Guía Docente 2023-24
DISEÑO DE PERSONAJES Y ANIMACIÓN

BASIC DETAILS:

Subject: DISEÑO DE PERSONAJES Y ANIMACIÓN
Id.: 31828
Programme: DOBLE GRADO EN INGENIERÍA INFORMÁTICA Y DISEÑO Y DESARROLLO DE VIDEOJUEGOS
Module: DISEÑO DE VIDEOJUEGOS
Subject type: OBLIGATORIA
Year: 3 Teaching period: Segundo Cuatrimestre
Credits: 6 Total hours: 150
Classroom activities: 68 Individual study: 82
Main teaching language: Inglés Secondary teaching language: Castellano
Lecturer: Email:

PRESENTATION:

Acquire the knowledge needed to make significant and good character designs, animations and important aesthetic decisions, as part of a group and as an individual. Objectively evaluate different ambit content, detect mistakes and solve them. Obtain the basic tools to be capable of feeling comfortable and confident in a professional scenario, whilst developing the professional skills necessary to be able to work as a part of a dynamic and healthy team.

 

PROFESSIONAL COMPETENCES ACQUIRED IN THE SUBJECT:

General programme competences G01 Ability to use learning strategies independently for use in the continuous improvement of professional practice.
G02 Ability to analyse and synthesise problems of their professional activity and apply in similar environments.
G03 Ability to achieve common results through teamwork in a context of integration, cooperation and encouraging critical discussion.
G04 Ability to critically think about information, data and lines of action and their implementation in relevant social, scientific ethical issues.
G05 Ability to communicate in Spanish and English for professional issues in oral and written form.
G06 Ability to solve complex problems or contingencies that arise during professional activity within any organisation and adapt to the needs and demands of their professional environment.
G07 Ability to handle different complex knowledge models through a process of abstraction and its application to approach and solve problems.
G08 Ability to understand the role of the scientific method in the generation of knowledge and its application to a professional environment.
G09 Ability to work with respect for the environment and society through the proper use of technology and its application in promoting a sustainable economy and environment.
G10 Ability to master information and communication technologies and their application in their professional field.
Specific programme competences E01 Ability to solve mathematical problems inherent to engineering. Ability to apply knowledge about: algebra; geometry; differential and integral calculus; optimisation and numerical methods
E02 Ability to understand and master the concepts of the general laws of classical mechanics, fields, waves and electromagnetism and their application for solving video game development problems.
E03 Ability to develop the use and programming of computers, operating systems, databases and software and their application in the development of video games.
E04 Ability to understand and master the basic concepts of discrete logic, algorithmic mathematical and computational complexity, and their application for solving engineering problems.
E05 Ability to program applications both correctly, and efficiently, choosing the most appropriate paradigm and programming languages, applying knowledge of basic algorithmic procedures and using the types and structures of the most appropriate data.
E06 Ability to learn, understand and evaluate the structure and architecture of computers, as well as their basic components.
E07 Ability to design, analyse and implement applications based on the characteristics of the database.
E08 Ability to learn and master the features, functionality and structure of the Distributed Systems, Computer Networks and the Internet and design and implement applications based on them.
E09 Ability to learn and master the tools necessary for the storage, processing and access to information systems, including web-based.
E10 Ability to be familiar with the characteristics, functions and structure of operating systems.
E11 Ability to develop online games for multiple players.
E12 Ability to understand and analyse the structure, organisation, function and interconnection of the devices and systems in video game platforms.
E13 Ability to discover, design and assess the main foundations and techniques of player-computer interaction that guarantee the accessibility and userability of the systems, services and IT applications including video games.
E14 Ability to apply the main foundations and techniques of the smart systems and their practical application in diverse environments.
E15 Ability to apply the main foundations and techniques of programming in real time.
E16 Ability to fully manage and plan software projects and handle suitable tools to do so.
E17 Ability to understand and analyse the structure and function of the main hardware systems and peripherals in video game platforms.
E18 Ability to understand and apply the principles of ergonomics and "Design for all" in order to develop universally accessible interfaces and devices in the field of video games.
E19 Ability to recognise and apply the principles, methodologies and life cycle of software engineering.
E20 Ability to generate and analyse expressive and narrative resources and their application to video games.
E21 Ability to execute the art of video games, create characters and settings.
E22 Ability to manage techniques and tools used for artistic representation and expression.
E23 Ability to use creative processes in the design and development of video games.
E24 Ability to specially visualise and have knowledge of the graphical representation techniques, both in terms of traditional methods of metrical geometrics and descriptive geometrics using computer-assisted design application.
E25 Ability to design and create graphical elements and their application in the development of video games.
E26 Ability to perform the design and creation of animated characters and their application in the development of video games.
E27 Ability to apply the methods in the creation and preservation of synthetic images
E28 Ability to perform the design and construction of models with the information necessary for the creation and display interactive images.
E29 Ability to understand and apply the techniques of visualisation, animation, simulation and interaction on models
E30 Ability to design, develop, select and evaluate applications and systems, ensuring reliability, safety and quality, according to ethical principles and legislation and regulations.
E31 Ability to perform the evaluation of video games from their different approaches.
E32 Ability to evaluate, use and spread game engines.
E33 Ability to develop production developments in the field of video games.
E34 Ability to create and analyse games on their fundamentals and develop the understanding of what are the keys that determine how they work and their development.
E35 Ability to know and understand the video game industry from a business point of view
E36 Ability to identify and implement legal and ethical aspects of the gaming industry
E37 Ability to design and create sounds and sound environments and their application in game development
E38 Ability to produce an original project that integrates the skills acquired throughout the degree along with its presentation and defence before a university tribunal that relates to the field of design and game development.

