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Student Learning Outcomes

Discipline: Certificate: Junior Game Designer - Introduction - E0439
Course Name Course Number Objectives
Digital Paint and Ink ANIM 100
  • Export digital content for use in other software programs.
  • Demonstrate the use of digital drawing tools for both bitmap and vector software.
  • Create drawings and paintings using custom brush libraries.
  • Use Bezier paths to digitally ink vector graphic drawings.
  • Synthesize painting and drawing techniques to create stylized artwork.
Introduction to 3-D Modeling ANIM 130
  • Use appropriate tools and techniques to produce polygonal objects of varying complexity (hard-surface based and organic based) that can be used in games and animation media.
  • Create a complete scene from photographic reference using all acquired 3D modeling techniques.
  • Students will be able to refine the ball?s squash and stretch animation with the Graph Editor.
  • Students will be able to animate a bouncing ball in 3D Computer Graphics, using squash and stretch deformers, create movements to convey gravity and weight of a bouncing ball.
  • Critique polygonal modeling projects based on learned skills and concepts.
  • Plan, organize, and execute large scale modeling projects that include over 200 independent objects.
  • Create UV maps and apply simple textures and materials on hard-surface objects.
Introduction to Gaming ANIM 131
  • MO6: Demonstrate ability to conceive, design, create art assets, interface with a vendor site, and produce a working board game.
  • MO4: Shows evidence of understanding the need of the game developer to continually communicate with the player.
  • MO5: Shows ability to implement a short game project, including all the aspects of the development: game design, art assets creation, sound design, coding, bug fixing, testing, and create a working build of the game.
  • Students will be able to compare and contrast the following four game types: 1. Shoot-em-ups, 2. First person shooter, 3. Strategy games, 4. Puzzle games
  • The students will be able to use the elements of story by presenting synopses of games utilizing simplicity, consistency, suspense, and fairness.
  • MO1: Demonstrate ability to organize digital assets required for a short game, in a manner that is easy to decipher, and manage.
  • MO2: Demonstrate ability to plan a short game production, and track it through its completion using a simple production planning system.
  • MO3: Demonstrate ability to conceive, design, and create game mechanics for an intended gameplay experience in a computer game.
Principles of Animation ANIM 108
  • Apply action analysis and observations to animated drawings.
  • Outcome/Objective Students will be able to render fluid "squash and stretch" movements for a bouncing ball.
  • Outcome/Objective Students will be able to render fluid "arc" movements for a falling leaf.
  • Render basic animation movements for characters or objects while applying the mechanics and timing of squash and stretch, key poses, secondary actions, follow through, staging, overlapping action and weight.
  • Create drawings that convey action in terms of movement, emotion, attitude, and expression.
  • Draw to present story points or ideas completely and clearly through staging.
  • Apply critical thinking skills to problem solve visual design problems
  • Anim 108 students will be able to successfully execute the "Principles of Animation."
Storyboarding ANIM 115
  • Assess storyboards for quality control and continuity
  • Outcome/ Objective Students will be able to identify the formal elements of story.
  • Outcome/ Objective Students will be able to create storyboards that show continuity between shots.
  • Identify the elements of a story.
  • Analyze a story's potential for animation.
  • Synthesize the theme (premise) of a story.
  • Render effective storyboard panels including notation.
  • Sketch key emotions and body language.