Studieplan /1
Bachelor of Animation and Digital Art
ECTS credits: 180
Academic level and organisation of the study programme
Upon completion of the program, the student is awarded the title of Bachelor of Animation and Digital Art.
The program is a three-year, full-time undergraduate degree.
Introduction
The Bachelor's program in Animation and Digital Art is a program of professional study with specialization in either animation, 3D modelling or digital art. The program gives an introduction to visual communication using images, characters and symbols in different media. There is a focus on the media's visual, digital and interactive opportunities for development of animated art productions of a narrative, conceptual and informative nature.
The Bachelor of Animation and Digital Art combines traditional techniques in, among others, storytelling, storyboarding, drawing and character design with new technology in interactive media and digital visualization. Digital technology allows the creation of animation, 3D and 2D visualization which communicates and brings ideas to life, provides new experiences, and thus communicates interactivity that is not possible in other traditional media.
Animation and digital art play an important role in the contemporary world, and in the future, they will play an increasingly important role in teaching and education,
entertainment, art, industry and science. Animation and digital art are important
elements of everything from computer games, animated films, mobile phones, special effects in films and games, digital installations,
Internet applications, art, architectonic and interactive simulations, advertising on TV and the internet.
Digital art and animation are artistic practices that use digital technology as an essential part of the creative processes. The main focus of animation is to create expressions and motion in 3D, and to portray characters, objects, and worlds. The focus of digital art is on producing computer-generated imagery, partly through the use of motion graphics, illustrations and concept art, by presenting two or three-dimensional expressions.
The intention of the program is to develop students ability to think holistically, and to give them a detailed understanding of animation and digital art as a tool and method for problem solving within a wide field of tasks.
The program collaborates with the local municipalities, local and national industry, and Hamarregionen Utvikling, in order to help students to learn more about starting their own businesses. Certain courses in the program also introduce entrepreneurship, and their purpose is to prepare students for working life as employees or entrepreneurs with their own business. In order to start a business, it is important to have additional
knowledge that must be acquired outside the program.
At the end of each school year, the school arranges a Degree Show, for the graduating class. The Degree show is showcase of the student’s own work to the public. The Degree Show will also feature a showcase of work from students on 1 and 2st nd year, and each course with a visual outcome of assignments, are to prepare material to be showcased.
Learning outcomes
A candidate who has completed the program has the following total learning outcomes, defined by knowledge, skills and general competence:
Knowledge
The candidate
is acquainted with the history of the current forms of animation, digital forms of art, and the media and communications society
has knowledge of 3D-animation related to film, computer games, and interactive productions
has knowledge of 3D-modelling and rigging for production of content components for film, computer games, and interactive productions
has knowledge of production associated with art-related digital and interactive media products
has knowledge of critical thinking, communication and problem solving related to aesthetic art and interactive products
is acquainted with national and international research and development work and
artistic development work of relevance to animation and digital art, and knows how to update his/her knowledge in the field
Skills
The candidate
is fully conversant with and is able to use relevant professional tools, methods and theory in design, drawing, modelling, composition, dramaturgy, simple sound design and video editing, 3D-modelling and 3D-animation
is fully conversant with design processes from idea to end product
is able to apply professional knowledge and relevant results from research and development work that provide a foundation for production of animation and interactive aesthetic productions
is able to reflect on his/her own professional practice and adapt it under supervision
is able to find, evaluate, use and refer to relevant research and development work, artistic development work and other pertinent academic material
is fully conversant with critical thinking, logic within the subject area, communication and problem solving
is able to work creatively with the arts/animation in problem solving General competence
The candidate
is able to plan and execute varied tasks and projects over an extended period of time, alone and as part of a group, and in accordance with ethical requirements and guidelines
has an understanding of relevant issues of professional ethics, and is able to contribute to a professional community
is able to inspire and facilitate entrepreneurship, new thinking and innovation, and the involvement of local working, social and cultural life
is able to disseminate key academic materials orally and in writing, take part in professional discussions within the subject area and share his/her knowledge and experiences with others
Target group
The primary target group for the program is applicants with an interest in animation, 3D-visualisation, storytelling, digital art, art and content production for computer games, interactive experiences and development of digital media. The program is
suitable for creative students who want to focus on the use of different technologies, and those who want to develop their skills within production of digital animation, 3D-graphics, art and design, and those who want to expand their understanding of production systems in digital content production.
Applicants to this program must take a digital entrance examination, and qualified applicants are solely ranked based on the result of the entrance examination.
Career prospects and further studies
The Bachelor's program in Animation and Digital Art primarily focuses on the different areas of the experience industry. The work will primarily consist of development of content components for animations, games, film and multimedia applications. Students will be given the tools to use the knowledge in other contexts, including the private and public sectors, through gamification projects and more technical 3D-modelling and visualization. The program also offers knowledge that can provide the basis for continued work within the education sector, and research and development work.
