Page 36 - CAPE ANIMATION AND GAME DESIGN SYLLABUS
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UNIT 2
               MODULE 3: ANIMATION FOR GAMES (cont’d)


                  SPECIFIC OBJECTIVES                            CONTENT/ EXPLANATORY NOTES

                  Students should be able to:

                  12.    *create simple stop-motion              Wire Bending.
                         animation movements; and,

                  13.    *build models for scenes within         Armature Design and Building
                         a stop motion animation.                Model Building.


               Suggested Teaching and Learning Activities

               To facilitate students’ attainment of the objectives in this Module, teachers are advised to engage
               students in the following teaching and learning activities which may be done separately or merged to
               facilitate sequencing and portfolio development.

               1.      Arrange for demonstrations to be done by industry experts as to how to apply the various
                       skills required in animation for games. These demonstrations may be conducted face to face
                       or virtually, and may also be done by the teacher if the facilities are available on site, or if
                       industry facilities and experts are not readily available.

               2.      Arrange for students to work in groups to do the following over time:

                       (a)    create a 3D stop motion animation using putty (plastercine/playdoh) and wire;
                       (b)    create an animated 2D and 3D bouncing ball and present their animations in class;
                       (c)    use design skills to create characters for different genres of games;
                       (d)    use design skills to create environments relevant to game concepts;
                       (e)    build models for scenes;
                       (f)    use 3D software to create props, assets for games;
                       (g)    use basic Lighting for 3D scenes;
                       (h)    create basic walk cycles.

               These activities and outcomes should form a significant part of the SBA for the unit.


               RESOURCES

                Novak, J.                                    Game Development Essentials: An Introduction, 3rd
                                                             Edition. New York: Delmar Cengage Learning, 2011.

                Brathwaite, B. and Schreiber, I.             Challenges for Game Designers. Boston: Course
                                                             Technology, Cengage Learning, 2009.

                Despain, W.                                  100  Principles  of  Game  Design.  New  Riders:  Pearson
                                                             Education, 2013.

                Schell, J.                                   The Art of Game Design: A book of Lenses. Burlington:
                                                             Morgan Kaufman Publishing, 2008.


                                  CXC A37/U2/15              31                                www.cxc.org
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