3D INDUSTRY OVERVIEW (3DIO)
3D Industry Review will explore the world of 2D and 3D animation by screening different genres, styles, formats, and clients of animation. The course will review the different positions and multiple paths that the animation industry travels and look at the good, the bad, and the ugly in demo reels, compare the different graphics styles in the game industry, conquer the complex visual effect shots in film and commercials, and view animated shorts. Students will explore the 3D visualization outside of the game and film world and look into the increasingly growing world of motion graphics.
3D ANIMATION 4, 5 (3DA 4, 5)
3DA 4 teaches students to apply the principles taught in classical animation and apply them to their 3D work. Projects will review and reinforce lessons learned in previous animation classes while introducing tools in 3D Animation software and workflow. Students will be required to produce planning drawings and rough timing before starting animation and final renders of assignments. This will be a requirement for all project submissions.
3D ANIMATION 6 (3DA 6)
The exercises and lectures in 3DA 6 build upon those in the 3DA 4 and 5 and help students create animations that will appear on their final demo reels. After completing 3DA 6, students will have a body of work to demonstrate their 3D Animation skills to potential employers.
3D ANIMATION 7 (3DA 7)
The exercises and lectures in 3DA 7 focus on creating and refining the 3D animation that will appear on student graduate demo reels and will present the best the student has to offer to potential employers. After completing 3DA 7, students will have a body of work to demonstrate their 3D animation skills to potential employers. The major emphasis will be on generating three Acting and lip-synch animations to be considered your best work for your animation reel.
3D ANIMATION 8 (3DA 8)
3DA 8 is devoted to the creation of your demo reel. You will have the time to improve upon your final animation projects from 3DA 7. You will also have the time to do animation tests from industry studios to get faster at not only animating in 3D but also get faster at animating in a pipeline environment and be able to make revisions to your work. 3DA 8 brings together everything you have learned throughout your time in the 3D course and allows you to use it to your Professional Animation Portfolio.
3D ANIMATION AND MODELLING 1 (3DAM 1)
3DAM 1 is designed to introduce the student to the various aspects of the 3D animation production pipeline. Students will learn to model, texture, light, animate and render both characters and environments using Maya or an equivalent 3D software package.
3D ANIMATION AND MODELLING 2 (3DAM 2)
The animation industry is studied from a number of perspectives in order to establish a solid understanding of its place in a modern global economy. Although focused on the business of animation production, the course takes a critical cultural perspective in considering the industry as a mass-mediated storytelling and entertainment device. This class will explore the 2D and 3D animation world screening different genres, styles, formats, and clients. Students will discuss the different positions and multiple paths that the animation industry travels and will look at the good, the bad, and the ugly in demo reels, compare the different graphics styles in the game industry, conquer the complex effect shots in film, and view animated shorts.that will carry over from class to class.
3D ANIMATION AND MODELLING 3 (3DAM 3)
3DAM 3 is a continuation of 3DAM 2, and furthers the students’ development in understanding the interface and operation of industry-standard 3D animation software. Students gain a more thorough understanding of key features of the 3D software interface, creating basic projects using modeling, texturing, lighting, and animation tools, and are introduced to the different renderers. There will also be five independent modeling projects that will be assigned outside of class time.
3D MODELLING 4 (3DM 4)
Solidifying the concepts taught in 3DAM 1, 2, and 3, 3D Modelling 4 will begin with students creating a 3D wireframe from an approved character design by the instructor. Students will then use numerous techniques, including UV, texture map, skin, rig, light, pose, and render out their finished 3D character for their end of semester reel.
3D MODELLING 5 (3DM 5)
3DM 5 has been divided into two projects in order to make the student a better hard surface modeler and texture artist. The first project will be to model a vehicle that the student has researched and is prepared to start to model with at least 20 reference images to work from. The second project will be to model a robot that the student has an approved design from their instructor to model.
3D MODELLING 6 (3DM 6)
3DM 6 brings together everything you have learned throughout your time in the 3D program and allows you to use the knowledge gained to date complete two final modeling projects that will carry through into 3DM 7. You will model your second organic character as project one and start your environment projects as your second final project.
3D MODELLING 7 (3DM 7)
This course allows you to bring together all the software you have mastered over the last six quarters to make your major two modeling projects look amazing.
3D MODELLING 8 (3DM 8)
3DM 8 is devoted to the creation of the demo reel. Students will have the time to improve upon your final modeling project from 3DM 7. You will also have the time to do modeling tests from industry studios to get faster at not only modeling in 3D but also get faster at modeling in a pipeline environment and be able to make revisions to your work. 3DM 8 brings together everything you have learned throughout your time in the 3D course and allows you to use it to your Professional Modelling Portfolio.
