CDM 420 | Course Introduction and Application Information

Course Name
Animation Film
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
CDM 420
Fall/Spring
2
2
3
5

Prerequisites
None
Course Language
English
Course Type
Elective
Course Level
First Cycle
Course Coordinator -
Course Lecturer(s)
Assistant(s) -
Course Objectives The course aims to teach students how to design convincing characters, movements and happenings within the framework of a simple plot in an animation film.
Course Description The students who succeeded in this course;
  • Create the “impression” of motion without a camera
  • Define an essential feature of cinematography
  • Apply difficult tasks in advanced animation
  • Design an animation project
  • Act as an animation team leader
Course Content The course introduces the concept “impression” and then moves on to the study of elementary movements and basic features of a character. A wide of range of techniques, from cel animation to stop-motion will be introduced. Significant examples of animation will be screened and discussed. The students will produce short animated videos using various techniques.

 



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: Basic Concepts and Animation Terminology Student introductions, Review of syllabus and course expectations. Image, Graphic, Layer, Foreground, Background, Frame, Timeline, Keyframe, Frame Rate, Motion. Beckerman, H. (2003). Animation: The whole story (Rev. ed.). New York: Allworth Press.
2 What is Animation? Walt Disney's 12 Principles of Animation History, Automata, Synthesis of Motion, Optical Toys. Squash and Stretch, Anticipation, Staging, Straight Ahead and Pose To Pose Animation, Follow Through and Overlapping Action, Slow-out and Slow-in, Arcs, Secondary Action, Timing, Exaggeration, Solid Drawing, Appeal. Thomas, F., & Johnston, O. (1995). The illusion of life: Disney animation. New York: Hyperion. Thaumatrope Assignment.
3 Japanese Animation: Anime, Early and Contemporary Examples. Katsudō Shashin, Early History, Cut-out animation, Advent of Cel animation. Pose to Pose Animation, Inbetweens, Cycles, Visual Rhythms. Clements, J., & McCarthy, H. (2001). The anime encyclopedia: A guide to Japanese animation since 1917. Berkeley, Calif.: Stone Bridge Press. Furniss, M. (2008). The animation bible: A practical guide to the art of animating, from flipbooks to flash. New York: Abrams.
4 Storytelling: Visual Narrative Motifs, Lexicon and Culture. Introduction: Animation Software Classical 2D hand-drawn, traditional animation, Digital 2D animation, Digital 3D animation, Stop-Motion, Clay animation, Paint-on-glass, Sand animation. Adobe Creative Suite, Video terminology Faulkner, A., & Gyncild, B. (2015). Adobe Photoshop CC Classroom in a Book (2014 release) official training workbook from Adobe. San Francisco, CA: Peachpit Press.
5 Adobe After Effects Essential Training Using layers, masks. Blend modes, and track mattes, Parenting objects, Pre-compositing, Animating type. Flip Book Assignment Submission. Digital Animation Assignment
6 2D Character Animation with After Effects In-class troubleshooting work time. Best practices for importing assets, Creating a grouping structure
7 Use of Sound Dialog, Ambience, Music, Spot Effects. Furniss, M. (2008). The animation bible: A practical guide to the art of animating, from flipbooks to flash. New York: Abrams.
8 Pitching for Term Project
9 Storyboarding. Adobe After Effects Essential Training Voice Characterisation, Analysing Dialog, Dope Sheet. Digital Animation Assignment Submission. Final Project Assignment
10 Adobe After Effects Essential Training
11 Adobe After Effects Essential Training
12 Screening : First Jury. Class Critique
13 Class Critique
14 Screening : Second Jury
15 Review of the semester
16 Review of the semester

 

Course Notes/Textbooks
Suggested Readings/Materials

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Homework / Assignments
5
50
Presentation / Jury
2
20
Project
1
30
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral Exam
Total

Weighting of Semester Activities on the Final Grade
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
Field Work
Quizzes / Studio Critiques
Homework / Assignments
5
10
Presentation / Jury
2
15
Project
1
35
Seminar / Workshop
Portfolios
Midterms / Oral Exams
Final / Oral Exam
    Total
147

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 To develop the habit of critical thinking in areas of cinema and digital media. X
2 To be able to comprehend and discuss theories, concepts and ideas that form the basis of cinema and digital media. X
3 To know and understand practices in areas of cinema and digital media as creative and/or business processes. To be able to see these processes from cultural and historical perspectives. X
4 To cultivate awareness in the inter- and multi-disciplinary nature of cinema and digital media, thus developing a dynamic and flexible professional character capable of operating and communicating across a wide range of subject areas. X
5 To develop an understanding of the unity of theory of practice and practice of theory. X
6 To observe norms of work ethic and a thoroughgoing professional ethic. X
7 Endowed with the virtues and skills of being self-disciplined, self-critical and self-managerial, to be able to both work independently and as member of a team. X
8 To have the fundamental knowledge and ability to use the technical equipment and software programmes in the areas of cinema and digital media and to possess advanced level computing and IT skills. (“European Computer Driving Licence”, Advanced Level) X
9 To be able to follow developments in new technologies of cinema and digital media, as well as new methods of production, new media industries, and new theories; and to be able to communicate with international colleagues in a foreign language (“European Language Portfolio Global Scale”, Level B1). X
10 To be able to use a second foreign language at the intermediate level.
11 To be able to use and develop the acquired knowledge and skills in a lifelong process aimed at the achievement personal and social goals X

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