The program provides competence in combining relevant digital tools, techniques, methods, forms of expression, and concepts in relation to creative processes in art and design production. The program provides good specialization within a subject area, but also offers broad knowledge in order to make its students more attractive in the job market and equip them for the technological future.
The Bachelor’s program can be supplemented by a two-year Master’s program in Game Development & Interactive Simulations, as well as theoretical Master’s program in digital communication and culture at the Inland Norway University of Applied Sciences. It is also possible to take relevant further education abroad and through online studies in animation, 3D modelling and digital art.
Teaching and working methods
The education is based on lectures, creative exercises in the field of practice, study groups/group work, presentations and self-study. The online learning management system (LMS) Canvas, is used as communication channel for all subjects.
Most courses have a practical focus, with considerable emphasis on problem solving and problem-based learning, and the courses contain compulsory individual and group coursework requirements.
Compulsory attendance includes laboratory work and lectures is specified in the teaching plans. All compulsory assignments of a practical and theoretical nature must
be completed by set deadlines, according to the assignment schedule. Assessment and supervision are an important part of the learning process. There must be constant
contact between students and teachers when planning and performing the work.
In addition to organized teaching and supervision, students must acquire knowledge, skills and academic understanding through self-study. Students are responsible for following up their own studies.
Students must buy some art supplies & paper materials on their own, when necessary.
Students must pay for any expenses associated with excursions.
The program is based on the use of laptop computers. A laptop computer and software are required in order to be able to take all the courses that make up the program.
Students are expected to have laptops that meet a specific requirements specification, and to have updated software. INN can provide advice regarding laptop and software purchases upon request.
Assessment, examination and grading
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Different forms of assessment are used, including individual written exams and individual and group-based portfolio assessments.
For practical focused courses, the compulsory assignment requirements are in general only valid for 12 months after they have been passed. Students that apply for retakes of exams in one of these courses, after 12 months has passed, will have to pass these requirements again. See individual course requirements for details.
Research-based teaching
The program is kept up to date through the use of new research literature and methods.
Students can work with internal and external parties on research and development projects associated with their Bachelor’s thesis and certain courses.
Internationalisation
Students will have the opportunity to study at a foreign educational institution during the sixth semester. The study abroad must be approved by INN in advance, so that the courses can be incorporated into the study program.
The second and third years of study are suitable for international students. Courses
during these semesters of the program can be taught in English.
Programme structure and content
The first year of studies provides basic knowledge about animation, game design, pre-production, system thinking in arts, 3D-generalization and digital art through the development of visual expressions, illustrations, drawing, theory, 3D-modelling, 3D-animation, development and previsualization (storyboarding, animatic), and production.
The first year of studies focuses on developing overall knowledge of the specified fields of study.
The second year of studies focuses on giving the students an opportunity to specialize in two out of three areas.
During the second semester, students choose two (2) specializations within the following three fields:
3D-Art & Generalisation 3D-Animation
Digital Art & Motion Design
The three tracks of specialization have the following focus areas:
3D-Art & Generalization 3D-Modeling 3D-Sculpting
Character and object rigging
UV-mapping and texturing
Rendering
3D-Animation
Animation techniques Body mechanics Facial animation Human and creature animation
Character animation Drama
Storytelling
Digital Art & Motion Design Digital drawing
Concept art development Motion design
User interface (UI) and user experience (UX) design
The track 3D-art & generalization focus on modelling of 3D-objects, both organic and hard surfaces, digital sculpting, anatomy, modelling the environment, simulations, texturing, skeletal rigging of characters and objects for animation, object animation, lighting of 3d-space/scenes, and rendering of high quality images.
The track 3D-animation specializes in 3D-character animation, with a focus on advanced character and story development, facial animation and lip sync, details in animation theory, technical skills in animation software, and project planning.
The track Digital art and motion design focus on development of visual motion designs, using game engine as a visualization tool and concept art, with emphasis on the themes:
idea development, character development, design, architecture, environment, perception, surface treatment and representation in relation to artefacts, organisms, characters etc.
The final project (Bachelor's thesis) is worth 30 credits, and groups of students with different areas of competence from the Game School programs can work together on a project.
The program can be carried out in conjunction with the business sector.
The Bachelor’s Thesis course is divided into two semesters, where Part 1, during the fifth semester focus on the “pre-production phase” and basic entrepreneurship. During the pre-production phase, the students will plan and schedule for Part 2 in the sixth and final semester, which is also the production phase.
In the sixth semester, all students will also have a 10 credit course in Entrepreneurship, brand building and Degree show preparations.