ADVANCED LIGHTING, TEXTURING AND COMPOSITING 1 (ALTC 1)
ALTC 1 addresses the challenges, processes, skills, and technology involved in creating realistic and believable surfaces for 3D objects, characters, and environments. ALTC 1 lays the foundation for later courses in Advanced Lighting, Texturing, and Compositing through the exploration of 3D shading and rendering architecture, as well as principles of texture mapping, lighting, and rendering for photorealism.
ADVANCED LIGHTING, TEXTURING AND COMPOSITING 2 (ALTC 2)
ALTC 2 covers one of the most challenging aspects of 3D animation – hair. We’ll follow some basic steps to understand how we can create hair polys, and then we’ll see how to control hair density, length, and shading. We will also cover how to photograph and then create our own HDR (High Dynamic Range) domes for lighting our scenes.
ADVANCED LIGHTING, TEXTURING AND COMPOSITING 3 (ALTC 3)
ALTC 3 addresses more advanced skills around the challenges, processes, and technology involved in creating realistic and believable surfaces for 3D objects, characters, and environments. This course will also focus on the exploration of advanced 3D shading and rendering architecture, as well as principles of texture mapping, lighting, and rendering for photorealism.
BUSINESS TECHNOLOGY (BT)
In order to survive and prosper, businesses must take advantage of the most appropriate technology available. Students receive an introduction to various business technologies including word processing and spreadsheets. The medium to achieve this knowledge will be the Microsoft Office Suite. Building on a foundational understanding of Windows, as well as Internet browsers, students will learn the basic skills for Microsoft Word, Excel, and PowerPoint. Leveraging the interoperability of these applications will also be explored.
CHARACTER DESIGN 1 (CD 1)
Character Design 1 introduces students to the roles that proportion, anatomy, caricature, style, and appeal play in the creation of animated characters, and the methods used to produce industry-standard character designs. Students design characters and create model packs, including mouth charts and size relationships, along with rotations, expression sheets, and action poses.
CHARACTER DESIGN 2 (CD 2)
Through an overview of characters people have loved and hated throughout history, especially during recent times, the student is prepared to compete professionally in the invention of new characters for all media. Command of this material is demonstrated in the creation of three themed portfolio assignments.
DIGITAL PAINT (DP)
Digital Paint is an introductory exploration of computer graphics as a technology and a creative medium. Through the use of the industry-standard software, Adobe Photoshop, students learn the fundamentals of working with raster editing software for digital graphics creation and image manipulation.
DRAWING FOR ANIMATION WORKSHOP (DRAW)
Draw will introduce and reinforce drawing skills and give students a foundation in drawing that will prepare them for character design, environment design, storyboarding, classical animation, and pre-production artwork. Various drawing assignments will introduce students to one and two-point perspectives, volumes, textures, and line weight. The skills taught in DRAW will not only be put to use in future drawing courses but also serve as the foundation for 3D modeling projects and conceptual work for games and animated films.
AGFVE EMPLOYABILITY SKILLS 1, 2, 3 (AGFVE ES 1, 2, 3)
In today’s marketplace, technical skills and talent are not sufficient to find and keep high-quality jobs. Employers desire candidates with a high level of employability skills that include personal management, communication, problem-solving, positive attitudes and behaviors, adaptability, and teamwork skills. Employability Skills provides a space to explore the realities of the work world through a variety of real-world case studies, breadth, and depth training opportunities, and/or work/production projects where employability skills can be practiced. Each term the faculty will determine an appropriate focus for the courses that best serve the needs of the student cohorts or individual students, and local industry. Potential topics include specialized local industry needs such as industry overviews, guest speakers, case studies, or projects; interdisciplinary breadth and depth courses, or special or advanced technical skills, assigned per class or per individual need; class or individual development assignments, and projects based on class or individual needs (as determined by the instructor or dept head or industry mentor); and work experience or simulated work experience projects and group projects.
FOUNDATION OF ART AND DESIGN (FAD)
Students will learn the practical skills and knowledge that are the foundation of visual art. Students will learn by completing drawing assignments designed to isolate the concepts and skills discussed in class. There will be a strong emphasis on drawing from observation.
GAME DESIGN PRODUCTION 3010 (GDP 3010)
This is an introduction to the fundamental concept of Game Design. It gives students a broad picture of how to design a video game from concept to final release touching on all elements of the interactive entertainment experience including the documentation and communication of that idea.
