Syllabus for Expression with 3D Characters and Animations for Games 2
Gestaltning med 3D-karaktärer och animation för spel 2
Main field(s) of study and in-depth level:
Main field(s) of study and in-depth level
The code indicates the education cycle and in-depth level of the course in relation to other courses within the same main field of study according to the requirements for general degrees:
G1N: has only upper-secondary level entry requirements
G1F: has less than 60 credits in first-cycle course/s as entry requirements
G1E: contains specially designed degree project for Higher Education Diploma
G2F: has at least 60 credits in first-cycle course/s as entry requirements
G2E: has at least 60 credits in first-cycle course/s as entry requirements, contains degree project for Bachelor of Arts/Bachelor of Science
GXX: in-depth level of the course cannot be classified.
A1N: has only first-cycle course/s as entry requirements
A1F: has second-cycle course/s as entry requirements
A1E: contains degree project for Master of Arts/Master of Science (60 credits)
A2E: contains degree project for Master of Arts/Master of Science (120 credits)
AXX: in-depth level of the course cannot be classified.
Fail (U), Pass (G), Pass with distinction (VG)
The Department Board
Expression with 3D Characters and Animation for Games 1
The course is part of the minor field of study Expression in Convergent Media. The course is part of the bachelor program Game Design and Graphics, 180 Credits
This course focuses on more advanced 3D-graphic character animation for games, including both keyframe and motion capture based animation. Upon successful completion of the course, a student will be able to:
Describe the technical and artistic limitations of animation for real-time rendering in game engines with respect to animations that display dramaturgic movements, consistent with the function and role of the character in the game,
Display knowledge of, and skills in the principles of animation through implementation in theanimation of 3D-graphic characters, Demonstrate basic knowledge of expression with the help of 3D-graphic characters in cinematics or trailers for games,
Demonstrate basic knowledge of, and skills in facial animation using facial targets (based on FACS) and the use of facial motion capture to create facial animation,
Demonstrate basic knowledge of, and skills in both keyframe and motion capture based animation, and determine when one is preferable over the other,
Demonstrate a specialised understanding of one or more of the topics listed above through the focused application in a comprehensive project, and
Show an ability to explain ethical choices in relation to the representation of others and describe the knowledge and analysis upon which they are based.
The course constitutes a deepening and focuses on character animation for 3D-games, both in the form of real-time animation and cinematics. The course contains a central project that can be developed individually or in a small group. The project allows students to explore one or more topics in depth, based on their personal interests. The project runs throughout the course with formative feedback components focusing on theoretical, technical and artistic content and the parallel application of both practical and theoretical skillsets and knowledge. Content includes, but is not limited to:
More advanced overview of real-time animations and cinematics
Development of in-game animation sets that take into consideration the gameplay and character role, as well as the character background and personality
More advanced application of principles of animation
Animating with motion capture data, and how the use of motion capture affects the character development pipeline
Basic expressive principles, and how to apply them to cinematics and trailers
Facial animation for games using facial targets
Ethical choices in relation to the representation of others.
This course combines classroom activities and a central project that is developed both inside and outside of the classroom. Classroom activities focus on the theoretical, artistic and technical aspects of the course in the form or seminars and workshops. A set of seminars are reserved for formative feedback on projects as they develop throughout the course. This is to provide an opportunity for students to learn from the parallel processes and experiences of each other.
Examination is in the form of practice based assignments complemented by a written component as well as graded seminars, leading towards a central project that can be either individual or group-based. Grading is based on the degree to which the submissions demonstrate an understanding and application of the theoretical, technical and artistic content in the course as specified in the goals and requirements for each assignment. To achieve the overall grade of Pass with distinction, a Pass with distinction grade is required for the majority of the submissions as well the final assignment.
If there are special reasons for doing so, an examiner may make an exception from the method of assessment indicated and allow a student to be assessed by another method. An example of special reasons might be a certificate regarding special pedagogical support from the University´s disability coordinator.
Plagiarism and Cheating Uppsala University does not accept cheating or plagiarism. Suspected incidents of cheating or plagiarism are reported to the Vice-Chancellor, which may issue a formal warning to the student or suspend the student from studies for a certain period.
NOTE: Only completed courses can count toward a degree.
The reading list is missing. For further information, please contact the responsible department.