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Student Learning Outcomes

Discipline: Degree: AS - Animation - S1006
Course Name Course Number Objectives
2D Game Level Design ANIM 141
  • Students will be able to design platform specific levels for original game concepts.
  • Students will be able to analyze and evaluate the game mechanics that make a successful level.
  • Students will be able to define successful game level design.
  • 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.
  • 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 identify characteristics of successful user interfaces.
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.
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.
  • 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.
Digital Paint and Ink ANIM 100
  • 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.
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.
Fundamentals of Computer Science CSCI 110
  • CS students feel they have the resources necessary for their success.
  • Students will feel that computer science is a beneficial part of their education
  • Define computer terminology.
  • Describe various data representations.
  • Demonstrate number system conversion to and from binary, decimal and hexadecimal.
  • Discuss fundamental units of digital computers.
  • Describe instruction set, computer organization and operating system features.
  • Analyze and design efficient algorithms for problem solving.
  • Utilize text editors, compilers and IDEs.
  • Utilize appropriate data types and structures.
  • Write, organize and assemble program documentation.
  • Create correct code, and debug simple errors in one of the higher level languages (C, C++ or Java.)
  • For a given algorithm students will be able to write the C++ code using a modular approach.
Game Prototype Production ANIM 151
  • 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.
  • Students will differentiate between the following four main production cycles of design, art building, technical scripting and marketing.
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.