All students will acquire broad knowledge within the specialization they choose, and experiences with production and interdisciplinary group work.
The courses that make up the study program and the progress are specified in the course list.
The program requires students to put in a great effort. In order to prepare themselves for work within this field, it is important that they set aside a considerable amount of time for self-study. On certain courses, assignments must be submitted on a weekly basis in order for students to make the necessary progress and achieve a sufficiently high level of skills.
Class
2020
Course list
Emnekode Emnets navn S.poeng O/V *) Studiepoeng pr. semester
S1(H) S2(V) S3(H) S4(V) S5(H) S6(V)
2TEG102A Drawing 10 O 10
2PREV101A Development and Previsualisation 10 O 10
ADK1001 3D-Art & Generalisation I 10 O 10
2PROD101A Production 10 O 10
ADK1002 Animation I & Principles 10 O 10
ADK1003 Game Design 10 O 10
ADK2900 Bachelor thesis 30 O 10 20
ADK2010 Entrepreneurship and Degree Show 10 O 10
Fordypningsemner i 3D-kunst &3D-generalisering
ADK2001 3D-Art & Generalisation II 15 V 15
ADK2002 3D-Art & Generalisation III 15 V 15
ADK2003 3D-Art & Generalisation IV 10 V 10
Fordypningsemner i animasjon
ADK2004 Animation II & Body Mechanics 15 V 15
ADK2005 Animation III & Acting 15 V 15
ADK2006 Animation IV & Directing 10 V 10
Fordypningsemner i digital kunst
ADK2007 Concept Art & Motion Design I 15 V 15
ADK2008 Concept Art & Motion Design II 15 V 15
ADK2009 Concept Art & Motion Design III 10 V 10
Sum: 30 30 30 30 30 30
*) O - Obligatorisk emne, V - Valgbare emne
Emneoversikt
2TEG102A Drawing
Course code: 2TEG102A ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has basic knowledge of how to draw and how to express oneself through drawing has basic knowledge of the opportunities for communication afforded by the medium of drawing
has basic knowledge and an understanding of the relationship between form and content in visual depictions
to the development of digital drawings like perspective, lighting, modelling,
texture/surface, surface characteristics, motion, balance, use of color, composition has a basic understanding of proportions in relation to figurative and abstract forms
has basic knowledge of nuances used in drawing has basic knowledge of applied color theory has basic knowledge of constructed perspectives
has a basic understanding of images’ performative qualities in drawing, illustration and game aesthetics
Skills
The student
is able to use visual drawing techniques to translate and interpret experiences visually, emotionally and aesthetically through the medium of drawing
is able to use basic freehand drawing as a common foundation for communication, in dialogue with others and oneself
is able to use drawing to reproduce precise observations, as informal characters and symbols, and playful inventive line games
is able to use drawing to visualize and present different forms of figuration using simplifications and abstraction
is able to use drawing to visualize space and perspective on the image plane is able to apply basic color theory in drawing
is able to make basic drawings of an informative, objective, and subjective and narrative/illustrative nature
General competence
The student
has work experience with purposeful, creative and independent work in creative character and symbol processes
has basic knowledge of drawing as a medium has basic knowledge of formal aesthetics
Course content
Central topics:
drawing as communication
the gaze as a tool – objective drawing, subjective drawing, drawing expressions
and method
exercises and awareness of formal aesthetic instruments, drawing of figures and gestures, perspectives on planes, rooms and volume
Teaching and working methods
The course is organized as a combination of lectures, practical creative exercises, regular weekly assignments, self-study and supervision.