PRE-REQUISITES:

This class requires and open minded status to don’t be afraid to attend the class in English (the recommended level is to have a B1 or above), to feel comfortable by problem solving the technical aspects and frecuent isses, to sketch and share creative ideas and give and recieve feedback in an asertive manner. The understanding of the principles of art fundations will sharp the students’ aesthetical taste so it’s important to observe their own progres. The daily practice, will show the evolution of the learning process and the practice of all the contents will be gradually fluent.

 

In order to addapt the daily work to the healthy real professional environments, all the course atomsphere will be influenced by agile metodologies that encourages the aproach of building an active and suportive colaborative attitude.

 

SUBJECT PROGRAMME:

Observations:


The contents are distributed in the character creation production standard pipeline, adapted and simplified to understand and practice all the aspects involved from concept design fundamentals and anatomy applied, modeling proceses to be ready to texture and animation. At class we will use mainly  Blender but we also use and see the common softwares to make different parts of the 3D pipeline and how to continue being aware about the evolution of those softwares, as their posibilities would change the key is to know to use the tools and how to be updated.

 

Subject contents:

1 - CHARACTER’S PRODUCTION PIPELINE OVERVIEW.
2 - INTRODUCTION
    2.1 - Desing Fundamentals applied to characters
    2.2 - Basic Anatomy
3 - CONCEPT DESIGN STEPS
    3.1 - The brief (The rules of the game)
    3.2 - Explore
    3.3 - Decide
    3.4 - Detail (information to 3D)
4 - 3D MODEL STEPS
    4.1 - Intro to 3D and Blender
    4.2 - Blockout (modeling)
    4.3 - High (sculpting)
    4.4 - Low (retopology)
    4.5 - Texturing (Uvs, bakes, PBR properties, channels, materials, etc.)
5 - CHARACTER ANIMATION STEPS
    5.1 - Advanced Anatomy: Skeleton, articulations and muscle’s relationships.
    5.2 - Intro to rigging
    5.3 - Intro to skinning
    5.4 - Character's animation in 3D
6 - THE PRESENT/FUTURE OF VIDEOGAMES’ ART.

Subject planning could be modified due unforeseen circumstances (group performance, availability of resources, changes to academic calendar etc.) and should not, therefore, be considered to be definitive.


