Game Animation

Curriculum guideline

Effective Date:
Course
Discontinued
No
Course code
CMPT 4361
Descriptive
Game Animation
Department
Computing Science
Faculty
Science and Technology
Credits
3.00
Start date
End term
Not Specified
PLAR
No
Semester length
15 Weeks
Max class size
35
Course designation
None
Industry designation
None
Contact hours

Lecture: 2 hours/week

and

Lab: 2 hours/week

Method(s) of instruction
Lecture
Lab
Learning activities

The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.

Course description
This course introduces students to the core principles of animation with a focus on essential techniques for game and interactive experience development. Students learn how to design and create two- and three-dimensional game animations using a hands-on approach. Topics include keyframe animation, hierarchical modelling, deformation, and control rigs.
Course content
  1. Foundations of animation
    • Overview of the game animation pipeline
    • The fundamental principles of animation, including squash and stretch, anticipation, and timing
    • Frame-by-frame vs. rig-based animation
    • Timing, spacing, and motion curves
  2. Two-dimensional (2D) animation techniques
    • Overview of 2D asset preparation
    • Hierarchical modelling and bone-based rigging
    • Use of sprite sheets in modern game engines
    • Keyframe animation and interpolation
    • Mesh deformation and vertex weighting
    • Skeletal control rigs for 2D characters
  3. Three-dimensional (3D) animation techniques
    • Differences between 2D and 3D game animation
    • Basic 3D rigging and keyframe animation
    • Skeletal control rigs for 3D characters
    • Forward kinematics and inverse kinematics
  4. Visual effects
    • Particle systems, including fire, smoke, fog, and ambient dust
    • Layering effects for character animation
  5. Modern game engine integration
    • Importing 2D and 3D animations into modern game engines
    • Animation controllers and state machines
    • Real-time blending and transitions
    • Debugging and optimizing animations for game engines
  6. Artificial Intelligence (AI) tools for pipeline efficiency
    • Overview of AI tools and techniques for game animation
    • Automation of repetitive tasks
    • Ethical considerations in AI-assisted content creation
Learning outcomes

Upon successful completion of this course, students will be able to:

  • demonstrate foundational knowledge of animation principles by producing short clips for squash and stretch, anticipation, and timing;
  • distinguish between two-dimensional (2D) and three-dimensional (3D) animation techniques used in game and interactive experience development;
  • create and rig animated characters using industry-standard tools and techniques, including keyframe animation, hierarchical modelling, and mesh deformation;
  • apply forward and inverse kinematics to produce dynamic and responsive character animations;
  • integrate animated assets into modern game engines, utilizing animation controllers, state machines, and blending techniques to support interactive gameplay;
  • utilize Artificial Intelligence (AI) tools and workflows to increase animation production efficiency;
  • evaluate and apply diverse animation methods to achieve similar visual outcomes, making informed decisions based on production goals, technical constraints, and artistic intent.
Means of assessment

Assessment will be in accordance with the Douglas College Evaluation Policy. The instructor will present a written course outline with specific evaluation criteria at the beginning of the semester. Evaluation will be based on the following:

Labs

5-25%

Assignments      

0-20%

Projects

0-30%

Term Test(s)

20-35%

Final Exam

25-40%

Total

100%

In order to receive a D grade (or higher) in the course, students must receive an overall course grade of at least 50% and a grade of at least 50% on the combined weighted examination components (Term Test(s) and the Final Exam).

Textbook materials

Consult the Douglas College Bookstore for the latest required textbooks and materials.

Sample textbooks and materials may include: 

  • Wilhelm Ogterop and Henk Venter. (Current Edition). Unreal Engine 5 Character Creation, Animation, and Cinematics: Create custom 3D assets and bring them to life in Unreal Engine 5 using MetaHuman, Lumen, and Nanite. Packt Publishing.

Prerequisites

CMPT 3167 (with a grade of C or better)

Corequisites

None