Coursework requirements
4–8 individual assignments, in accordance with the teaching plan
Examination
2 individual folder assignments which each count 50% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2PREV101A Development and Previsualisation
Course code: 2PREV101A ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge:
The student
has knowledge of the planning of a production
has knowledge of storyboarding and 2D and 3D animatic has knowledge of previsualization processes
has knowledge of theories linked to story development has knowledge of how to develop characters
has a understanding of genre
has analytical insight linked to story and character development has broad knowledge of cinematic effects
Skills
The student
is able to use a common set of procedures and 2D/3D elements is fully conversant with file naming
is able to set up camera rigs
is able to create generic (proxy) 2D/3D character(s) is able to create generic 2D/3D environments is able to establish a library of digital elements is able to create a shooting script (storyboard) has skills in 2D animatic
has skills in 2D animatic 3D (3D storyboard)
is able to reflect on his/her own professional practice and adapt it under supervision
is able to develop a story and character based on theory
is able to write and interpret a manuscript that follows a manuscript template General competence
The student
is able to plan and carry out a small project in accordance with guidelines for pre-visualization
has an understanding of relevant issues in a planning process is able to make a good contribution to interdisciplinary group work
Course content
Central topics:
project management
storyboarding as part of a team and individually concept planning
narrative theory with emphasis on:
character building and character development dramaturgical structures
genre
film analysis, with special emphasis on story and characters
writing manuscripts and storyboarding as part of a team and individually cinematic effects
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
2–6 individual and group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 individual folder assignment which counts 50% of the final grade 1 group folder assignment which counts 50% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK1001 3D-Art & Generalisation I
Course code: ADK1001 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes
Knowledge
The student
has knowledge of efficient 3D modelling
has knowledge of UV mapping, texturing and surface shaders has knowledge of rigging
has knowledge of animation
has knowledge of camera and lighting in 3D space has knowledge of basic rendering and composition
has knowledge of file structure conventions and workflow in 3D applications has insight into the historical evolution of 3D in computer games and movies Skills
The student
is able to use 3D application at a basic level
is able to create simple 3D models for use in games and animated films is able to apply UV mapping to simple polygon-based 3D models
is able to make use of material shaders and textures to create credible surfaces on 3D models
is able to create an interesting composition with simple models and an adapted use of 3-point lighting and camera
is able to make simple key-frame animations based on the principles of animation is able to render still images and image sequences using both hardware and software render engines
is able to make sensible decisions regarding settings for the render engine in use is able to make appropriate choices of file formats for export, import and rendering is able to adapt the user interface of the 3D software in order to increase the
efficiency of the workflow
is able to organize a project with regard to file structure and layout in the 3D software used
General competence
The student
is able to give considered reasons for the decisions made during the development process, both in writing and orally
is able to take part in professional discussions about the structure of a 3D model is able to participate in professional discussions about 3D production development and the processes involved
Course content
Central topics:
3D software user interface
polygon and surface/spline modelling UV mapping
material shaders and textures
appropriate use of composition, lighting and camera in 3D space
use of hardware and software render engines for rendering of still images and image sequences
file structures and file formats
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, weekly submission of assignments, self-study, and supervision.
Teaching in plenary sessions and individual work/assignments.
Coursework requirements
1-3 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
6-hour individual written examination which counts for 40% of the final grade 1 individual folder assignment which counts for 60% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
2PROD101A Production
Course code: 2PROD101A ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has good knowledge of the different phases of a project from pre-production, production, to post-production
is acquainted with game design, development and testing of a computer game has knowledge of historical references in the gaming industry
has knowledge of how to find sources of inspiration and use it in one’s own work has knowledge of how to develop a cohesive design that culminates in a computer game or interactive product
has knowledge of and is able to carry out an analysis of an interactive product (games, cross-media, etc.)
has knowledge of storytelling in computer games
Skills
The student
is able to work on an interdisciplinary team is able to write an analytical academic text
has an understanding of different project management methods and processes is able to use simple and effective digital art and sound in a production
is able to limit the production to the most essential functions and focus on UX is able to meet the milestone for first playable, user test the product and take it on to its final version as a gold master
is familiar with the pipeline between 3D application and game engine has common knowledge with the history of computer games
General competence
The student
is able to find, assess and refer to sources of inspiration from games and the film industry
is able to use source references in his/her own work
is able to plan a computer game project in an interdisciplinary working group is able to give considered reasons for decisions made during the development process
is able to express the production idea in pitch presentations
Course content
Central topics:
design documents such as Art Bible, style guide
development of ideas and finding sources of inspiration
maintain a project page and keep it up to date with the production game testing
Gantt chart and, if relevant, other planning aids wireframes, animation blocking and GUI testing
making digital art, animation, sound for a computer game production historical developments in computer games
interdisciplinary development of a project
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
2–4 group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 individual folder assignment which counts for 60% of the final grade 1 group assignment which counts for 40% of the final grade
In the case of group examinations, all participants share responsibility for the full content of the assignment/product/performance.
To pass the course, all examinations must be passed.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK1002 Animation I & Principles
Course code: ADK1002 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes
Knowledge
The student
have knowledge of animation principles have knowledge of the animation process has knowledge of animation history
has knowledge of movement and personality of an animated object has knowledge of basic story and character development
Has knowledge of basic drama and acting Skills
The student
is able to perform an animation using animation principles and focus on personality and movement
is able to operate professional animation software General competence
The student
is able to develop and create an animated sequence
Course content
Central topics:
animation principles animation history
animation working process
movement and personality in animation keyframing and animation curves
basic story development
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Throughout the course, students work on a single assignment. The students will make a short animated film, with the main focus on the quality of the characters, animation and any other character-driven elements.
