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.
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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.
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Electronic Music |
MUSA 120 |
- Students will be able to explain and demonstrate MIDI and audio editing techniques.
- Students will be able to describe the principles of digital audio workstations.
- Students will be able to create prescribed sounds utilizing various synthesis and sampling techniques.
- Students will be able to create compositions or live performances using a digital audio workstation.
- Students will be able to apply effects processing appropriately for compositional effect.
- Students will be able to complete a creative audio project from conceptualization to distribution.
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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.
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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.
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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.
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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.
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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.
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Principles of Animation |
ANIM 108 |
- Apply critical thinking skills to problem solve visual design problems
- 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.
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Storyboarding |
ANIM 115 |
- Assess storyboards for quality control and 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.
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