Module Descriptors
2D ANIMATION PRODUCTION
LMAC40217
Key Facts
Digital, Technology, Innovation and Business
Level 4
15 credits
Contact
Leader: Andrew Stubbs-Lacy
Hours of Study
Scheduled Learning and Teaching Activities: 75
Independent Study Hours: 75
Total Learning Hours: 150
Assessment
  • PRACTICAL WORK weighted at 100%
Module Details
ADDITIONAL ASSESSMENT DETAILS
Practical Work (100%)
A 2D animation of between 30 - 60 seconds in length, supported by a folder of evidence of historical and contemporary research, creative development and critical reflection.
[Learning outcomes 1, 2, 3, 4]

Formative Assessment
Participation in discussions about the evolution of the 2D animation, including reference to exemplars in the genre.
Review of work in progress
INDICATIVE CONTENT
In this module you will explore historical and contemporary developments of 2D animation in order to provide a context within which to develop and produce your own 2D animation. You will use theoretical concepts learned in your Computer Games Studies module to analyse how games and animation sequences work. This will give you a clearer understanding of the purposes of styles, genre and the impact an animation can have on an audience.

Creating a 2D animation is an ideal opportunity for creative experimentation in technique, formal structure and artistic style. In negotiation with your module leader and taking into consideration your ongoing exploration of existing work, you will select an appropriate genre and theme for which to develop a 2D animation. You will explore a range of creative responses, evaluating your various ideas in terms of what is achievable given the resources and time you have available.

With an emphasis on the application of skills gained in the Practical Skills for Computer Games module and processes you will have started to develop, you will be expected to make creative decisions and demonstrate technical skills resulting in the production and presentation of an original, individual creative animation of 30 seconds – 60 seconds. The length will depend on the purpose and complexity of your animation, its content and your intentions.

Your creative development will be supported by critical research including existing work of others, both historic and contemporary, a rationale (typically 500 words) with reference to theoretical concepts, a collection of annotated visual references and moodboards, and evidence of reflection on own creative and technical practice to inform personal progress.
LEARNING STRATEGIES
Strategies in this module place an emphasis on practical work, in order that learning is focussed on building creative and technical skills in the use of 2D animation software, techniques and processes. This will be facilitated through a series of lectures and demonstrations, each followed by hands-on practical activities typically including:
• Lectures
• Research activities including an exploration of existing work via internet, games, TV and Film
• Seminars discussing exemplars
• Workshops to include processes, software, drawing skills and digital graphics
• Presentation workshops
• Reflective practice
• 1:1 tutorials and progress review
To extend the learning that takes place in class your will be expected to engage in independent study outside of timetabled sessions.
RESOURCES
Sketchbook and a range of drawing materials
Drawing Board.
Computer, Scanner and Printer
2D Creation Software.
TEXTS
Griffin, H. (2000) The Animator's Guide to 2D Computer Animation (Visual Effects and Animation Series): Focal Press
O’Hailey. T. (2015) Hybrid Animation: Integrating 2D and 3D Assets: Focal Press
Taylor, R. (1999) The Encyclopaedia of Animation Techniques: 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
LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE OF HISTORIC AND CONTEMPORARY STYLISTIC FEATURES WHEN DESIGNING AND PRODUCING A 2D ANIMATION
[Application]

2. IDENTIFY CHALLENGES AND PRESENT REALISTIC CREATIVE AND TECHNICAL SOLUTIONS WHEN WORKING COLLABORATIVELY TO MAKE A 2D ANIMATION.
[Problem Solving]

3. APPLY THEORETICAL CONCEPTS AND CREATIVE AND TECHNICAL PROCESSES WHEN DESIGNING AND PRODUCING A 2D ANIMATION.
[Learning]

4. COMMUNICATE IDEAS AND INTENTIONS, AND PRESENT CREATIVE SOLUTIONS TO SPECIFIC AUDIENCES. [Communication]