Syllabus for Expression with 3D Characters and Animations for Games 2

Gestaltning med 3D-karaktärer och animation för spel 2

Syllabus

  • 7.5 credits
  • Course code: 5SD518
  • Education cycle: First cycle
  • Main field(s) of study and in-depth level: G1F

    Explanation of codes

    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:

    First cycle

    • 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

    Second cycle

    • 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

  • Grading system: Fail (U), Pass (G), Pass with distinction (VG)
  • Established: 2018-01-24
  • Established by:
  • Revised: 2021-10-06
  • Revised by: The Department Board
  • Applies from: Autumn 2022
  • Entry requirements: Expression with 3D Characters and Animation for Games 1
  • Responsible department: Department of Game Design

Decisions and guidelines

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

Learning outcomes

This course focuses on more advanced 3D-graphic character animation for games. 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,
  • 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 knowledge of, and skills in animation, as well as in the principles of animation through implementation in the animation of 3D-graphic characters, and
  • Demonstrate a specialised understanding of one or more topics of game character development through the focused application in a comprehensive project,

Content

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.
  • 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.

Instruction

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.

Assessment

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.

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.

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.

Syllabus Revisions

Reading list

Reading list

Applies from: Autumn 2022

Some titles may be available electronically through the University library.

  • Cooper, Jonathan Game Anim: Video Game Animation Explained [Elektronisk resurs]

    CRC Press LLC,

    Find in the library