| 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.
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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 |
|
| 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 |