Course Notes / Textbooks:
References: 'Understanding Animation’, Paul Wells
‘Understanding Comics’, Scott McCloud
‘Graphic Storytelling’, Will Eisner
‘Visualizing Ideas – From Scribbles to Storyboards’, Gregor Krisztian and Nesrin Schlempp

Evaluation System

Semester Requirements Number of Activities Level of Contribution
Project 5 % 60
Final 1 % 40
Total % 100
PERCENTAGE OF SEMESTER WORK % 0
PERCENTAGE OF FINAL WORK % 100
Total % 100

ECTS / Workload Table

Activities Number of Activities Workload
Course Hours 14 42
Study Hours Out of Class 13 73
Project 2 8
Final 1 7
Total Workload 130

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.
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.