Coursework requirements
2-4 individual and/or group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
6-hour individual written examination which counts for 50% of the grade 1 folder assignment which counts for 50% of the grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK1003 Game Design
Course code: ADK1003 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
No special requirements
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has basic theoretical and practical knowledge and understanding of game design has knowledge of the tasks and work methods of a game designer on different game projects
has knowledge of simple analytical tools and techniques for games
has knowledge of basic shared characteristics and the differences between various types of games
is acquainted with the history of the gaming industry
has knowledge of how to find sources of inspiration and use them in his/her own work
has knowledge of how to develop a cohesive design that culminates in a computer
has knowledge of using System Thinking in game design
has knowledge of using project management in computer game production Skills
The student
is able to analyze simple games with regard to the relationship between mechanics and the experience
is able to use different techniques to balance existing and new game designs is able to specify and operationalize a game design with a view to creating a specific game experience
is able to develop an interactive project from idea to final implementation via an iterative process
is able to discuss and explain core concepts such as game, game design, game mechanics and balancing
is able to identify mechanics and game patterns in different types of games is able to create new game design ideas and document them well
is able to work in an interdisciplinary team is able to write an analytical academic text
has an understanding of different project management methods and processes is able to comply with the minimum requirements for development of a viable computer game
is able to meet the milestones for first playable, alpha, beta and gold master is familiar with the history of computer games
General competence
The student
is able to explain and justify choice of design with reference to the syllabus has a theoretical and cognitive basis for further analytical and creative work with interactive productions
has theoretical and practical experience through analysis and testing of games, and design and re-design of new and existing games
is able to carry out an iterative game design process from beginning to end, with a focus on prototyping, testing and documentation
is able to develop different game design documents
is able to find, evaluate and refer to sources of inspiration from games and the film industry
is able to use source references in his/her own work
is able to plan a computer game project in an interdisciplinary working group
process
is able to use basic System Analysis in game design
Course content
Central topics:
game design
dramaturgical structures in computer games level design
synergy effects between gameplay and story development analysis of computer games
development of game design documents and finding sources of inspiration game testing
project management
historical development of computer games interdisciplinary product development System Thinking in game design
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
group assignment, 2–4 students, counts for 50% of the final grade 2 individual assignments, counts for 50% of the final grade
To pass the course, both examinations must be passed.
In the case of group examinations, all group members share responsibility for the full content of the assignment/product/performance.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2900 Bachelor thesis
Course code: ADK2900 ECTS credits: 30
Semester
Høst / Vår
Language
Engelsk og Norsk
Required prerequisites
Has passed all the courses in the first and second years of study. Total: 120 credits.
Learning outcomes
Once the student has completed his/her qualification, he/she will have achieved the following learning outcomes:
Knowledge:
The student
has knowledge of presentation techniques
has knowledge of the different roles in a project team, what makes the team work well, his/her role in a creative project and planning a project
has knowledge of group processes, conflict resolution and good leadership strategies in a project
has knowledge about the different phases in a production
is acquainted with value creation on creative projects, and the interaction between creative and financial considerations
is acquainted with the use of agreements and contracts in productions
has knowledge of how to carry out a project, based on topics taken from the study
has knowledge of production associated with technological interactive media products
has knowledge of critical thinking, communication and problem solving related to technological and interactive products
has broad knowledge of his/her own area of specialization and an understanding of related subject areas
has knowledge of creative processes in a project
has knowledge of fundamental mindset in relation to entrepreneurship, self-promotion and marketing strategy
Skills:
The student
is able to estimate workload against quality
is, in a given setting, able to give different types of presentation to promote a project
is able to develop the production process of an interdisciplinary project
is fully conversant with critical thinking, logic, communication and problem solving in a group
is able to use professional knowledge to carry out and participate in a
development project and have an understanding of different development and project management methods
is fully conversant with and is able to use relevant tools, methods and theories for his/her own project
is able to understand design processes from idea to end product
is able to understand technological processes from idea to end product
is able to work creatively with technology and design subjects in problem solving is able to use professional knowledge and results of research and development work that are relevant to the topic of research
is able to reflect on and evaluate his/her own work on a project and the development process
is able to reflect on his/her own professional practice and adapt it under supervision
General competence:
The student
is able to develop ideas and concepts for games, virtual experiences, animated short films or equivalent projects
is able to plan and execute projects over an extended period of time as part of a
is able to disseminate important academic material orally and in writing is able to take part in discussions related to an issue in a project
is fully conversant with the Norwegian or English language orally and in writing, and is able to use the language to a high standard in professional contexts and in academic work
is able to inspire and facilitate entrepreneurship, new thinking and innovation is able to disseminate important academic material orally, in writing and visually has competence in how to use different types of digital tools effectively and methodically
has information literacy
is able to think strategically in relation to self-promotions, marketing strategy and business concept
Course content
Central topics:
planning pre-production of a project
estimation (bottom-up method, three-point estimation) roles and leadership
pitching and presentation techniques project management
development of ideas
development of project description
productions are carried out in accordance with common guidelines the work is carried out by teams that follow project methodology
development of a digital product with a project report based on professional knowledge and reflection on own working and learning process
Teaching and working methods
The course is organized in two parts, Part 1 and Part 2. Part 1 is conducted during 5th semester, is a combination of lectures, practical exercises, self-study and supervision, while focusing on the Pre-production phase. Part 2 conducted during 6 semester, isth focusing on the Production phase, and is primarily organized as self-study while
students work in groups and take part in group seminars and supervision with an
appointed supervisor. Each group will have regular sessions with their supervisor during the semester. The project groups may choose to associate their project work with an external partner. Presentations will be given of potential external partners. Topics and the research questions will be worked out in conjunction with supervisors during Part 1,
out in Part 2. In cases where the group's own project cannot be approved, the group may be assigned a project with an internal or external partner.
