Courses

ANI 122   Digital Rendering for Animation (3 Hours)

This basic digital rendering course is designed for animators and game artists. Students will study basic and advanced digital rendering elements and principles. Students will produce digitally rendered elements used in animation and gaming, including realistic and stylistic character designs, vehicles, architecture, and environments.

ANI 125   Introduction to 2D Animation (3 Hours)

In this course, students will study the fundamental principles of 2D animation; key principles in which all expressions of animation (traditional, digital, claymation, 3D, etc.) are built upon. These concepts include persistence of vision, timing, spacing, arcs, basic body mechanics, character performance, lip syncing, and other essential skills that form the bedrock for professional, industry-standard productions. By the end of the course, students will be able to understand and utilize their newly developed skill sets to craft their own fully animated scenes.

ANI 130   Motion Graphics and Effects* (3 Hours)

Prerequisites or corequisites: CDTP 135 or CDTP 190.

In this course the student will create motion graphics and effects using 2D and 3D elements. Students will create render passes, create 3D elements and effects, and then composite the layers back into After Effects for further manipulation and polish. Students will also explore rotoscoping, motion tracking, motion stabilization, animating effects, text and shape animation, create and set up 2D and 3D text, lighting, materials and basic compositing.

ANI 150   Introduction to 3D Modeling, Texturing and Materials (3 Hours)

This course introduces 3D modeling, texturing, materials, lighting and rendering processes. Students will learn industry production pipelines and create high polygon and low polygon models. Students will also learn how to UV map, create photorealistic textures, add materials, light and render their scenes. Using industry standard software, students will create construction and texture worksheets for portfolio/showreel.

ANI 200   Advanced 2D Animation* (3 Hours)

Prerequisites : ANI 125.

Students who have successfully completed the Introduction to 2D Animation course will be tasked with advanced exercises and projects designed to expand their knowledge of both traditional hand-drawn animation and 2D animated rigs. These advanced topics include 2D effects animation, human body mechanics, advanced acting principles, intro to quadruped mechanics, and constructing/animating 2D character rigs with animation curves.

ANI 210   Digital Sculpting (3 Hours)

In this course students will create basic organic and hard-surface sculptures using a digital 3D software medium. Students will explore production pipelines, basic and advanced digital sculpting techniques, and detailing. Students will also demonstrate the application of materials, color, lighting, and rendering.

ANI 220   Computer Graphics Environments and Animation* (3 Hours)

Prerequisites : ANI 150 or Department approval.

In this course, students will learn how to develop and produce 3D models and renders of studio, interior, and exterior lighting 3D environments. The process of modeling for film and commercial environments and a range of simple to complex lighting and rendering techniques will be covered. 3D camera control tools, basic to advanced animation techniques, and advanced materials and shaders will be explored. Students will also be introduced to render passes and render layers, and composite the rendered images into a polished animation product.

ANI 235   Character Modeling and Rigging* (3 Hours)

Prerequisites : ANI 150.

In this course, the student will create a character using high-end 3D software. Students will explore character design, organic modeling, photorealistic texturing, character rigging, create facial expression shapes, character posing, and creating a diorama for portfolio presentation. Students will also explore advanced modeling techniques; clothing, hair, and advanced texture materials will be covered.

ANI 245   Introduction to Character Animation* (3 Hours)

Prerequisites or corequisites: ANI 150.

Students will develop and refine foundational skills in 3-dimensional (3D) character animation. Students will demonstrate the fundamental principles of animation and apply them using industry-standard 3D animation software. Students will learn how to navigate a 3D interface, create, and edit animation curves and layers, explore bi-pedal body mechanics, and craft believable and engaging character performances. The class will equip students with the essential skills to express their creativity and imagination compellingly.

ANI 252   Advanced 3D Modeling* (3 Hours)

Prerequisites : ANI 150.

In this course students will learn advanced modeling methods and build a deeper understanding of industry production pipelines to create highly detailed polygon meshes. Students will produce portfolio work using industry standard software using advanced modeling, texturing, and rendering techniques. Students will also learn how to create advanced shaders, topology techniques, and layered textures as well as basic lighting, and portfolio organization will be covered.

ANI 255   Advanced Animation and Effects* (3 Hours)

Prerequisites : ANI 150.

The Advanced Animation and Effects course introduces students to various particle effects including rigid and soft body dynamics. Students will create effects like rain, snow, lightning, fire, and different types of shatter. The students will also simulate and render various visual effects, including liquid, cloth, and hair.

ANI 258   Game Level Design* (3 Hours)

Prerequisites or corequisites: ANI 150.

This course provides an introduction to game level design and how to create interior and exterior levels using the same state of the art editing tools that are used in high-end video games. Students learn to build white box levels first and then populate the level with detailed original game artwork. Students will create terrain maps and textures, and interactively place static meshes into the game editor to enhance the visual aspects of the level. Students explore how to build a map that is purposeful and exciting to play.

ANI 260   Animation Capstone* (3 Hours)

Prerequisites : ANI 125.

Prerequisites or corequisites: ANI 252 and ANI 255.

