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:
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/ |
www.pinterest.com |
* Guía Docente sujeta a modificaciones