INTRODUCTION TO CLASSICAL ANIMATION 101 (ICAN 101)
Students develop drawing skills while learning the principles of squash and stretch, follow-through and overlapping, anticipation, timing, keyframes, and in-betweening. Lessons in character animation and storyboarding explore the elements necessary to bring animation to life. Students use 2D animation software to compile and playback the animation.
INTRODUCTION TO CLASSICAL ANIMATION 102 (ICAN 102)
Students work to improve their technical ability to draw, pose, breakdown and in-between characters for 2D animation, focusing on weight, balance, timing, and movement to achieve well structured and fluid animation. Lectures and workshops are conducted to train students in the art of classical animation techniques. Exercises and assignments are engineered to practice the fundamentals of traditional frame-by-frame, hand-drawn character, and FX animation.
JOB / CAREER DEVELOPMENT (JCD)
This course will hopefully steer you down the right career path and make you aware of some of life’s speed bumps that are along the way. We will investigate the ‘dos and don’ts’ of how to start your own company and creating a personal business plan. We will look at where and how to look for employment. We will review your methods of looking for work and tailor your resume to shine above the rest in your industry. This course will give you a better understanding of what you will need to make on a weekly basis and be able to hopefully save for the future. This course will also include guest speakers. But mostly this course is about how to make and maintain contacts.
LIFE DRAWING 1 (LD 1)
This class will introduce students to basic life drawing techniques. Through in-class drawing sessions and portfolio critiques, students will develop and improve upon their drawing skills which in turn will be reflected in a better understanding of anatomy, structure, composition and line weight and sensitivity.
LIFE DRAWING 2 (LD 2)
This class will offer students the opportunity to further their experience with life drawing through both long-pose and short-pose studies. In-class drawing sessions and portfolio critiques will enable students to develop and improve upon their existing drawing skills which in turn will be reflected in a better understanding of anatomy, structure, composition, line weight and sensitivity.
LIFE DRAWING 3 (LD 3)
Students will continue to focus on areas such as anatomy, acting, movement, and sculpture while improving drawing speed, accuracy, expressiveness and technical ability. They will continue to build on these elements through acting techniques, body, and facial expression, quick sustained poses and continuous movement
LIFE DRAWING 4 (LD 4)
Students will be working towards drawing extended studies from life models in order to provide portfolio quality work for their demo reels. Classes will be focused on longer poses of full figure drawings as well as portraiture.
PORTFOLIO PRODUCTION WORKSHOP (PPW)
Portfolios show the world what you can do. Academic portfolios are the final demonstration of acquired learning and are a requirement for graduation at Centre colleges. Portfolios are also one of the most important tools you have for initially getting noticed and landing an interview for a job or contract. This course provides the knowledge and tools required to complete a high-quality academic and professional portfolio in multiple formats and media.
PREVISUALIZATION 101 (PREVIS 101)
Previsualization is a collaborative process that generates preliminary versions of shots or sequences, predominantly using 3D animation tools and a virtual environment. It enables filmmakers to visually explore creative ideas, plan technical solutions, and communicate a shared vision for efficient production. Today 90% of film special effects, game cinematics, and pitch package ideas are done using low-resolution 3D previsualization renderings. This course will show storytellers how to create a 3D version of a written script, by bringing 2D storyboards to life in a renderable 3D environment.
PRODUCTION TECHNIQUES (PT)
Production Techniques will focus on how to create 30-second commercials and a one minute motion graphics music video from concept to the final spot. You will storyboard, scan and edit your boards into an animatic. Create audio scratch tracks, shoot, digitize, and edit video while creating effects and graphics. You will work as a team creating these productions and understand how to mix and match software knowledge gained in DP and 3DAM 1. This course is meant to mirror a ‘real world’ production environment.
STORYBOARDING 101 (SBRD 101)
Storyboarding is the creation of a series of sketches of sequential art used to convey the story and character in a visual media (movie, television, or game). Its purpose is to communicate the visual story to the crew. Storyboarding is vitally important in developing the blueprint for visual effects for movies, 3D game animation cinematics, animated feature films & television series. The main goal is to train the students in the art of storyboarding and shot composition. Multiple workshops will center on the key to success in visual storytelling; A willingness to collaborate, the flexibility to evolve, and an understanding of the basic rules of cinematography. The best way to learn how to storyboard is by storyboarding, and here the students will be provided with focused assignments, research tasks, and opportunities to do just that. With the class instructor as the virtual director, students will learn in a studio environment and feel what it’s like to send ideas rocketing across the room. Whether the students have ambitions to tell these stories in video games or animation (2D or 3D), this course will help them to develop those muscles of communication so that their ideas will have an opportunity to shine.