FACULTY OF ENGINEERING

Department of Software Engineering

SE 432 | Course Introduction and Application Information

Course Name
3D Animation in Computer Games
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 432
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course -
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives The aim of this module is to provide the student with the ability to create and critically evaluate 3D animations in computer games for various gaming platforms.
Learning Outcomes The students who succeeded in this course;
  • will be able to create 3D animations for computer games
  • will be able to use 3D animation tools
  • will be able to rig a 3D model
  • will be able to animate a 3D character
  • will be able to integrate the 3D animations into a 3D game engine
Course Description In this course, students learn 3D animation techniques for computer games.

 



Course Category

Core Courses
Major Area Courses
X
Supportive Courses
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction to 3D animation BAF-Introduction
2 Basics of animation BAF-AnimationEditors
3 Intoduction to animation tools in 3D softwares BAF-AnimationEditors2
4 Timing and spacing BAF-BouncingBall
5 Project meeting
6 Armature animation BAF-Rigify
7 Walk Cycle BAF-WalkCycle1
8 Walk Cycle BAF-WalkCycle2
9 Run Cycle BAF-RunCycle
10 Flexibility and Anticipation BAF-FK-IK
11 Project meeting
12 Animating using references BAF-MakingPoses
13 Animating using references BAF-PoseToPoseWorkflow
14 Project meeting
15 Project presentations
16 Review of the Semester

 

Course Notes/Textbooks Beorn Leonard, Blender Animation Fundamentals (BAF) DVD set, 2012. https://cgcookie.com/archive/blender-animation-fundamentals/
Suggested Readings/Materials

Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
1
40
Presentation / Jury
Project
1
60
Seminar / Workshop
Oral Exams
Midterm
Final Exam
Total

Weighting of Semester Activities on the Final Grade
2
100
Weighting of End-of-Semester Activities on the Final Grade
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
3
48
Laboratory / Application Hours
(Including exam week: '.16.' x total hours)
16
0
Study Hours Out of Class
16
2
32
Field Work
0
Quizzes / Studio Critiques
0
Portfolio
0
Homework / Assignments
1
25
25
Presentation / Jury
0
Project
1
45
45
Seminar / Workshop
0
Oral Exam
0
Midterms
0
Final Exam
0
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have adequate knowledge in Mathematics, Science, Computer Science and Software Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems.

2

To be able to identify, define, formulate, and solve complex Software Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose.

3

To be able to design, implement, verify, validate, document, measure and maintain a complex software system, process, or product under realistic constraints and conditions, in such a way as to meet the requirements; ability to apply modern methods for this purpose.

4

To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in software engineering applications; to be able to use information technologies effectively.

X
5

To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex Software Engineering problems.

6

To be able to work effectively in Software Engineering disciplinary and multi-disciplinary teams; to be able to work individually.

X
7

To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to be able to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of engineering practices and software applications on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Engineering and Software Engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

X
11

To be able to collect data in the area of Software Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1)

12

To be able to speak a second foreign language at a medium level of fluency efficiently.

13

To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Software Engineering.

X

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 


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