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 |
GAD2016 | 3D Animation for Games | Spring Fall |
2 | 2 | 3 | 5 |
The course opens with the approval of the Department at the beginning of each semester |
Language of instruction: | En |
Type of course: | Departmental Elective |
Course Level: | Bachelor |
Mode of Delivery: | Face to face |
Course Coordinator : | Assoc. Prof. GÜVEN ÇATAK |
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. |
The students who have succeeded in this course; 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. |
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. Learning Methods: Lecture, Implementation, Case Study, Individual Study, Project, Problem Solving, Tech-Enhanced Learning |
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 |
Course Notes: | Williams, R. (2009). The animator’s survival kit. Faber & Faber. Thomas, F., & Johnston, O. (1995). The illusion of life: Disney animation. Disney Editions |
References: | - Asset Library for Character Rigs (https://agora.community/assets) - For animation reviews (https://syncsketch.com/) - More animation resources (https://animatorsresourcekit.blog/) |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 25 |
Laboratory | % 0 | |
Application | % 0 | |
Field Work | % 0 | |
Special Course Internship (Work Placement) | % 0 | |
Quizzes | % 0 | |
Homework Assignments | % 0 | |
Presentation | % 0 | |
Project | % 0 | |
Seminar | % 0 | |
Midterms | 1 | % 25 |
Preliminary Jury | % 0 | |
Final | 1 | % 50 |
Paper Submission | % 0 | |
Jury | % 0 | |
Bütünleme | % 0 | |
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 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Special Course Internship (Work Placement) | 0 | 0 | 0 |
Field Work | 0 | 0 | 0 |
Study Hours Out of Class | 12 | 5 | 60 |
Presentations / Seminar | 0 | 0 | 0 |
Project | 0 | 0 | 0 |
Homework Assignments | 2 | 5 | 10 |
Quizzes | 0 | 0 | 0 |
Preliminary Jury | 0 | 0 | 0 |
Midterms | 1 | 3 | 3 |
Paper Submission | 0 | 0 | 0 |
Jury | 0 | 0 | 0 |
Final | 1 | 3 | 3 |
Total Workload | 132 |
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. |