Module Descriptors
HAND KEYED ANIMATION
GDEV50062
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Amir Mansaray
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • ANIMATION TASKS weighted at 70% - Learning outcome(s) assessed: 1,2
  • DEVELOPMENT THREAD - MAX 1800 WORDS weighted at 30% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Introduction to Maya

Introduction to animation principles and the animation pipeline

Animation Cycles

Bespoke animation challenges

Animation Planning and Pre-Visualisation (Using Reference)

Introduction to using different types of animation rigs

Timing, weight, balance, line of action, exaggeration etc
ADDITIONAL ASSESSMENT DETAILS
Animation Tasks (Assessment 1) 70% - Containing a video showreel (max. 5 minutes) showcasing a range of body mechanic animations utilising a humanoid rig. These animation challenges will showcase an understanding of the application of the animation and game animation principles across five unique animations.

Development Thread (Assessment 2) 30% - A series of forum posts detailing development progress and a reflective evaluation of the work undertaken (maximum 1800 words).
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include lectures that introduce core concepts and workshops/tutorials that allow students to apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve research tasks, design tasks, and ongoing development of project work supported by the resources provided.
LEARNING OUTCOMES
1. Demonstrate knowledge and understanding of key animation theories, hand keyed animation pipelines and workflows as well as concepts and professional practices.

Knowledge & Understanding

2. Select and use appropriate 3D animation techniques within digital software to create a range of 3D Animations for games development.

Digital Literacy

3. Reflect on developing animation; knowledge, skills and behaviours to identify areas for improvement and ongoing professional development.

Reflection

4. Use of established analytical techniques and suitable research methods to gather, interpret and evaluate information or data, commenting on accuracy and limitations.

Research Skills
RESOURCES
3D animation software
Game Engine software
Photo Editing Software
Video Editing Software
Digital Academy Forum
Digital Academy Upload System
Video Draw-over Software
TEXTS
Cooper, J. (2021) Game Anim: Video Game Animation Explained. 2nd edn. Boca Raton: CRC Press. ISBN: 9780367707651

Thomas, F. and Johnston, O. (1995) The Illusion Of Life: Disney animation. New York: Hyperion. ISBN: 9780786862023

Williams, R. (2009) The Animator's Survival Kit. 2nd edn. London: Faber & Faber. ISBN: 9780571238330

Osipa, Jason. (2010) Stop Staring: Facial Modelling and Animation Done Right. Wiley Publishing, Inc. ISBN : 9786612817465
WEB DESCRIPTOR
This module covers hand key-framed animation that is used across game animation, cinematics and film. Throughout the module, students will develop animations that convey various core principles and demonstrate knowledge in how to recreate physically accurate animations suitable for games and other disciplines.