Graphics & Animation Stream
Theme Leader: Richard Hetherington email@example.com
The graphics and animation stream is designed to prepare students with relevant skills for effectively utilising, planning, designing and implementing graphics, animation and interactivity for interactive applications and digital entertainment.
Students will start by developing a detailed understanding of digital imaging suitable for interactive applications and digital entertainment. This involves photographic capture as well as complex still image manipulation and digital publication with the study and practice of relevant pre-production, production and post-production methods and techniques. The stream continues by exploring and developing 2D computer animation skills through a series of character animation studies and the creation of a short cartoon based upon your own story. The cartoon will be created for specific target platforms including the worldwide web. A typical workflow for the computer-based creation of a ‘Toon’ animation will be followed and compared with methods used by traditional 2D animation.
Following-on from studies of static and animated visual media, students will focus upon the creation of interactivity and its use with animation in interactive media. In this instance, interactivity and animation will be considered in a much wider sense than previously – namely the creation, implementation and critical evaluation of interactive media used to inform, educate and/or entertain. There is an emphasis here on scripting techniques that are essential in the creation of animation and interactivity in interactive media.
Finally, students will be able to bring together, consolidate and extend the knowledge they have gained in previous modules through the study of motion graphics; which will allow them to integrate live-action, still images, sound and type by applying knowledge from the study of the historical and contemporary use of motion graphics in film, television, interactive media and the environment.
The assessment for the graphics and animation stream is predominantly project-based allowing students to develop a comprehensive portfolio as a means to seeking relevant employment upon graduation.
Key Learning Outcomes:
Students will be equipped with theory-informed practical skills necessary to produce static images, motion graphics, 2D animation and interactivity that are appropriate for a variety of uses all using industry-standard creative tools. Industries in which these techniques can be used include: film, games, television, web or multimedia interfaces, interaction design and other related areas.