Animation Capstone is the culmination of the skills and tools learned throughout the animation program. In this course, a student will select an instructor-approved project (or projects) focused on the facet of the industry they are most interested in pursuing professionally. The project(s) parameters will vary according to the focus of the student, but can include an animated short, character modeling portfolio, visual development showcase, 3-D architecture and environment creation, and more. Once a project (or projects) has been selected, the student will be tasked to complete specific milestones concluding in a final presentation of their work.

ANI 265   Advanced Character Animation* (3 Hours)

Prerequisites : ANI 245.

Students will continue building on the principles introduced in Character Animation by exploring advanced character animation concepts such as performance driven acting, facial animation, lip syncing, multi-character situations, and an introduction to quadruped/animal body mechanics. By the end of class, students will understand how to craft a compelling animated scene from reference to polish.

ANI 270   Visual Effects and Compositing* (3 Hours)

Prerequisites or corequisites: ANI 220

This course emphasizes the importance of breaking down visual effects shots for effective compositing. Advanced topics will include 2 dimensional/3 dimensional motion tracking, rotoscoping, garbage mattes, 2D/3D visual effects, blue screen or green screen removal, traveling mattes, image correction, lighting and shading. An introduction to the production pipeline used in professional film and TV work will also be covered.

ANI 275   Animation Career Preparation* (3 Hours)

Prerequisites : ANI 125.

Prerequisites or corequisites: ANI 255.

This course will provide animation majors instruction in the presentation of his or her work in a digital portfolio format of professional quality. A website, resume and cover letter will be produced. Self-promotion, networking, job searches and interview skills will also be covered.

ANI 122

  • Title: Digital Rendering for Animation
  • Number: ANI 122
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Description:

This basic digital rendering course is designed for animators and game artists. Students will study basic and advanced digital rendering elements and principles. Students will produce digitally rendered elements used in animation and gaming, including realistic and stylistic character designs, vehicles, architecture, and environments.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Discuss digital rendering and design.

  2. Identify and discuss techniques of digital rendering.

  3. Define the digital production process.

  4. Discuss perspective form in digital renders.

  5. Demonstrate vehicle digital renders.

  6. Discuss and demonstrate environmental digital render design.

  7. Define and demonstrate low-tech architecture.

  8. Discuss character development.

  9. Define and demonstrate character design. 

  10. Define line of action.

  11. Discuss creature design.

  12. Examine the use of color in picture making.

  13. Discuss character lighting.

  14. Examine components and principles of a storyboard integrating techniques.

Content Outline and Competencies:

I. Digital Rendering and Design

A. Define the digital creative environment.

B. Discuss the development of the technology.

C. Identify visual milestones.

D. Define and use key terms.

II. Techniques of Digital Rendering

A. Explain digital rendering tools.

B. List the principles of perspective design.

C. Discuss the importance of rendering strategies.

D. Discuss the character design process and create model sheets.

E. Define character history and develop characters.

F. List digitally rendered file formats.

III. Digital Production Process

A. Discuss production strategies.

B. Identify components of the digital rendering art studio.

C. Participate in creative and production teams.

D. Define the digital rendering art process.

E. Assemble a rendered portfolio.

IV. Perspective Form in Digital Renders

A. Create 1-point perspective.

B. Create 2-point perspective.

C. Create 3-point perspective.

D. Draw ellipses.

E. Define foreshortening.

F. Produce freehand drawing techniques.

G. Compose a perspective view.

H. Generate section drawing.

I. Draw symmetrical forms.

J. Define and demonstrate clarity, realism, dynamism, and continuity in basic perspective drawing.

V. Vehicle Digital Renders

A. Define car render strategies.

B. Establish your view.

C. Render digital basic proportions.

D. Characterize section renders.

E. Create complex form building.

F. Produce renders from your imagination.

G. Generate section renders.

H. Discuss methods of perspective construction.

I. Define freehand render techniques.

J. Build car forms of personal design.

VI. Environmental Digital Render Design

A. Define thumbnail renders.

B. Discuss composition.

C. Identify mood.

D. Create atmosphere.

E. Define creative process.

F. Define design strategy.

G. Produce sketchbooks.

H. Generate marker render.

I. Construct final line render.

J. Create a tighter line render.

K. Define layering strategy.

L. Discuss value planning.

M. Formulate a color palette.

N. Create dramatic lighting.

O. Create a focal point.

P. Establish depth.

Q. Add detail.

VII. Low-Tech Architecture

A. Define the 2D digital workspace.

B. Generate shot composition.

C. Produce sketches with line and tone.

D. Direct the eye.

E. Establish a mood.

F. Create theatrical lighting.

G. Tell the story.

H. Illustrate effects.

VIII. Character Development

A. Define body proportion.

B. Identify stance.

C. Discuss circular and rounded forms.

D. Generate skeleton foundation.

E. Define construction of the head.

F. Discuss advanced head construction techniques.

G. Create facial expressions.

H. Produce hands.

I. Add muscles.

J. Draw different body types.

K. Generate clothing.

L. Create model sheets.

M. Create backgrounds.

IX. Character Design

A. Define general physical characteristics.

B. Define body type.

C. Discuss proportions.

D. Define surface.

E. Define color.

F. Define facial structure.

G. Discuss the character's movement.

X. Line of Action

A. Build the line of action.

B. Create balance.

C. Produce foreshortening.

D. Identify realism versus exaggeration.

E. Render a figure in action.

XI. Creature Design

A. Render abstract shapes.

B. Develop character traits.

C. Discuss how personality dictates design.

D. Employ color pencil sketching.

E. Resolve the design.

XII. Use of Color in Picture Making

A. Discuss the four primary characteristics of color.

B. Define secondary color characteristics.

C. Discuss how color acts and reacts.

D. Define using colors effectively.

E. Discuss quality, distance, and weight.

F. Define hue, value, chroma and temperature.

G. Discuss color contrast.

XIII. Character Lighting

A. Discuss the main types of lighting.

B. Define light positioning.

C. Discuss light color.

D. Define shadows.

XIV. Components and Principles of a Storyboard

A. Discuss rule of thirds.

B. Define foreground, middle ground, and background.

C. Develop visual skills.

D. Define shot angles.

E. Build the storyboard.

F. Discuss classic film.

G. Draw humans in action.

H. Define light and shadow.

I. Discuss design and composition.

J. Define light sources.

K. Discuss depth of field.

L. Define montage.

M. Discuss editing.

N. Define dynamic design.

O. Define sequencing.

P. Discuss editing.

Q. Define special effects.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of two projects
10-30%    Final project

Total:    100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 125

  • Title: Introduction to 2D Animation
  • Number: ANI 125
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Description:

In this course, students will study the fundamental principles of 2D animation; key principles in which all expressions of animation (traditional, digital, claymation, 3D, etc.) are built upon. These concepts include persistence of vision, timing, spacing, arcs, basic body mechanics, character performance, lip syncing, and other essential skills that form the bedrock for professional, industry-standard productions. By the end of the course, students will be able to understand and utilize their newly developed skill sets to craft their own fully animated scenes.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Define key principles of animation.

  2. Identify and describe animation methods.

  3. Define the planning processes for animation.

  4. Discuss the principles for visual development and scene planning.

  5. Describe digital animation.

  6. Describe and define the animation production process

  7. Discuss and illustrate character design and rigging.

  8. Discuss principles of body mechanics in animation.

  9. Develop processes for lip syncing in animation

  10. Define and discuss the post production process in animation.

Content Outline and Competencies:

I. Key Principles of Animation

A. Define persistence of vision and its importance in animation.

B. Identify and utilize the 12 principles of animation.

C. Demonstrate how to time an action and translate it into animation using timing charts, number of drawings, and spacing.

D. Discuss the difference between keys, break downs, in-betweens, and extremes.

E. Explain holds, frame rates, and broadcasting standards.

II. Animation Methods

A. Identify the basic approaches to an animated performance: pose to pose, straight ahead, and layered.

B. Describe a traditional workflow versus digital workflow.

C. Define vector versus raster type graphics.

D. Create hand drawn animation and key-able animation.

E. Define interpolation.

III. Planning for Animation

A. Create and utilize a LAV (Live Action Video Reference).

B. Describe animation versus rotoscoping.

C.  Explain proximity versus strict accuracy - exaggeration and simplicity in crafting effective illusions.

D. Produce and organize an x-sheet.

E. Define field guides and field charts.

F. Create motion paths and timing charts.

IV. Visual Development and Scene Planning

A. Demonstrate how to thumbnail sketch a performance.

B. Craft a storyboard for a scene.

C. Build a simple animatic.

D. Design elements for animation.

E. Describe silhouettes, line of action, reverse curve, and other important concepts for scene presentation.

V. Digital Animation

A. Explore an animation software interface.

B. Craft key-able animation with the timeline.

C. Describe drawing substitutions and their importance.

D. Explore and utilize digital elements.

E. Generate a render and export.

VI. Production Process

A. Describe the pre-production pipeline: concept, reference, timing, thumb-nailing, animatic construction.

B. Plan a scene with timing charts, and asset creation.

C. Construct key frames and breakdowns.

D. Develop in-betweens to smooth action.

E. Generate line art, fills, and effects.

F. Export a final render based on broadcasting standards.

VII. Character Rigging

A. Identify rigging types: pivot rigs, IK rigs, FK rigs, and constraint rigs.

B. Design characters for rigging.

C. Describe Pivot rig construction and workflow.

D. Define FK rig construction and workflow.

E. Explore combination rig construction and workflow.

VIII Body Mechanics

A. Explore the anatomy and physiology of a basic human figure and its standard range of motion.

B.  Animate the basic mechanics for both jumping and walking.

C. Describe and apply the breaking of joints concept.

D. Describe center of gravity and base of support.

E. Explore tilt, twist, and rhythm for building appealing performance.

IX. Lip Syncing

A. Phonetically interpret an audio track.

B. Describe the process for phonetically filling out an exposure sheet.

C. Design a mouth shape library based on observation and standard shapes.

D. Demonstrate substitute animation to craft an accurate sync.

E. Apply a track off-set for better audio alignment. 

X. Post-Production

A. Demonstrate polishing a final animation.

B. Describe and construct linework styles and techniques.

C. Demonstrate an understanding of cell shading, fills, and gradients.

D. Demonstrate troubleshooting and problem-solving techniques.

E. Explore best exporting practices and procedures.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
10-30%    Final project

Total 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any associated costs that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 130

  • Title: Motion Graphics and Effects*
  • Number: ANI 130
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites or corequisites: CDTP 135 or CDTP 190.

