COMP C9046 - 3D Animation and Game Engine Pipeline

Module Details

Module Code: COMP C9046
Full Title: 3D Animation and Game Engine Pipeline
Valid From:: Semester 2 - 2021/22 ( January 2022 )
Language of Instruction:English
Duration: 3 Semesters
Credits:: 15
Module Owner:: Martin Mchugh
Departments: Visual and Human-Centred Computing
Module Description: This module introduces the learner to the computer animation pipeline. Its aim is to develop skills and knowledge of modelling and animation required in computer animation practice. You will investigate theories underpinning computer generated imagery (CGI) and animation production. For the production pipeline, you will use professional graphics, modelling and animation software to introduce you to practical skills in modelling, texturing, animation, lighting, rendering and compositing.
 
Module Learning Outcome
On successful completion of this module the learner will be able to:
# Module Learning Outcome Description
MLO1 Select 3D modelling concepts, principles and techniques to apply to 3D digital assets.
MLO2 Choose animation concepts, principles and techniques to animate objects in 3D.
MLO3 Design, model and animate a simple scene using an industry standard 3D modelling and animation software application.
MLO4 Reflect on the design development process including defining the problem, researching information and developing solutions through testing, evaluation and refinement.
MLO5 Design and manage modular digital asset creation for a real-time 3D environment from conception to completion for a final animation piece.
MLO6 Assess issues relevant to the integration of 3D digital assets and procedural generation workflows into the real-time animation pipeline
Pre-requisite learning
Module Recommendations
This is prior learning (or a practical skill) that is strongly recommended before enrolment in this module. You may enrol in this module if you have not acquired the recommended learning but you will have considerable difficulty in passing (i.e. achieving the learning outcomes of) the module. While the prior learning is expressed as named DkIT module(s) it also allows for learning (in another module or modules) which is equivalent to the learning specified in the named module(s).
No recommendations listed
 
Module Indicative Content
3D Animation concepts
Essential concepts, principles and techniques of 3D computer animation
3D Animation software application
Use of an industry standard 3D modelling and animation package to create 3D objects and environments
Digital Modelling
Modelling concepts using box modelling, curve, digital sculpting, retopology.
Rendering 3D Animation
Camera fundamentals and rendering concepts
Environments and Materials
Transparency, bump, displacement and opacity maps
Texturing, lighting and rendering techniques
Fundamentals of materials, textures, mapping and lighting; UV unwrapping; rendering.
Project Planning
Research, concept development, draftsmanship, storyboarding, choice of modelling and animation methods and output formats
Module Assessment
Assessment Breakdown%
Course Work100.00%
Module Special Regulation
CA

Assessments

Part-time

Course Work
Assessment Type Continuous Assessment % of Total Mark 20
Marks Out Of 0 Pass Mark 0
Timing End-of-Semester Learning Outcome  
Duration in minutes 0
Assessment Description
Final Game Artefact - artefact and documentation
Assessment Type Continuous Assessment % of Total Mark 10
Marks Out Of 0 Pass Mark 0
Timing S1 Week 9 Learning Outcome 6
Duration in minutes 0
Assessment Description
Game artefact – Alpha presentation
Assessment Type Continuous Assessment % of Total Mark 10
Marks Out Of 0 Pass Mark 0
Timing S1 Week 4 Learning Outcome 5
Duration in minutes 0
Assessment Description
Game concept- Block testing game character and interactions
Assessment Type Continuous Assessment % of Total Mark 20
Marks Out Of 0 Pass Mark 0
Timing End-of-Semester Learning Outcome 4
Duration in minutes 0
Assessment Description
Artefact, documentation for final render animation sequence
Assessment Type Continuous Assessment % of Total Mark 10
Marks Out Of 0 Pass Mark 0
Timing S1 Week 4 Learning Outcome 3
Duration in minutes 0
Assessment Description
Principles of Animation, planning animation using source material and animatic
Assessment Type Continuous Assessment % of Total Mark 15
Marks Out Of 0 Pass Mark 0
Timing End-of-Semester Learning Outcome 2
Duration in minutes 0
Assessment Description
Principles of animation – Animation Study - artefact and documentation
Assessment Type Continuous Assessment % of Total Mark 15
Marks Out Of 0 Pass Mark 0
Timing S1 Week 6 Learning Outcome 1
Duration in minutes 0
Assessment Description
Modelling, Texture, Lighting study - artefact and documentation
No Project
No Practical
No Final Examination

DKIT reserves the right to alter the nature and timings of assessment

 

Module Workload

Workload: Full-time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Practical Contact Lab work and problem solving Every Week 2.00 2
Directed Reading Non Contact Analysis of tools and skills needed for the real-time immersive pipeline production. Every Week 2.00 2
Independent Study Non Contact Independent Study Every Week 5.00 5
Total Weekly Learner Workload 9.00
Total Weekly Contact Hours 2.00
Workload: Part-time
Workload Type Contact Type Workload Description Frequency Average Weekly Learner Workload Hours
Practical Contact Lab work and problem solving Every Week 2.00 2
Directed Reading Non Contact Analysis of tools and skills needed for the real-time immersive pipeline production. Every Week 2.00 2
Independent Study Non Contact Independent Study Every Week 5.00 5
Total Weekly Learner Workload 9.00
Total Weekly Contact Hours 2.00
 
Module Resources
Recommended Book Resources
  • Richard Williams. (2012), The Animator's Survival Kit: A Manual of Methods, Principles and Formulas for Classical, Computer, Games, Stop Motion and Internet Animators, Faber & Faber.
  • Lars Krecklau. (2013), Algorithmic Beauty of Cities: Interactive Modeling and Realtime Visualization of Compact Procedural Descriptions (Selected Topics in Computer Graphics), , Shaker Verlag GmbH, [ISBN: 3844021337].
  • Carolyn Handler Miller. (2014), Digital Storytelling: A creator's guide to interactive entertainment, New Riders Press, [ISBN: 978-073571171].
  • Yu-kai Chou. (2015), Actionable Gamification: Beyond Points, Badges and Leaderboards, CreateSpace Independent Publishing Platform, [ISBN: 1511744049].
  • Jane McGonigal. (2011), Reality Is Broken: Why Games Make Us Better and How They Can Change the World, Penguin Books;, [ISBN: 9780143120612].
Supplementary Book Resources
  • Jaron Lanier. dawn of the new everything, Macmillan USA, [ISBN: 1250097401].
This module does not have any article/paper resources
This module does not have any other resources