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Student Learning Outcomes

Discipline: Arts - CEA: Animation & Gaming Unit
Course Name Course Number Objectives
2D Game Level Design ANIM 141
  • Source and edit assets from online sources
  • Arrange game mechanics to create suitable gameplay in a level
  • Use a narrative structure to create an engaging experience in a game level
  • Write a Game Design Document (GDD) for a short game
  • Create art and animation suitable for a game
Advanced Principles of Animation ANIM 109
  • Demonstrate line clean-up skills.
  • Interpret timing sheets.
  • Demonstrate in between drawing analysis and execution.
  • Outcome/Objective Students will be able to render a convincing 'walk cycle' to a given character.
  • Anim 109 students will be able to successfully execute the advanced "Principles of Animation."
  • Animate drawings with arc, squash and stretch, timing, follow-through, overlapping action, and drag.
  • Translate storyboards to layout drawings for staging and key posing of character animation.
  • Develop and render advanced character movements through cycles of walking, running, throwing, and anticipation.
  • Outcome/Objective Students will be able to demonstrate ?line clean-up? by taking rough pencil sketches and transforming them to final inked drawings.
Animal Drawing ANIM 110
  • Create drawings that demonstrate the interrelationship of animal figures with drawing principles and techniques.
  • Use a variety of quick gestural sketches that capture the essence of a live animal for application to animation.
  • Synthesize the formal art elements, principles and techniques with the observed animal form in varying compositional formats and movements.
  • Create original animal drawings, which include anatomical structure and landmarks.
  • Students will be able to quickly assess and communicate two-dimensionally the action of the figure through gesture drawing.
  • Students will be able to quickly assess and communicate two-dimensionally the shape of the figure.
  • Students will be able to quickly assess and communicate two-dimensionally the proportions of the figure through gesture drawing.
  • Use live animals as a reference for characters and imbue them with animated characteristics in original drawings.
Character Development ANIM 116
  • Develop a cohesive cast of characters.
  • Create five point character turnarounds.
  • 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.
  • Produce character comparison charts.
  • Render character emotions through body posing.
  • Create drawings exploring a variety of facial expressions.
  • Develop and render characters on-model.
Demo-Reel ANIM 148
  • Outcome/Objective Students will be able to identify an area of focus within the 3D animation field.
  • Outcome/Objective Students will create a demo-reel of appropriate artwork based on the research produced in the class.
  • Identify area of focus within animation fields based on interest, skill and strength.
  • Apply principles of composition and animation in objective and subjective analysis of work appropriate for demo reel.
  • Evaluate how animation and images work together in a demo reel as a strategic tool for entering animation fields.
  • Identify and solve demo reel problems by applying animation concepts and techniques.
  • Discuss, analyze and evaluate work with appropriate terminology for content, technique and style.
  • Create demo-reel of appropriate art work, cover letter and resume that will assist in entering animation field or baccalaureate institution.
Digital Animation ANIM 175
  • Produce motion graphics demonstrating the use of logic and creativity per industry standards.
  • Outcome/ Objective Students will be able to create an animated movement for an object using motion tweening and the motion editor.
  • Outcome/ Objective Students will be able to create web compatible animation through the proper use and workflow of the Flash interface.
  • 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.
  • Use software and techniques common to the motion graphics field.
  • Manage project timelines, layers, and compositions for efficient animation.
Digital Paint and Ink ANIM 100
  • Export digital content for use in other software programs.
  • Synthesize painting and drawing techniques to create stylized artwork.
  • Demonstrate the use of digital drawing tools for both bitmap and vector software.
  • Use Bezier paths to digitally ink vector graphic drawings.
  • Create drawings and paintings using custom brush libraries.
Drawing - Gesture and Figure ANIM 101A
  • MO 5. Execute drawings demonstrating communicative potential of the human figure.
  • Students will be able to use line to create the illusion of three-dimensional form through use of cross contour and construction.
  • MO 1. Create drawings that capture gesture.
  • MO 2. Create drawings that use human proportions.
  • MO 3. Develop quick study drawing skills.
  • MO 4. Create drawings that incorporate drapery and costume.