Description:

In this course the student will create motion graphics and effects using 2D and 3D elements. Students will create render passes, create 3D elements and effects, and then composite the layers back into After Effects for further manipulation and polish. Students will also explore rotoscoping, motion tracking, motion stabilization, animating effects, text and shape animation, create and set up 2D and 3D text, lighting, materials and basic compositing.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Examine the elements of visual effects and compositing.

  2. Identify and discuss the visual effects production pipeline.

  3. Define digital compositing.

  4. Discuss the digital representation of digital information.

  5. Explore basic image manipulation and compositing.

  6. Demonstrate matte creation and manipulation.

  7. Discuss time and temporal manipulation.

  8. Demonstrate image tracking and stabilization.

  9. Review interface interactions and analysis tools.

  10. Review formats, media, resolution and aspect ratio.

  11. Define and demonstrate rotoscoping and motion tracking.

  12. Evaluate the scene.

  13. Define and create elements.

  14. Integrate motion techniques.

  15. Discuss advanced topics.

  16. Review case studies.

Content Outline and Competencies:

I. Visual Effects and Digital Compositing

A. Define the digital creative environment.

B. Discuss the development of the technology.

C. Identify visual milestones.

D. Define and use key terms.

II. Visual Effects Production Pipeline

A. Create script.

B. Define visual development.

C. Create storyboards.

D. Define scene breakdown.

E. Discuss motion capture.

F. Demonstrate visual effects.

G. Shoot live action and/or use CG elements.

H. Illustrate rotoscope and match camera move.

I. Evaluate final render.

J. Explain compositing.

K. Discuss post-processing.

L. Construct final output files.

III. Digital Compositing

A. Define compositing.

B. Explain historical perspective.

C. Review terminology.

D. Illustrate compositing workflow.

IV. Digital Representation of Visual Information

A. Define image generation.

B. Discuss image input devices.

C. Describe digital image file format.

V. Basic Image Manipulation and Compositing

A. Show color manipulations.

B. Utilize spatial filters.

C. Define geometric transformations.

D. Illustrate a matte image.

E. Integrate matte channel.

F. Demonstrate multisource operators.

G. Utilize masks.

H. Prepare a composte with pre-multiple images.

VI. Matte Creation and Manipulation

A. Manipulate procedural matte extraction.

B. Demonstrate matting techniques.

VII. Time and Temporal Manipulation

A. Define apparent motion.

B. Discuss temporal resolution.

C. Identify temporal artifacts.

D. Practice changing the length or timing of a sequence.

E. Create key framing.

VIII. Image Tracking and Stabilization

A. Demonstrate tracking an element onto a plate.

B. Discuss human intervention.

C. Practice stabilizing a plate.

D. Illustrate tracking multiple points.

IX. Interface Interactions and Analysis Tools

A. Examine workflow.

B. Analyze online versus batch.

C. Illustrate methods of representing the compositing process.

D. Demonstrate curve editors.

E. Work with proxy images.

F. Discuss image viewers.

G. Identify flipbooks.

H. Define image statistics.

X. Formats: Media, Resolution and Aspect Ratio

A. Define aspect ratio.

B. Discuss format conversion pipeline.

C. Describe film formats.

D. Differentiate video formats.

E. Distinguish between other formats.

F. Work with non-square pixels.

G. Convert between film and video.

XI. Rotoscoping and Motion Tracking

A. Define rotoscoping.

B. Demonstrate rotoscoping techniques.

C. Discuss 2D and 3D motion tracking techniques.

D. Demonstrate 2D and 3D motion tracking.

XII. Evaluate the Scene

A. Discuss color, brightness and contrast.

B. Define a camera.

C. Explain distance and perspective.

D. Demonstrate lens flares.

E. Describe focus.

F. Illustrate motion blur.

XIII. Creating Elements

A. Demonstrate lighting.

B. Define matched cameras.

C. Discuss reference stand-in.

D. Employ clean plates.

E. Compare film stock.

F. Produce filters.

G. Choose a format.

H. Illustrate how to light and shoot a green screen or blue screen.

XIV. Integrate Motion Techniques

A. Explain scene continuity.

B. Define lighting.

C. Construct shadows.

D. Illustrate atmosphere.

E. Discuss camera mismatches.

F. Demonstrate camera movements.

G. Analyze focus.

H. Discuss motion blur.

I. Define film grain.

J. Demonstrate green-screen or blue-screen integration.

XV. Advanced Topics

A. Define black and white.

B. Discuss nonlinear color spaces.

C. Work with 3D elements.

D. Define related 2D disciplines.

XVI. Case Studies

A. Analyze other visual effects processes.

B. Critique other visual effects shots.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
20-30%    Final project

Total:   100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 150

  • Title: Introduction to 3D Modeling, Texturing and Materials
  • Number: ANI 150
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Description:

This course introduces 3D modeling, texturing, materials, lighting and rendering processes. Students will learn industry production pipelines and create high polygon and low polygon models. Students will also learn how to UV map, create photorealistic textures, add materials, light and render their scenes. Using industry standard software, students will create construction and texture worksheets for portfolio/showreel.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify and describe the 3D modeling production pipeline.