Coursework requirements
presentation and submission of 1-4 group assignments attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan attendance at 2–3 group seminars
attendance at 5–10 supervision sessions
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
A group project consisting of product and report. An oral group examination can adjust the project's grade up or down one whole grade.
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2010 Entrepreneurship and Degree Show
Course code: ADK2010 ECTS credits: 10
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Has passed all the courses in the first and second years of study, as well as all the courses in semester five. Total: 140 credits.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of creating a showcase
has knowledge of promotion and marketing of own portfolio and other relevant work
has knowledge of distributions of games and films
has knowledge of how to apply for grants for producing games and films has knowledge of how to start up a business
has knowledge of how to read, interpret and write a contract
Skills
The student
is able to market own work/portfolio (demo reel / website) is able to arrange and conduct a showcase event
is able to write an application for funding a game project
is able to understand copyright laws, and what a standard contract should include General competence
The student
has an understanding support systems, grant programs and marked is able to plan and prepare his/her own professional career
Course content
Central topics:
Marketing of own brand and work Financing
Distribution
Laws and regulations with the field of games and film
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Through the whole course the students will work individually with one assignment, with the goal of producing a demo reel and a written basic strategical plan for self-branding as a visual artist.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for
requirements again next time the course is taught.
Examination
1 individual folder assignment which counts 100% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2001 3D-Art & Generalisation II
Course code: ADK2001 ECTS credits: 15
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1001 3D-Art & Generalization I or equivalent.
Learning outcomes
Once the student has completed his/her qualification, he/she will have achieved the following learning outcomes:
Knowledge:
The student
has knowledge of 3D hard surface modelling
has basic knowledge of organic modelling in 3D, with a focus on good topology has knowledge of optimized modelling in 3D
has knowledge of low-poly and high-poly modelling has knowledge of subdivision surfaces
has knowledge of sculpting in 3D
has knowledge of the use of material shaders and textures has knowledge of baking textures
has knowledge of the setting up of render engines has knowledge of general character rigging
Skills:
The student
is able to model realistic hard surface models is able to create optimized 3D-models
is able to model organic 3D-models
is able to use material shaders and textures to create credible surfaces on 3D-models
is able to retopologies 3D -models
is able to rig a 3D-character with a base rig and “skin” it with correct weighting General competence
The student
is able to use 3D software to a high technical standard
has an understanding of relevant issues and is able to contribute in a discussion regarding good modelling techniques
is able to think innovatively and disseminate new knowledge and new ideas
Course content
Central topics:
advanced polygon modelling techniques hard surface modelling
organic modelling 3D-sculpting UV-mapping
material shaders and textures
composition, lighting and use of cameras
use of hardware and software render engines to render still images and image sequences
repolarization and optimization of 3D models rendering
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, regular submission of weekly assignments, self-study and supervision.
Coursework requirements
3-6 individual or group-based assignments, in accordance with the teaching plan attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
2 individual folder assignments where folder 1 counts 40% and folder 2 counts 60%
of the finale grade and where folder 2 has to be prepared for the degree show Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2002 3D-Art & Generalisation III
Course code: ADK2002 ECTS credits: 15
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1001 3D-Art & Generalization I or equivalent and ADK2001 Art & Generalization II or equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of how to create a complete rig for use in digital productions has knowledge of anatomy related to rigging organic 3D-models
has knowledge of rigging for games and real-time systems versus rigging for animated films and VFX
has knowledge of hierarchies, constraints and nodes structures has knowledge of the design of an animation controller for a rig
has knowledge of posing and composition of characters for still images has knowledge of anatomy related to organic modelling
Skills
The student
is able to rig a character based on standard bones and skinning of a mesh is able to rig using other techniques than bones (e.g. deformers and other techniques resulting in vertex animation)
is able to make deliberate decisions concerning rigging for a game engine versus for animated films
is able to blend geometry using techniques like blend shapes, morph targets or similar.
