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Student Learning Outcomes

Discipline: 2D Animation and Gaming
Course Name Course Number Objectives
2D Game Level Design ANIM 141
  • Students will be able to compare and contrast game level categories of side scroller, puzzle, first person shooter, and top down level with 80% accuracy.
  • Arrange game mechanics to create suitable gameplay in a level
  • Students will be able to analyze and evaluate the game mechanics that make a successful level.
  • Students will be able to the elements of story by presenting synopses of games utilizing simplicity, consistency, suspense, and fairness.
  • Students will be able to design platform specific levels for original game concepts.
  • Source and edit assets from online sources
  • Create art and animation suitable for a game
  • Write a Game Design Document (GDD) for a short game
  • Students will be able to identify characteristics of successful user interfaces.
  • Students will be able to define successful game level design.
  • Use a narrative structure to create an engaging experience in a game level
Advanced Principles of Animation ANIM 109
  • Interpret timing sheets.
  • Apply process of animation creation from script to storyboard through layout and key posing to in betweening, clean-up, lip syncing, and editing.
  • Outcome/Objective Students will be able to demonstrate ?line clean-up? by taking rough pencil sketches and transforming them to final inked drawings.
  • Develop and render advanced character movements through cycles of walking, running, throwing, and anticipation.
  • Translate storyboards to layout drawings for staging and key posing of character animation.
  • Animate drawings with arc, squash and stretch, timing, follow-through, overlapping action, and drag.
  • Demonstrate line clean-up skills.
  • Anim 109 students will be able to successfully execute the advanced "Principles of Animation."
  • Outcome/Objective Students will be able to render a convincing 'walk cycle' to a given character.
  • Demonstrate in between drawing analysis and execution.
Building Worlds in Virtual Reality ANIM 210
  • Tell stories through virtual spaces.
  • Source art and animation assets that are usable in VR projects.
  • Design sound to enhance immersiveness in VR worlds.
  • Build virtual spaces using the game engine.
  • Planning the production of a VR experience.
Character Development ANIM 116
  • Create drawings exploring a variety of facial expressions.
  • Develop and render characters on-model.
  • Outcome/Objective Students will be able to create a model sheets for each of their own characters.
  • Outcome/Objective Students will be able to demonstrate a clear understanding of rendering a basic character, of their choice, with consistency.
  • Develop a cohesive cast of characters.
  • Create five point character turnarounds.
  • Produce character comparison charts.
  • Render character emotions through body posing.
Digital Animation ANIM 175
  • Outcome/ Objective Students will be able to create web compatible animation through the proper use and workflow of the Flash interface.
  • Outcome/ Objective Students will be able to create an animated movement for an object using motion tweening and the motion editor.
  • Create original motion graphics that synthesize the principles of animation, design, and cinematography appropriate to the field.
  • Analyze and evaluate motion graphic projects for content, technique, and design through oral and written critique.
  • Manage project timelines, layers, and compositions for efficient animation.
  • Use software and techniques common to the motion graphics field.
  • Produce motion graphics demonstrating the use of logic and creativity per industry standards.
Digital Paint and Ink ANIM 100
  • Export digital content for use in other software programs.
  • Use Bezier paths to digitally ink vector graphic drawings.
  • Synthesize painting and drawing techniques to create stylized artwork.
  • Demonstrate the use of digital drawing tools for both bitmap and vector software.
  • Create drawings and paintings using custom brush libraries.
Game Prototype Production ANIM 151
  • Students will differentiate between the following four main production cycles of design, art building, technical scripting and marketing.
  • Students will build game production schedules that identify milestones and deadlines.
  • Students will create 2D and 3D game art assets utilizing industry standard software.
  • Students will develop marketing strategies for game distribution.
  • Students will produce game prototypes.
  • Build props and environments in Maya, and integrate them into a game engine.
  • Set up 3D characters and animate them using motion libraries.
  • Construct environments in the game engine.
  • Create and edit materials and textures in a game engine.
  • Source and edit 2D and 3D art assets suitable for game engines.
