|Advanced 3-D Modeling
- Students will be able model a low polygon 3D game character.
85% of students passed this SLO assessment
- Students will be able to texture map a low polygon 3D game character using a UV texture map layout.
85% of students pass this SLO assessment
- Model the human figure from character references using polygon modeling techniques.
- Plan models for animation.
- Create facial setups for animation using blend shape animation.
- Inspect animation models for character set-up.
- Control character movement.
- Identify what characters are expected to do, using locking attributes, expressions and constraints
Students will be able to demonstrate a clear understanding of rendering a basic character, of their choice, with consistency.
Students will be able to create a model sheets for each of their own characters.
- Develop and render characters on-model.
- Create drawings exploring a variety of facial expressions.
- Render character emotions through body posing.
- Produce character comparison charts.
- Create five point character turnarounds.
- Develop a cohesive cast of characters.
Students will be able to identify an area of focus within the 3D animation field.
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.
|Drawing - Gesture and Figure
- 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.
- 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.
- MO 5. Execute drawings demonstrating communicative potential of the human figure.
- Students will develop an understanding of basic drawing terminology that coordinates with the ANIM 104 curriculum.
- Students will be able to create illusions of three-dimensional forms using the rules of light logic.
- 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.
|Fundamentals of Graphic Design
- ARTC 100 students will be able to demonstrate a basic understanding of three important design elements: color, shape, and space.
- ARTC 100 students will produce composites in Photoshop using effective selection techniques and non-destructive editing.
- Employ appropriate technology (hardware, software, and fabrication tools) to produce graphic design projects.
- Produce composites effectively using Photoshop selection techniques.
- Operate effectively within small teams to solve typical graphic design problems.
- Create thumbnails, sketches, roughs and comprehensives that effectively communicate creative thinking.
- Design original commercial art, combining text and images to successfully communicate messages to a target audience.
- Present original graphic design projects, explaining and defending the successful usage of learned skills and concepts.
- Critique graphic design projects based on learned skills and concepts.
|Intermediate 3D Animation
- Students will be able animate a 3D rigged character, in a walk cycle, using inverse kinematics.
96% of students passed this SLO assessments.
- Students will be able to refine the character's walk cycle animation using the graph editor.
96% of students passed this SLO assessments.
- Animate 3D rigged characters in walk cycles using inverse kinematics.
- Refine 3D character's walk cycle animation using the graph editor.
- Create key poses for animation using rigged characters.
- Apply motion analysis to key framed character animations.
- Create run cycles with character rigs.
- Create portfolios.
|Intermediate 3D Modeling
- Students will be able to light a 3D object using three-point lighting.
- Students will be able to create a seamless texture map to apply to a 3D surface.
- MO1: Demonstrate ability to create organic looking 3D objects.
- MO2: Demonstrate ability to design UV layout, and texture 3D objects.
- MO3: Demonstrate ability to design an appropriate setup, and light a 3D scene.
- MO4: Demonstrate ability to render a 3D scene following professional methods for maximum realism of the scene.
- Create and fully texture a low-polygon model for use in a game engine.
|Introduction to 3-D Modeling
- Use appropriate tools and techniques to produce polygonal objects of varying complexity (hard-surface based and organic based) that can be used in games and animation media.
- Create UV maps and apply simple textures and materials on hard-surface objects.
- Plan, organize, and execute large scale modeling projects that include over 200 independent objects.
- Critique polygonal modeling projects based on learned skills and concepts.
- Students will be able to animate a bouncing ball in 3D Computer Graphics, using squash and stretch deformers, create movements to convey gravity and weight of a bouncing ball.
- Students will be able to refine the ball?s squash and stretch animation with the Graph Editor.
- Create a complete scene from photographic reference using all acquired 3D modeling techniques.
|Introduction to Gaming
- 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
- The students will be able to use the elements of story by presenting synopses of games utilizing simplicity, consistency, suspense, and fairness.
- MO1: Demonstrate ability to organize digital assets required for a short game, in a manner that is easy to decipher, and manage.
- MO2: Demonstrate ability to plan a short game production, and track it through its completion using a simple production planning system.
- MO3: Demonstrate ability to conceive, design, and create game mechanics for an intended gameplay experience in a computer game.
- MO4: Shows evidence of understanding the need of the game developer to continually communicate with the player.
- 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.
- MO6: Demonstrate ability to conceive, design, create art assets, interface with a vendor site, and produce a working board game.
|Motion Graphics, Compositing and Visual Effects
- Outcome/ Objective
Students will demonstrate the animation principles of 'easing in and out' in motion
- Students will demonstrate the ability to create and composite using an alpha
- 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
- Apply critical thinking skills elemental to the problem solving of design and the visual arts.
- Anim 108 students will be able to successfully execute the "Principles of Animation."
Students will be able to render fluid "squash and stretch" movements for a bouncing ball.
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.
- Create drawings that convey action in terms of movement, emotion, attitude, and expression.
- Apply action analysis and observations to animated drawings.
- Draw to present story points or ideas completely and clearly through staging.
- Assess storyboards for 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.