is able to plan and set up an anatomically correct rig
is able to create rigs with tidy user interfaces that focus on the user (the animator) is able to stage interesting poses and compositions
General competence
The student
is able to justify decisions made when building a rig in relation to the type of product
is able to find and use relevant professional subject material for 3D character rigging
is able to understand relevant issues and contribute in a professional discussion regarding good organic modelling
is able to use 3D software effectively and systematically
Course content
Central topics:
character rigging
anatomy for rigging organic models
rigging for games versus rigging for animated films and VFX hierarchies, constraints and nodes
Geometry blending (blend shapes, as.) skinning
animation controllers posing
anatomy
Teaching and working methods
supervision.
Coursework requirements
2–4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
2 individual folder assignments where folder 1 counts 40% and folder 2 counts 60%
of the finale grade and where folder 2 has to be prepared for the degree show Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2003 3D-Art & Generalisation IV
Course code: ADK2003 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1001 3D-Art & Generalization I or equivalent and ADK2001 3D-Art & Generalization II or equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has broad knowledge of hard surface modelling in 3D
has broad knowledge of sculpting and organic modelling in 3D has broad knowledge of texturing and shader techniques has broad knowledge of character rigging in 3D
has broad knowledge of lighting and rendering of a 3D-scene has broad knowledge of producing finished 3D-assets for games
has broad knowledge of structuring & producing his/her portfolio (demo reel) Skills
The student
is fully conversant with hard surface modelling, organic modelling and advanced character rigging
is able to understand what is required for making a good demo reel for personal portfolio, in addition to which mistakes should be avoided
is able to develop character design that is unique, memorable, appealing and has an individual personality
is able to work with character development to a high standard
is able to implement details in a model or technical finesses on a rig in order to prepare a production
is able to define, develop and complete a video portfolio (demo reel) General competence
The student
is fully conversant with problem solving associated with rigging
is able to plan and carry out varied tasks associated with 3D modelling and rigging has an understanding of professionally relevant issues and is able to take part in professional discussions
is able to disseminate productions and portfolios in different ways
Course content
Central topics:
advanced modelling (hard, organic - polygon) advanced character modelling
advanced character rigging
advance texturing, shader techniques and surface treatments advanced rig setup
surface vs. polygon modelling sculpting in a 3D-sculpting program portfolio (demo reel)
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, self-study and supervision.
Throughout the course, students work on a single assignment. The students will
produce a demo reel.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 individual folder assignment which must be prepared for the Degree show. The assignment counts 100% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2004 Animation II & Body Mechanics
Course code: ADK2004 ECTS credits: 15
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1002 Animation I & Principals, or equivalent, and ADK1001 3D-Art & Generalisation I, or equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has broad knowledge of animation
has knowledge of anatomy, body mechanics and physicality has knowledge of how to add personality to animations has knowledge of character development
has knowledge of story development has knowledge of game animation Skills
The student
is able to apply animation principles and techniques is able to use acting techniques in animation
is able to communicate story and character personality through animation is able to make animation sequences for computer games
General competence
The student
is able to convey convincing movements and personality in animation is able to develop an animation from idea to finished product
Is able to prepare and apply animation into game productions.
is able to accept and give artistic and academic feedback
Course content
Central topics:
animation principles
Body mechanics, anatomy and physicality
the influence of the art of acting on the animation artist the seven essential principles of the art of acting
polishing animations
personality and character in animations visual storytelling
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, regular submissions, self-study and supervision.
Coursework requirements
2-4 individual and/or group-based assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework
requirements again next time the course is taught.
Examination
2 individual folder assignments where at least one must be prepared for the Degree show. Each assignment counts 50% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2005 Animation III & Acting
Course code: ADK2005 ECTS credits: 15
Semester
Spring
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1002 Animation I & Principals, or equivalent, and ADK2004 Animation II & Body Mechanics, or equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has broad knowledge of animation concepts & styles has knowledge of character development
has knowledge of acting and dramaturgy for animation
has knowledge of the process of using motion capture to create animation Skills
The student
is able to create credible and appealing animation
is able to use dramaturgical analysis around acting and critical evaluation of animation
is able to animate diverse styles, such as classic cartoony, and realistic animations is able to use advanced visual storytelling
General competence
The student
has insight into advanced animation and storytelling and can participate in artistic and academic discussions.
has capability to prepare and apply animation into game productions.
has insight to different animation styles
Course content
Central topics:
acting dramaturgy
advanced body mechanics cinematography
advanced visual storytelling advanced character development classic cartoon animation
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, regular submissions, self-study and supervision.