Introduction to Gaming ANIM 131
  • MO6: Demonstrate ability to conceive, design, create art assets, interface with a vendor site, and produce a working board game.
  • MO5: Shows ability to implement a short game project, including all the aspects of the development: game design, art assets creation, sound design, coding, bug fixing, testing, and create a working build of the game.
  • MO4: Shows evidence of understanding the need of the game developer to continually communicate with the player.
  • MO3: Demonstrate ability to conceive, design, and create game mechanics for an intended gameplay experience in a computer game.
  • MO2: Demonstrate ability to plan a short game production, and track it through its completion using a simple production planning system.
  • MO1: Demonstrate ability to organize digital assets required for a short game, in a manner that is easy to decipher, and manage.
  • The students will be able to use the elements of story by presenting synopses of games utilizing simplicity, consistency, suspense, and fairness.
  • Students will be able to compare and contrast the following four game types: 1. Shoot-em-ups, 2. First person shooter, 3. Strategy games, 4. Puzzle games
  • Design art and animation for a computer game
  • Build simple game mechanics for a computer game using the game engine provided.
  • The student is able to improve a game iteratively.
  • Develop a prototype of a board game.
  • Create the layout of a game level in a computer game
Introduction to Virtual Reality Design and Technology ANIM 122
  • Identify current tools and technologies in Virtual Reality, Augmented Reality, Extended Reality and Extended Reality.
  • Find assets online and process 3D art assets suitable for VR projects
  • Design VR experiences in a game engine using game mechanics.
  • Design virtual spaces, sound and light for immersive experiences suitable for evoking emotions and narrating stories in a game engine.
  • Write a suitable story that takes advantage of the Virtual Reality technologies.
Motion Graphics, Compositing and Visual Effects ANIM 172
  • Produce motion graphics demonstrating the use of logic and creativity per industry standards.
  • Analyze and evaluate motion graphic projects for content, technique, and design through oral and written critique.
  • Create original motion graphics that synthesize the principles of animation, design, and cinematography appropriate to the field.
  • Manage project timelines, layers, and compositions for efficient animation.
  • Use software and techniques common to the motion graphics field.
  • Students will demonstrate the ability to create and composite using an alpha channel.
  • Outcome/ Objective Students will demonstrate the animation principles of 'easing in and out' in motion graphics work.
Principles of Animation ANIM 108
  • Draw to present story points or ideas completely and clearly through staging.
  • Apply critical thinking skills to problem solve visual design problems
  • Create drawings that convey action in terms of movement, emotion, attitude, and expression.
  • Apply action analysis and observations to animated drawings.
  • Anim 108 students will be able to successfully execute the "Principles of Animation."
  • Outcome/Objective Students will be able to render fluid "squash and stretch" movements for a bouncing ball.
  • Outcome/Objective Students will be able to render fluid "arc" movements for a falling leaf.
  • Render basic animation movements for characters or objects while applying the mechanics and timing of squash and stretch, key poses, secondary actions, follow through, staging, overlapping action and weight.
Storyboarding ANIM 115
  • Assess storyboards for quality control and continuity
  • Outcome/ Objective Students will be able to identify the formal elements of story.
  • Outcome/ Objective Students will be able to create storyboards that show continuity between shots.
  • Identify the elements of a story.
  • Analyze a story's potential for animation.
  • Synthesize the theme (premise) of a story.
  • Render effective storyboard panels including notation.
  • Sketch key emotions and body language.
Visual Development ANIM 167
  • Students will demonstrate the synthesis of story, style, character, location, emotion, and symbology in compositional studies.
  • Students will be able to communicate character and emotion visually.
  • Students will be able to analyze the emotional beats of story.
  • Students will be able to generate new story concepts successfully.
  • Students will be able to communicate story beats visually.
Work Experience in New Digital Media ANIM 137A
  • Outcome/ Objective Students will be able to identify their role as an artist in their chosen field.
  • Outcome/ Objective Student will understand the expectation and value of teamwork.
  • Outcome/ Objective Student will understand the expectation and value of teamwork.
  • Outcome/ Objective Students will be able to identify their role as an artist in their chosen field.