|Digital Paint and Ink
- Demonstrate the use of digital drawing tools for both bitmap and vector software.
- Create drawings and paintings using custom brush libraries.
- Use Bezier paths to digitally ink vector graphic drawings.
- Synthesize painting and drawing techniques to create stylized artwork.
- Export digital content for use in other software programs.
|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.
|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.