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Student Learning Outcomes

Discipline: Certificate: Animation - 3D and CG Gaming - T0302
Course Name Course Number Objectives
Advanced 3-D Modeling ANIM 145
  • 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
Character Development ANIM 116
  • Outcome/Objective Students will be able to demonstrate a clear understanding of rendering a basic character, of their choice, with consistency.
  • Outcome/Objective 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.
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.
Drawing - Gesture and Figure ANIM 101A
  • 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.
Drawing Fundamentals ANIM 104
  • 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
  • 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 ANIM 146
  • 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 ANIM 132
  • 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 ANIM 130
  • 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 ANIM 131
  • 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 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
  • 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."
  • 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.
  • 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.
Storyboarding ANIM 115
  • 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.