DGD 203 Animation for GamesMEF UniversityDegree Programs Digital Game DesignGeneral Information For StudentsDiploma SupplementErasmus Policy Statement
Digital Game Design
Bachelor Length of the Programme: 4 Number of Credits: 240 TR-NQF-HE: Level 6 QF-EHEA: First Cycle EQF: Level 6

ECTS Course Information Package

School/Faculty/Institute Faculty of Arts, Design and Architecture
Course Code DGD 203
Course Title in English Animation for Games
Course Title in Turkish Oyunlar için Animasyon
Language of Instruction EN
Type of Course Flipped Classroom
Level of Course Introductory
Semester Fall
Contact Hours per Week
Lecture: 1 Recitation: Lab: Other: 2
Estimated Student Workload 120 hours per semester
Number of Credits 5 ECTS
Grading Mode Standard Letter Grade
Pre-requisites None
Co-requisites None
Expected Prior Knowledge None
Registration Restrictions -
Overall Educational Objective The main objective of this course is to provide students with a holistic understanding of the game animation production pipeline. Students will gain both theoretical knowledge and practical skills in core animation principles, rigging and skinning techniques, animation state machines, blendspace usage, and modern AI-assisted animation tools. By making animated characters playable in-game, students will directly experience the dynamic relationship between animation and gameplay.
Course Description This course is designed for students who wish to understand and experience the role of animation in the game development process. Students will learn how to build a character’s skeleton, rig and skin it, create basic animation cycles, and integrate these animations into a real-time game engine to produce a playable prototype. Throughout the course, using Unreal Engine, students will test how animations interact with gameplay mechanics in a live environment.

Course Learning Outcomes and Competences

Upon successful completion of the course, the learner is expected to be able to:
1) The student explains the fundamental stages of the game animation production pipeline, including animation principles, rigging and skinning methods, the structure of animation state machines, and the logic behind AI-assisted animation tools.
2) The student applies rigging to a custom character, creates basic animations such as walking, running, and interacting, integrates these animations into Unreal Engine, and makes them functional within a playable prototype.
3) The student communicates effectively in team-based production processes, gives and receives constructive feedback, and collaborates successfully with teammates from different disciplines to carry out a shared project.
4) The student can produce animations suitable for game development workflows, integrate them into game engines, and evaluate the interaction between character animation and gameplay from both technical and aesthetic perspectives.
5) The student can independently plan the animation production process, take initiative to solve technical and creative problems, and fulfill project-related responsibilities on time.
Program Learning Outcomes/Course Learning Outcomes 1 2 3 4 5
1) Understands and utilizes fundamental concepts in areas such as game theory, interaction design, user experience, and player psychology.
2) Holistically grasps the process from conceptual design to publication and marketing, and can participate in every phase of this process.
3) Can effectively use game engines (Unity, Unreal, etc.), programming languages (C#, C++, etc.), and version control systems.
4) Can provide fundamental contributions to creative production processes such as 2D/3D modeling, animation, and sound design.
5) Can analyze complex structures such as the balance of in-game mechanics, system interactions, and game economies.
6) Can collaborate with diverse disciplines such as design, software, art, and psychology.
7) Can develop innovative game ideas and produce original solutions for game aesthetics and experience.
8) Can assume different roles in game projects and adapt to project schedules and task distribution.
9) Can analyze and interpret existing games from structural, cultural, and ethical perspectives.
10) Can initiate entrepreneurial processes such as launching their own game projects, securing investment, and building teams.
11) Postgraduate education, industry certifications, or continuous learning in new technologies are available.

Relation to Program Outcomes and Competences

N None S Supportive H Highly Related
     
Program Outcomes and Competences Level Assessed by
1) Understands and utilizes fundamental concepts in areas such as game theory, interaction design, user experience, and player psychology. N
2) Holistically grasps the process from conceptual design to publication and marketing, and can participate in every phase of this process. N
3) Can effectively use game engines (Unity, Unreal, etc.), programming languages (C#, C++, etc.), and version control systems. N
4) Can provide fundamental contributions to creative production processes such as 2D/3D modeling, animation, and sound design. H
5) Can analyze complex structures such as the balance of in-game mechanics, system interactions, and game economies. N
6) Can collaborate with diverse disciplines such as design, software, art, and psychology. N
7) Can develop innovative game ideas and produce original solutions for game aesthetics and experience. S
8) Can assume different roles in game projects and adapt to project schedules and task distribution. S
9) Can analyze and interpret existing games from structural, cultural, and ethical perspectives. N
10) Can initiate entrepreneurial processes such as launching their own game projects, securing investment, and building teams. N
11) Postgraduate education, industry certifications, or continuous learning in new technologies are available. N
Prepared by and Date ZEYNEP BACINOĞLU , July 2025
Course Coordinator ZEYNEP BACINOĞLU
Semester Fall
Name of Instructor

Course Contents

Week Subject
1) Syllabus review, overview of animation pipeline, industry case studies
2) Principles of Animation (Timing, Spacing, Posing)
3) Intro to Rigging: Skeletons and Joints
4) Skinning & Weight Painting Techniques
5) Walk Cycles & Run Cycles
6) Character Controller Setup in Unreal Engine
7) Animation Blueprint & State Machines
8) Midterm Project Submission: Playable Character Prototype
9) Advanced Animation: Combat / Interaction Animations
10) Blendspaces & Animation Transitions in UE
11) AI-Powered Animation Tools
12) Facial Animation & Lip Sync
13) Compositing for Games: Visual Feedback & Impact
14) Final Project Presentations & Evaluation
Required/Recommended ReadingsThe Animator’s Survival Kit – Richard Williams Game Anim: Video Game Animation Explained – Jonathan Cooper Animation Methods – Rigging Made Easy – David Rodriguez Unreal Engine Documentation (Character Animation, State Machines, Animation Blueprint) AI for Animation Tools – Articles from NVIDIA, Adobe Firefly, Cascadeur AI
Teaching MethodsProject-Based Learning: Students will create a playable animated character throughout the semester. In-Class Demos and Labs: Weekly technical sessions using Blender and Unreal Engine. Critiques & Playtesting: Peer feedback sessions and real-time animation tests. AI Tool Exploration: Assignments that include testing modern AI-assisted animation and rigging tools.
Homework and ProjectsWeekly Assignments, 1 Midterm, 1 Final Submission, 1 Report
Laboratory Work-
Computer UseYes
Other Activities-
Assessment Methods
Assessment Tools Count Weight
Attendance 1 % 10
Homework Assignments 4 % 10
Midterm(s) 1 % 30
Paper Submission 1 % 10
Final Examination 1 % 40
TOTAL % 100
Course Administration bacinogluz@mef.edu.tr
0212 395 36 00
Student participation will be essential. Attending both submissions are crucial elements in the final grade. Late submissions will not be accepted. 70% attendance are compulsory for a successful outcome. Academic Dishonesty and Plagiarism: YÖK Disciplinary Regulation.

ECTS Student Workload Estimation

Activity No/Weeks Hours Calculation
No/Weeks per Semester Preparing for the Activity Spent in the Activity Itself Completing the Activity Requirements
Course Hours 14 0 1 14
Application 14 0 2 28
Study Hours Out of Class 10 0 6 60
Homework Assignments 4 0 3 12
Midterm(s) 1 0 3 3
Final Examination 1 0 3 3
Total Workload 120
Total Workload/25 4.8
ECTS 5