Module Descriptors
BODY MECHANICS
GDEV60040
Key Facts
Digital, Technology, Innovation and Business
Level 6
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 CHALLENGES weighted at 70% - Learning outcome(s) assessed: 1,2
  • DEVELOPMENT THREAD - 2500 WORDS weighted at 30% - Learning outcome(s) assessed: 3,4
Module Details
INDICATIVE CONTENT
Body Mechanic Exercises

Creature Animation

Person Interaction

Full-Body Dynamic Animation

Game Cycle Animations
ADDITIONAL ASSESSMENT DETAILS
Assessment 1 - Animation Challenges 70%

For this assessment, a showreel of animations will be completed which demonstrate the complexities body mechanics and working with bipedal and quadruped 3D Rigs. These animations will be rendered in a showreel either inside a game engine or inside Maya. Showreel video showcasing all animation challenges.

Assessment 2 - Development Thread 30%

For this assessment you will complete a detailed development thread which will contain consistent critical evaluation and reflection of animation works created and produced while showcasing academic research into refined and advanced body mechanic techniques. Forum Thread containing all progress and evaluative components of work (maximum 2500 words).
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a clear learning journey. Scheduled sessions will typically include lectures that introduce theoretical concepts and provide workshop activities that allow students to research games and engage in facilitated discussions. Independent study will involve recommended reading, tasks, and ongoing development of project work supported by the resources provided. Support sessions will also be provided for lecturer engagement and catch-up opportunities.
LEARNING OUTCOMES
1. Demonstrate knowledge and critical understanding of key body mechanic and animation theories, concepts and professional practices, and apply these to analyse and address defined problems within the field of body mechanics.

Knowledge & Understanding

2. Select and use appropriate digital animation tools and techniques to support your academic or professional tasks, explaining how their outputs inform decision-making.

Digital Literacy

3. Critically reflect on your developing knowledge, skills, behaviours and attitudes as a game animator, identifying areas for improvement and taking responsibility for your ongoing professional development.

Reflection

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

Research
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

Osipa, Jason. (2010) Stop Staring: Facial Modeling and Animation Done Right. Wiley Publishing, Inc. ISBN : 9786612817465

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
WEB DESCRIPTOR
This module develops further additional complex hand key-framed animation skills that can be used in several different contexts such as game animation, film, and cinematics.

You will learn the complete animation pipeline to develop animations that convey various core principles and demonstrate knowledge in how to recreate physically accurate animations suitable for games and other disciplines.