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
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.
Course Description The students who succeeded in this course;
  • will be able to know how to perform 3D digital animation in computer games
  • will be able to use the animation tools of the 3D software
  • will be able to rig the mesh
  • will be able to perform character movement
  • will be able to integrate the animations with their game engines
Course Content 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 None
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 None
12 Animating using references BAF-MakingPoses
13 Animating using references BAF-PoseToPoseWorkflow
14 Project meeting None
15 Project presentations None
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

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
1
10
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
40
Presentation / Jury
Project
1
50
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral 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
Course Hours
Including exam week: 16 x total hours
16
2
32
Laboratory / Application Hours
Including exam week: 16 x total hours
16
Study Hours Out of Class
16
1
Field Work
Quizzes / Studio Critiques
Homework / Assignments
1
Presentation / Jury
Project
1
70
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral Exam
    Total
118

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 Adequate knowledge in Mathematics, Science and Software Engineering; ability to use theoretical and applied information in these areas to model and solve Software Engineering problems X
2 Ability to identify, define, formulate, and solve complex Software Engineering problems; ability to select and apply proper analysis and modeling methods for this purpose X
3 Ability to design, implement, verify, validate, measure and maintain a complex software system, process or product under realistic constraints and conditions, in such a way as to meet the desired result; ability to apply modern methods for this purpose X
4 Ability to devise, select, and use modern techniques and tools needed for Software Engineering practice X
5 Ability to design and conduct experiments, gather data, analyze and interpret results for investigating Software Engineering problems
6 Ability to work efficiently in Software Engineering disciplinary and multi-disciplinary teams; ability to work individually X
7 Ability to communicate effectively in Turkish, both orally and in writing; knowledge of a minimum of two foreign languages
8 Recognition of the need for lifelong learning; ability to access information, to follow developments in science and technology, and to continue to educate him/herself
9 Awareness of professional and ethical responsibility
10 Information about business life practices such as project management, risk management, and change management; awareness of entrepreneurship, innovation, and sustainable development
11 Knowledge about contemporary issues and the global and societal effects of engineering practices on health, environment, and safety; awareness of the legal consequences of Software Engineering solutions

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