TEACHING AND LEARNING METHODOLOGIES AND ACTIVITIES:

Teaching and learning methodologies and activities applied:

The classroom activities will be oriented to promote the active learning, so the masterclass contents will be presented in short capsules and interlayered with dynamic and reflective exercises based on CLIL metodologies and microteaching methods. Also the contents’s masterclass will be presented in a very visual system, reinforced by links to professional examples, extra contents, or videos and tutorials that could be accesible to complement the contents seeing in class at home.
 
If students have to do teamwork, they must follow the health instructions: maintain a safe distance, take care of the maximum capacity allowed and wear masks.
 
A forum will be opened to colaborativelly solve possible issues. The participation by giving correct assistance to the rest f the colleagues will be encouraged, as to repeat a question already answered will be avoided. Also the tutorials will be available to solve isues.

Student work load:

Teaching mode Teaching methods Estimated hours
Classroom activities
Master classes 20
Practical exercises 6
Practical work, exercises, problem-solving etc. 14
Coursework presentations 4
Laboratory practice 18
Assessment activities 2
Extra-curricular activities (visits, conferences, etc.) 4
Individual study
Individual study 22
Individual coursework preparation 20
Group cousework preparation 10
Project work 30
Total hours: 150

ASSESSMENT SCHEME:

Calculation of final mark:

Written tests: 30 %
Individual coursework: 40 %
Group coursework: 20 %
Final exam: 10 %
TOTAL 100 %

*Las observaciones específicas sobre el sistema de evaluación serán comunicadas por escrito a los alumnos al inicio de la materia.

BIBLIOGRAPHY AND DOCUMENTATION:

Basic bibliography:

Lauricella, M. (2016). Anatomía artística. Editorial Gustavo Gili. Accesible online at:https:/ / elibro.net/ es/ lc/ usj/ titulos/ 45591

Recommended bibliography:

ANAYA MULTIMEDIA. Dibujar personajes con imaginación. (Various authors). Anaya, 2020
WILLIAMS, R. The Animator's Survival Kit, Faber & Faber, 2001.
LAURICELLA, M. Anatomía artística 2. Cómo dibujar el cuerpo humano de forma esquemática. Editorial,Gustavo Gili. 2018
LAURICELLA, M. Anatomía artística 5. Cómo dibujar el cuerpo humano de forma esquemática. Editorial,Gustavo Gili. 2020
ZARINS, U. Anatomía para escultores. Tapa blanda (Español), Anatomy for sculptors. 2014
ANDERSON, K. Creating Stylized Characters. 3Dtotal publishing, 2018.
3DTOTAL PUBLISHING. Creating Characters for the Entertainment Industry. (Various authors) 3Dtotal publishing. 2019
LEGASPI, C. Anatomía para artistas 3D: la guía esencial para profesionales CG. (Español), Anaya multimedia, 2020.
PBR Guide. A handbook for physically based rendering. Wes McDermott, 2018.
ROBERTSON, S.The Skillful Huntsman: Visual Development of a Grimm Tale at Art College of Design. Design Studio Press, 2005.
VAUGHAN, W. The Pushing Points Topology Workbook: Volume 01, CreateSpace Independent Publishing Platform, 2018
VAUGHAN, W. The Pushing Points Topology Workbook: Volume 02, CreateSpace Independent Publishing Platform, 2019

Recommended websites:

Odin 3D cursos www.odin3d.com
Arstation Anatomy for sculptors https://www.artstation.com/anatomy4sculptors
Feng Zhu tutorials https://www.youtube.com/user/FZDSCHOOL
Polycount http://wiki.polycount.com/wiki/Topology
Blender fundamentals https://cloud.blender.org/training/blender-fundamentals/5b27ed1f5eab7f03a19135dc
Mithc Lewuee https://www.mitchleeuwe.nl/#shop
Animations actcore https://actorcore.reallusion.com/free
One Pixel Brush http://onepixelbrush.com/
Pinterest www.pinterest.com


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