Module Descriptors
ANIMATION SKILLS FOR COMPUTER GAMES
GAME40436
Key Facts
School of Digital, Technologies and Arts
Level 4
30 credits
Contact
Leader:
Email:
Hours of Study
Scheduled Learning and Teaching Activities: 150
Independent Study Hours: 150
Total Learning Hours: 300
Assessment
  • Portfolio weighted at 100%
Module Details
Module Learning Outcomes
1. DEMONSTRATE ABILITY TO EXPLORE TECHNIQUES AND PROCESSES, AND DEVELOP SKILLS AND KNOWLEDGE ASSOCIATED WITH ANIMATION.
Learning
Enquiry

2. USE SOFTWARE AND DEPLOY APPROPRIATE TECHNIQUES TO CREATE A SHORT ANIMATION Application

3. OVERCOME THE CHALLENGES OF SELECTING APPROPRIATE SOFTWARE AND TECHNIQUES AND WORKING SAFELY WITHIN A SET TIMEFRAME WHEN RESPONDING TO A SET BRIEF.
Problem Solving

4. ASSESS YOUR OWN STRENGTHS AND LIMITATIONS WITH REGARDS TO UNDERSTANDING AND APPLYING TECHNIQUES TO ANIMATION. REVIEW THE OUTCOMES OF YOUR PRACTICAL EXPERIMENTATION EXPLORING ITS SUITABILITY AGAINST INTENTIONS AND INDUSTRY EXPECTATIONS.
Reflection
Module Additional Assessment Details
ASSESSMENT DETAILS
Assessment – Portfolio (100%)

An individual portfolio of work comprising:
¿ The production of a portfolio of animations - a minimum of 3.
¿ Evidence of ongoing critical reflection
[Learning Outcomes 1, 2, 3, 4]

Formative Assessment
Participation in workshops and discussions
Contribution to group activities
Presentation of work in progress
Module Indicative Content
This module is intended to develop your understanding and ability to digitally animate.

Digital tools and techniques have enabled the contemporary animator to push boundaries with their work from traditional animation mediums such as film and TV through to computer games and apps. Through this module, you will develop skills and knowledge of software as a technician but you will also develop insight into the mastery and craft of animation as a designer.

Through a series of demonstrations and hands-on practical workshops, you will explore the principles and stages of animation.
You will focus on animatics, timing, positions, emphasis, arcs and paths of action and walk and run cycles.

Using assets provided and your own original assets, your experimentation will lead to an individual response to a brief that can showcase your skills.

You will be expected to continually critically evaluate your work against your initial intentions and industry expectations, identifying strengths and making recommendations for improvement with regards to your own technical and creative response as well as the final outcome.

Whilst it will be expected that you discuss your intentions with your tutor and work effectively as part of a team, the module will encourage you to develop a sense of independent responsibility for your learning and for your personal contribution. It will enable you to ask yourself key critical questions as a means to ensure you make the most of each learning opportunity.
Module Learning Strategies
Learning strategies in this module place an emphasis on practical work and allow you to build creative and technical skills through experimentation and experience in using software techniques and processes.

This will be facilitated through a series of lectures and demonstrations, each followed by hands-on practical activities in a controlled environment. Continuing the practical theme, you will apply your newly acquired knowledge and practise your skills through the production of animations. You will work to a set brief in ways reflective of current industry expectations through activities such as:
¿ Exploration of different software, techniques and processes
¿ Ideas development workshops
¿ Supervised planning meetings
¿ Individual practical work
Group tutorials and critiques with formative feedback
1:1 tutorials
To enhance your practical development, you will also be introduced to a range of reflective practice models by which you can begin to critically evaluate your own progress and products. These models will be presented to you in the classroom and you will be supported to apply them continually alongside your practical activities. This practice will be explicit through discussion, and in written format within your portfolio and will be implicit in the way you adapt your practical approach and improve your creative and technical outcomes.

To extend the learning that takes place in class your will be expected to engage in independent study outside of timetabled sessions.
Module Texts
Beane, A (2012) 3D Animation Essentials: John Wiley & Sons
Kerlow, I. (2009)The Art of 3D Computer Animation and Effects: John Wiley & Sons
O Hailey, T. (2015) Hybrid Animation: Integrating 2D and 3D Assets: Focal Press
Williams, R. (2012) The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators: Faber and Faber
Module Resources
Sketchbook.
Drawing Board.
Mix drawing materials.
Graphics tablet
Paper, Printers, Scanner.
Computer.
Photoshop
3D Creation Software.
Game Engine