Module Descriptors
MOTION CAPTURE AND GAMEPLAY ANIMATION
GDEV50069
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Benjamin Rimmer
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • PLAYABLE CHARACTER - 10 MINUTES weighted at 80% - Learning outcome(s) assessed: 1,2,3
  • REFLECTIVE DEVELOPMENT LOG - 1000 WORDS weighted at 20% - Learning outcome(s) assessed: 1,4
Module Details
INDICATIVE CONTENT
Animation Blueprint Creation
State Machines
Montages
Animation Blendspaces
Unreal Engine Blueprinting
Motion Capture Data Handling
Animation Enhancement
Motion Capture
Motion Capture Stage Preparation
Performance Capture
Animation Cinematic Planning
Directing for Motion Capture
Motion Builder
Animation Enhancement
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning outcomes 1, 2 and 3) 80%

A playable character presented in the form of a fully rendered video demonstration which showcases how motion capture has been utilised. The playable character must use a range of animation states. (max. 10 minutes)

Assessment Component 2 – (Learning outcomes 1 and 4) 20%

A written critical reflection on both the finalised and developing project designed to highlight gaps in knowledge for continued development. (maximum 1000 words).
LEARNING STRATEGIES
Students will have a mixture of structured and independent learning. Structured learning will have presentations and live demonstrations while independent learning will be providing ample workshop and individual development time to experiment and apply new techniques discovered in lectures.
LEARNING OUTCOMES
1. Demonstrate knowledge and critical understanding of gameplay animation and motion capture animation workflows for game engines.

Knowledge and Understanding

2. Apply motion capture data onto gameplay animation systems inside of a game engine and create a playable character for a chosen game genre, this includes the challenge of adapting to the constraints of the genre.

Application and Problem Solving

3. Research gameplay and animation systems to aid in the development of your finalised playable character which takes advantage of both motion capture and traditional animation methods.

Research Skills

4. Understand the animation skills that are applicable for gameplay animator positions within the industry and reflect and replicate those workflows.

Personal Development and Entrepreneurship
RESOURCES
Game Engine
VLE (Such as Blackboard)
Office Applications (Such as Microsoft Office)
Staffordshire University Library
Internet Access
Digital Academy Forum
Digital Academy Upload
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
Gameplay is driven by animation. Students are tasked with creating both beautiful animations alongside seamless gameplay functionality without one interfering with the other. Students will undertake the processes of creating and taking motion capture animation data into game engine to make a fully dynamic and playable character ready for game engine.