Lecture: 2 hours/week
and
Lab: 2 hours/week
The topics are covered through in-class lectures, laboratory assignments, projects, readings, and research.
- 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
- 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
- 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
- Visual effects
- Particle systems, including fire, smoke, fog, and ambient dust
- Layering effects for character animation
- 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
- 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
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.
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).
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.
CMPT 3167 (with a grade of C or better)
None