  2. Experiment with pre-production references for modeling.

  3. Discuss geometry and modeling.

  4. Utilize modeling tools.

  5. Demonstrate basic UV layout

  6. Define Physically Based Rendering (PBR) texturing and materials.

  7. Examine modeling errors, ngons, lamina faces, and nonmanifold geometry.

  8. Define model management in a scene.

  9. Experiment with lighting, rendering and post-production tools for image refinement.

  10. Develop a portfolio.

Content Outline and Competencies:

I. 3D Modeling Production Pipeline

A. Define the type of production.

B. Discuss technical complexity and delivery media.

C. Identify production workflow.

D. Define creative goals.

E. Define teams.

F. Discuss budget, schedule, and resources.

II. 3D Model Pre-Production

A. Develop ideas: brainstorming.

B. Experiment with references.

C. Create model and texture reference mood boards.

D. Define model and texture visual development.

1. Visual direction and style

2. Overall structure of the model

3. Overall styling

4. Atmosphere and visual look

5. Color schemes

III. Geometry

A. Define polygon structure and components.

B. Discuss polygon primitives.

C. Review polygon modeling tools.

D. Demonstrate solid modeling and clean topology.

E. Define high polygon modeling.

F. Demonstrate hard surface modeling techniques.

G. Experiment with geometry cleanup.

IV. UV layout

A. Select UV seams.

B. Define texture borders.

C. Utilize automatic, planar, cylindrical, and spherical mapping.

D. Utilize UV tile layout.

E. Define UV distortion.

F. Utilize UV tools.

G. Discuss UV packing.

H. Define a UV snapshot.

V. Realistic Textures and Materials

A. Photograph, Paint and or Scan Textures.

B. Create  PBR textures.

C. Generate tiling textures.

D. Create advanced tiling.

E. Manipulate digital photo reference images.

F. Create hand-painted textures.

VI. Render Setup

A. Define scene integration.

B. Assign texture maps with color management.

C. Define lights and manipulate light attributes.

D. Create and refine camera attributes.

E. Render static images and turntable animation.

VII. Asset Management.

A. Define object management.

B. Discuss environment and level management.

C. Discuss scene management.

VIII.  Post-Production

A. Discuss final rendering: define lights, cameras and materials.

B. Export models.

C. Define and review quality control: fix image errors.

D. Edit the final rendered image, color correction, etc.

IX. Portfolio

A. Showcase models, textures, lighting, and renderings.

B. Showcase high and low polygon wireframes and solid-shaded models.

C. Demonstrate the use of UV textures.

D. Produce final rendered images demonstrating an intermediate skill level in modeling, texturing, lighting, and rendering.

E. Output to a digital media format and or website.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
10-30%    Final project

Total:   100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 200

  • Title: Advanced 2D Animation*
  • Number: ANI 200
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 125.

Description:

Students who have successfully completed the Introduction to 2D Animation course will be tasked with advanced exercises and projects designed to expand their knowledge of both traditional hand-drawn animation and 2D animated rigs. These advanced topics include 2D effects animation, human body mechanics, advanced acting principles, intro to quadruped mechanics, and constructing/animating 2D character rigs with animation curves.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Define and discuss the 2D animation pipeline.

  2. Demonstrate animated effects.

  3. Demonstrate bi-pedal body mechanics.

  4. Explore storyboarding and animatic construction.

  5. Define and demonstrate 2D scene set up and blocking.

  6. Explore advanced character acting.

  7. Demonstrate 2D animated rigs.

  8. Define and explore quadruped mechanics.

Content Outline and Competencies:

I. 2D Animation Pipeline

A. Reassess the digital 2D animated interface.

B. Describe the animation pipeline overview.

C. Explore pre-production methods and considerations.

D. Describe production methods and workflows.

E. Discuss final exports and clean up strategies.

II. Animated Effects

A. Discuss the straight-ahead animation workflow.

B. Explore natural forces including gravity, resistance, convection currents, and fluid mechanics.

C. Describe how to apply reference and study when approaching effects animation.

D. Demonstrate straight ahead animation in crafting a hand drawn, natural effect.

III. Bi-Pedal Body Mechanics

A. Reassess fundamentals of human anatomy and physiology of the human figure and its range of motion.

B. Describe the center of gravity and base of support.

C. Demonstrate how center of gravity shifts within an animated movement.

D. Explain how the illusion of weight is essential for compelling performance.

E. Build on foundations of tilt, twist, and rhythm in regard to weight.

F. Apply illusion of weight to a complex performance of body mechanics.

G. Explore the importance of overlapping action.

IV. Storyboarding and Animatic Construction

A. Demonstrate camera staging and movement fundamentals.

B. Describe camera language and the camera’s role in an animated scene.

C. Discuss how to key a camera for a 2D scene.

D. Demonstrate how to translate a story idea into visual boards.

E. Explore breaking down story boards into foreground, midground, and background assets.

F. Describe an animatic.

G. Demonstrate how to build and key a basic animatic in 2D space.

V. 2D Scene Set Up and Blocking

A. Discuss how to plan a 2D scene.

B. Describe how to craft a 2D animation library.

C. Explore the drawing substitution pipeline.

D. Demonstrate crafting assets for a 2D layout.

E. Discuss how to place and key assets and camera for an animated scene.

F. Explore thumbnailing and the benefit of LAVS (Life Action Videos) for reference.

VI. Advanced Character Acting

A. Define character acting.

B. Explore reference footage and how to utilize it for timing and spacing.

C. Describe how to analyze and break down existing scenes for study.

D. Describe how to control energy using angles, distance, and direction.

E. Explore subtext and cinematic shorthand.

F. Explore shape language, line of action, and appealing silhouettes.

G. Discuss rhythm, contrast, composition, and controlling/establishing focus.

H. Describe body language and how it’s used to communicate an idea.

I. Define social status between multiple characters.

J. Discuss the value of limited posing.

VII. 2D Animated Rigs

A. Discuss different rig types.

B. Discuss constraint rigs.

C. Describe how to prepare a character for rigging.

D. Demonstrate how to construct a basic constraint rig.

E. Describe motion curves and tangent types.

F. Demonstrate how to animate rigs using motion curves.

G. Describe drawing substitution.

H. Explore building a drawing substitution library.

I. Describe applying drawing substitutions to a constraint rig.

VIII. Quadruped Mechanics

A. Discuss quadruped mechanics.

B. Compare and contrast quadruped and bi-ped anatomy and physiology.

C. Explore the fundamentals of quadruped walk cycles.

D. Discuss Edward Muybridge and his contributions to our understanding of quadruped mechanics.

E. Describe how to analyze and break down quadruped reference.

F. Block out and animate a quadruped cycle.

Method of Evaluation and Competencies:

20%-30%    Exercises, papers, or exams
40%-60%    Projects
10%-30%    Final exam

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 210

  • Title: Digital Sculpting
  • Number: ANI 210
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Description:

In this course students will create basic organic and hard-surface sculptures using a digital 3D software medium. Students will explore production pipelines, basic and advanced digital sculpting techniques, and detailing. Students will also demonstrate the application of materials, color, lighting, and rendering.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Examine digital art basics.

  2. Identify and explore the program interface.

  3. Introduce basic digital sculpting.

  4. Demonstrate sculpting tools and basic 3D object creation.

  5. Demonstrate how to create and sculpt 3D hard-surface sculpted objects.

  6. Demonstrate how to remesh polygon density.

  7. Discuss and explore advanced 3D sculpting techniques.

  8. Demonstrate 3D object painting methods and strategy.

  9. Demonstrate rendering, lighting, and materials.

  10. Define and explore timelines, layers, and sub-objects.

Content Outline and Competencies:

I. Digital Art Basics

A. Explore the software interface.

B. Discuss digital images.

C. Identify resolution.

D. Define and explore 3D space.

II. Program Interface

A. Define and explore software interface and tools.

B. Define and explore sub-menus.

C. Explore file management and file type.

III. Basic Digital Sculpting

A. Define digital clay.

B. Explain standard, smooth, and move sculpting tools

C. Explore subdivisional sculpting.

D. Explore the symmetry tool.

E. Sculpt organic shapes.

F. Define and explore masking.

G. Explore selection methods.

H. Explore the transpose tool.

IV. Sub Objects

A. Define and explore sub-objects combination methods.

B. Demonstrate sculpting sub-objects.

V. Shadowbox and Clip Brushes

A. Define shadowbox.

B. Explore match maker brush.

C. Discuss and explore clip brushes.

VI. Retopology and Projection

     A. Retop a surface.

     B. Define and explore projection.

VII. Advanced Brush Techniques

    A. Define sculpting tool customization.

    B. Design a sculpting tool.

    D. Define sculpting effects.

    E. Explore hard surface detailed sculpting tools.

    F. Discuss and explore stencils.

VIII. Painting

    A. Define and demonstrate digital 3D object painting.

    B. Discuss digital 3D object painting techniques.

    C. Explore image editing.

IX. 3D Rendering, Lighting and Materials

    A. Define and explore rendering basics.

    B. Discuss rendering methods for portfolio.

    C. Demonstrate exporting renders.

    E. Create internal software lights.

    F. Define and explore materials.

    G. Define and explore the custom shader creation.

    H. Define and explore the render subsurface scattering effects.

    I. Explore fur, fiber, and hair creation.

X. Layers and Timeline

    A. Explore 3D layers.

    B. Define and explore paint layering techniques.

    C. Explore timeline.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of two projects
10-30%    Final project

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 220

  • Title: Computer Graphics Environments and Animation*
  • Number: ANI 220
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 150 or Department approval.