Drawing Fundamentals ANIM 104
  • Perceive, comprehend, interpret, and invent imagery
  • Draw in a variety of technique.
  • Create original drawings using design and composition concepts.
  • Apply visual concepts of format, negative and positive shapes, form, shadow, light, value and basic linear perspective in drawings.
  • Sketch or draw complex objects gesturally as basic or modified basic shapes and form to solve complex composition problems
  • Create sketches and finished drawings which demonstrate the capacity to perceive, comprehend and interpret the three-dimensional world using various media and techniques.
  • Observe and analyze individual form as seen volumetrically in space and structure that form as part of the whole pictorial composition.
  • Analyze drawings in oral or written critique using design and composition concepts
  • Utilize original and creative thinking in projects and writings such as the keeping of a visual and/or written journal.
  • Synthesize the formal art elements and principles with the observed world in varying compositional formats.
  • Discuss, analyze, and evaluate personal, contemporary and historical art works and their place in visual and commercial arts using art terminology for content, technique, and style in both written and oral critiques.
  • Students will be able to create illusions of three-dimensional forms using the rules of light logic.
Figure Gesture - Design ANIM 101B
  • Students will be able to use line to create the illusion of three-dimensional form through use of cross contour and construction.
  • Students will be able to use pose to communicate a characters internal narrative.
Figure Gesture Expressive Design ANIM 101C
  • Students will be able to use line and wash techniques to create an objective figure drawing with accurate proportion and form.
  • Students will be able to use line and wash techniques to create a subjective expressive figure drawings with expressive use of materials to convey concept.
Figure in Motion ANIM 107
  • Students will be able to quickly assess and communicate two-dimensionally the action of the figure through gesture drawing.
Game Prototype Production ANIM 151
  • Construct environments in the game engine.
  • Set up 3D characters and animate them using motion libraries.
  • Build props and environments in Maya, and integrate them into a game engine.
  • Source and edit 2D and 3D art assets suitable for game engines.
  • Create and edit materials and textures in a game engine.
Intermediate 3D Animation ANIM 146
  • Present plan of production of a short animation.
  • Set up scenes for animation.
  • Convey the story with thumbnail scenes.
  • Set up scenes for rendering.
  • Animate ambient objects.
Intermediate 3D Modeling ANIM 132
  • Create real time materials and textures for 3D models.
  • Unwrap UV on organic models.
  • Set up lighting for animation scenes.
  • Render a scene in passes.
  • Post process rendered images.
Introduction to 3-D Modeling ANIM 130
  • Develop scenes with over 50 individual 3D objects
  • Build 3D objects with proper topology
  • Build organic models that demonstrate proper Edge Flow
  • Render objects with three point lighting techniques
  • Design the UV layout of simple polygonal objects
Introduction to Gaming ANIM 131
  • Create the layout of a game level in a computer game
  • 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.
Motion Graphics, Compositing and Visual Effects ANIM 172
  • Outcome/ Objective Students will demonstrate the animation principles of 'easing in and out' in motion graphics work.
  • Students will demonstrate the ability to create and composite using an alpha channel.
  • Manage project timelines, layers, and compositions for efficient animation.
  • Use software and techniques common to the motion graphics field.
  • 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.
  • Produce motion graphics demonstrating the use of logic and creativity per industry standards.
Principles of Animation ANIM 108
  • Create drawings that convey action in terms of movement, emotion, attitude, and expression.
  • 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.
  • Outcome/Objective Students will be able to render fluid "arc" movements for a falling leaf.
  • Outcome/Objective Students will be able to render fluid "squash and stretch" movements for a bouncing ball.
  • Anim 108 students will be able to successfully execute the "Principles of Animation."
  • Draw to present story points or ideas completely and clearly through staging.
  • Apply action analysis and observations to animated drawings.
Storyboarding ANIM 115
  • Outcome/ Objective Students will be able to create storyboards that show continuity between shots.
  • Outcome/ Objective Students will be able to identify the formal elements of story.
  • Sketch key emotions and body language.
  • Render effective storyboard panels including notation.
  • Synthesize the theme (premise) of a story.
  • Analyze a story's potential for animation.
  • Identify the elements of a story.
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.