Coursework requirements
2–5 individual assignments
1 group assignment attendance at lectures in accordance with the teaching plan attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
2 individual folder assignments where at least one must be prepared for the Degree show. Each assignment counts 50% of the final grade
Alphabetical grades are used on degree from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2006 Animation IV & Directing
Course code: ADK2006 ECTS credits: 10
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended previous education: ADK1002 Animation I & Principals, or equivalent, ADK2004 Animation II & Body Mechanics, or equivalent and ADK2005 Animation III &
Acting, or equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of storytelling
has knowledge of character development for animation
has knowledge of planning and conducting an animation production has knowledge of building and structuring own portfolio (demo reel) has knowledge of directing for animation
has knowledge of how to polish high quality animation Skills
The student
is able to give characters unique, individual personalities, and make them authentic and diverse
is able to create an animation portfolio (demo reel) to show their animation skills is able to reflect upon own work and process and develop their critical thinking is able to make well-founded choices in relation to acting, storytelling,
cinematography and body mechanics
is able to produce high quality finished animation.
General competence
The student
is able to plan and complete a larger animation sequence that extends over time in line with guidelines
is able to prepare and apply animation into productions
has insight into relevant industrial work process and can contribute in a professional community
is able to evaluate the quality of an animation is able to evaluate choices made for an animation
Course content
Central topics:
workflow from idea to final animation detailed work
storytelling
Teaching and working methods
The course is organized as a combination of lectures, practical exercises, regular submissions, self-study and supervision.
Throughout the course students will work individually on their demo reel.
Coursework requirements
2-4 individual assignments
attendance at lectures in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
1 individual folder assignment which counts 15% of final grade
1 individual folder assignments which must be prepared for the school’s Degre Show. Assignment counts 85% of final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.
Faculty
Faculty of Audiovisual Media and Creative Technologies
ADK2007 Concept Art & Motion Design I
Course code: ADK2007 ECTS credits: 15
Semester
Autumn
Language
Engelsk og Norsk
Required prerequisites
Recommended: 2TEG102A Drawing or the equivalent, 2PREV101A Development and Previsualization or the equivalent, ADK1001 3D-Art & Generalization I or the equivalent, and ADK1003 Game Design or the equivalent.
Learning outcomes
Once the student has passed the course, he/she will have achieved the following learning outcomes:
Knowledge
The student
has knowledge of concept art for use in games, animation, advertising, as illustration and information design
has the knowledge to develop and carry out design projects by combining relevant digital tools, techniques, methods and forms of expression in relation to concept art
has knowledge of formal aesthetic means in relation to the development of digital
has knowledge of idea and concept development has knowledge of creative design processes
has knowledge about the principles of cinematic storytelling
has knowledge of motion and UX design possibilities, and stylistic genres of both areas
has knowledge and an understanding of the link between form and content, and different effects and ideas in visual presentations in moving and static imagery has knowledge of file formats and their content, and compression standards Skills
The student
is able to carry out creative processes within the field of concept art by showing an ability to experiment, and to develop and present ideas
is able to use formal aesthetic consciously with regard to the development of digital pictorial expression, art and design
is able to visualize space and perspective on the image plane
is able to apply color theory in practice and use different perspectives on color theory
is able to visualize and develop different forms of figuration using simplifications and abstraction
is able to develop characters and present them from different angles in and present them in different contexts
is able to create digital visual expressions and presentations of an informative, narrative, subjective or schematic nature
is able to visualize and present different forms of figuration using simplification and abstraction
is able to use space-creating effects to visualize space and perspective in the image plane through drawing and motion design
General competence
The student
is able to work purposefully, creatively and independently in creative design processes
has knowledge of idea-based concept development
has experience with problem solving in relation to artistic creative processes has an understanding of formal aesthetics
has knowledge of art, motion design and UX design theory
is able to design and execute a compositional balanced animated art
is able to develop visual identity in relationship to brand building
Course content
Central topics:
the field of concept art idea development design principles
aesthetics and formal-aesthetic in connection to art and design the intention of images – pictorial expression and context digital forms of artistic expression, intentions and presentation the application of various software for design
motion and UX design theory portfolio development
Teaching and working methods
The course is organized as a combination of lectures, practical creative exercises, submission of weekly assignments, self-study, plenary reviews and supervision.
Coursework requirements
3-5 individual assignments
attendance at lectures in accordance with the teaching plan
attendance at laboratory teaching in accordance with the teaching plan
Passed coursework requirements are only valid for 12 months. Students who apply for retake of exams/folder assignments after 12 months will have to pass the coursework requirements again next time the course is taught.
Examination
2 individual folder assignments where at least one must be prepared for the Degree show. Each assignment counts 50% of the final grade
Alphabetical grades are used, on a scale from A to F, with E as the lowest passing grade.