Description:

In this course, students will learn how to develop and produce 3D models and renders of studio, interior, and exterior lighting 3D environments. The process of modeling for film and commercial environments and a range of simple to complex lighting and rendering techniques will be covered. 3D camera control tools, basic to advanced animation techniques, and advanced materials and shaders will be explored. Students will also be introduced to render passes and render layers, and composite the rendered images into a polished animation product.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify animation, effects, and technology.

  2. Define the basic concepts of animation.

  3. Describe the digital production process.

  4. Demonstrate basic 3D modeling.

  5. Discuss and create materials.

  6. Demonstrate lighting techniques

  7. Explore 3-D rendering and composting.

  8. Discuss animation and effects.

  9. Define and demonstrate post-processing.

Content Outline and Competencies:

I. Animation, Visual Effects and Technology

A. Define the digital creative environment.

B. Discuss current 3D animation technology trends and work pipelines.

C. Identify visual milestones.

D. Define and use key terms.

II. Basic Concepts of Animation

A. List the types of animation.

B. List the principles of animation.

C. Discuss the importance of storytelling.

D. Discuss digital reference usage and utility.

E. List animation file formats.

III. Digital Production Process

A. Discuss production strategies.

B. Identify components of the digital computer animation studio.

C. Define the computer animation process.

D. Create and assemble portfolio-ready renders.

IV. 3D Modeling

A. Define intermediate modeling techniques.

B. Demonstrate intermediate modeling concepts.

C. Define NURBS components.

D. Explore NURBS modeling.

E. Demonstrate NURBS conversion to polygons.

F. Define and explore paint effects.

G. Demonstrate paint effects conversion to polygons.

H. Demonstrate foliage modeling and texturing.

V. Materials

A. Explore basic material workflow.

B. Develop complex and simple 3D materials and shader networks.

C. Create materials and shader networks.

D. Explore layered materials.

VI. Lighting and Surface Material Attributes

A. Define and explore lights and light attributes.

B. Demonstrate basic three-point lighting and studio lighting techniques.

C. Demonstrate image-based lighting.

D. Define high dynamic-range imaging.

E. Explore interior and exterior lighting techniques.

F. Explore studio-based lighting.

G. Discuss and explore photorealistic lighting techniques.

VII. 3D Rendering

A. Discuss basic rendering concepts.

B. Define render attributes.

C. Define the camera.

D. Discuss lighting.

E. Explore shading and surface characteristics.

F. Define quality settings.

VIII. Animation and Effects

A. Discuss basic computer animation techniques.

B. Define basic visual effects techniques.

C. Explore compositing multiple layers.

IX. Post-Processing

A. Demonstrate retouching, compositing and color correcting.

B. Manipulate image resolution and output.

C. Define polishing the project.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of two projects
10-30%    Final project

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 235

  • Title: Character Modeling and Rigging*
  • Number: ANI 235
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 150.

Description:

In this course, the student will create a character using high-end 3D software. Students will explore character design, organic modeling, photorealistic texturing, character rigging, create facial expression shapes, character posing, and creating a diorama for portfolio presentation. Students will also explore advanced modeling techniques; clothing, hair, and advanced texture materials will be covered.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Explore character design.

  2. Demonstrate organic character modeling.

  3. Discuss model refinement.

  4. Demonstrate adding modeling details.

  5. Define model optimization.

  6. Discuss how to test deformation on character mesh.

  7. Explore texture preparation.

  8. Demonstrate realistic texture painting.

  9. Discuss the level of detail.

  10. Discuss and demonstrate skeletal creation.

  11. Examine character rigging.

  12. Explore and demonstrate creating facial expressions.

Content Outline and Competencies:

I. Character Design 

A. Discuss character appeal.

B. Define the steps of concept art.

C. Research other concept art designs.

D. Define character history.

E. Create character model sheets.

II. Character Model

A. Define and explore modeling tools.

B. Define character preparation.

C. Define software preferences.

D. Define character proportions.

E. Demonstrate limb creation.

F. Mirror character geometry.

G. Model the character in small sections.

H. Refine modeling and clean up.

I. Discuss a character library.

III. Model Refinement

A. Demonstrate refining the head and  body structure.

B. Demonstrate refining the hands and fingers.

C. Define foot or footwear modeling.

  IV. Model Details

A. Demonstrate creating hair.

B. Modify and refine hair.

C. Define dynamics and hair flow.

D. Define the ear and eyes.

E. Demonstrate modeling the inside of the mouth, teeth, and tongue.

F. Demonstrate modeling clothes and accessories.

V. Model Optimization

A. Refine character mesh.

B. Define poly count.

C. Optimize character mesh.

VI. Deformation

A. Refine and test arm, leg, and body deformation.

B. Demonstrate skeleton binding.

C. Demonstrate paint weights.

VII. Texture Preparation

A. Define UV mapping methods.

B. Define UV mapping seams.

C. Demonstrate UV mapping using UDIM tiles.

D. Demonstrate exporting UV’s.

VIII. Texture Painting

A. Define model preparation.

B. Discuss base materials.

C. Explore texture alignment.

D. Define texture details.

E. Review texture map types.

IX. Level Of Detail (LOD)

A. Define level of detail.

B. Demonstrate LOD.

X. Skeleton Creation

A. Demonstrate basic skeleton creation.

B. Explore options for joint creation.

C. Demonstrate joint cleanup.

XI. Character Rigging

A. Define forward and inverse kinematics.

B. Explore forward and inverse kinematics.

C. Define and explore IK solvers.

D. Define and explore controllers.

XII. Character Presentation

A. Explore and define appeal in a pose.

B. Review construction and texture sheets.

C. Define and demonstrate diorama turntables.

D. Revise and polish rendered images.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of two projects
10-30%    Final project

Total:   100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 245

  • Title: Introduction to Character Animation*
  • Number: ANI 245
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites or corequisites: ANI 150.

Description:

Students will develop and refine foundational skills in 3-dimensional (3D) character animation. Students will demonstrate the fundamental principles of animation and apply them using industry-standard 3D animation software. Students will learn how to navigate a 3D interface, create, and edit animation curves and layers, explore bi-pedal body mechanics, and craft believable and engaging character performances. The class will equip students with the essential skills to express their creativity and imagination compellingly.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Define character animation.

  2. Discuss the digital production process.

  3. Identify key principles of animation.

  4. Navigate a 3D character rig.

  5. Explore bi-pedal body mechanics.

  6. Develop realistic and cartoon-based animation.

  7. Create cycles.

  8. Develop a compelling character performance.

  9. Explore and apply non-linear deformers and constraints.

  10. Develop basic camera, lighting and rendering techniques.

Content Outline and Competencies:

I. Define Character Animation

A. Define animation terminology.

B. Identify Visual Milestones.

II. Digital Production Process/3D Pipeline

A. Introduce the standard industry workflow and production pipeline for 3D.

B. Identify character animation tools.

C. Discuss character animation process.

III. Key Principles of Animation

A. Compare straight-ahead action vs. pose-to-pose action.

B. Explain slow-in and slow-out.

C. Describe squash and stretch.

D. Identify arcs.

E. Define anticipation.

F. Explain staging.

G. Describe secondary actions.

H. Define timing.

I. Discuss follow-through and overlapping action.

IV. Navigate a 3D Character Rig

A. Identify and manipulate character controls.

B. Define and discuss forward kinematics and inverse kinematics set ups.

C. Explain switching between forward and inverse kinematics set ups.

D. Utilize an IK spline handle.

E. Activate and utilize character pickers.

V. Explore Bi-pedal Mechanics.

A. Explore the anatomy and physiology of a basic human figure and its standard range of motion.

B. Define center of gravity and base of support.

C. Apply bi-pedal kinematics to a standard walk cycle.

D. Utilize animation layer workflow.

E. Apply weight to movement.

VI. Develop Realistic and Cartoon Based Animation

A. Define animation principles.

B. Demonstrate knowledge of character animation fundamentals.

C. Explain the use of keyframes.

D. Discuss timing and spacing.

E. Identify graph editor.

F. Define key tangents, break down keys, offset keys, and layered keys.

G. Demonstrate how to time an animation from reference.

H. Identify cartoon animation terms: reverse curve, line of action, strong silhouettes, etc.

I. Exaggerate poses and timing to craft cartoon animation.

VII. Create Cycles

A. Define a cycle.

B. Describe animating on controller versus off controller.

C. Explore infinity curves within the graph editor.

D. Describe the variations of infinity curves and their uses.

E. Discuss Bake infinity curves.

VIII. Develop a Compelling Character Performance

A. Focus on story.

B. Set up poses.

C. Adjust timing and spacing.

D. Apply overlapping action and weight.

E. Apply basic principles of acting and body language.

F. Demonstrate a pantomime expressing thought without words.

IX. Explore and apply non-linear deformers and constraints.

A. Define non-linear deformers.

B. Apply non-linear deformers to animate props.

C. Explore constraints.

D. Distinguish the various types of constraints and when to apply them.

E. Animate constraints within a scene.

X. Develop basic camera, lighting and rendering techniques.

A. Review basic camera angles, both moving and static.

B. Demonstrate how to frame a scene.

C. Craft a standard 3-point lighting set up.

D. Refine and trouble shoot basic render settings.

E. Batch render an animated scene.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of two projects
10-30%    Final project

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 252

  • Title: Advanced 3D Modeling*
  • Number: ANI 252
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 150.

Description:

In this course students will learn advanced modeling methods and build a deeper understanding of industry production pipelines to create highly detailed polygon meshes. Students will produce portfolio work using industry standard software using advanced modeling, texturing, and rendering techniques. Students will also learn how to create advanced shaders, topology techniques, and layered textures as well as basic lighting, and portfolio organization will be covered.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify and describe advanced production pipelines.

  2. Develop, research, and create pre-production 3D assets.

  3. Discuss advanced and current 3D modeling software tools.

  4. Experiment with modular asset creation.

  5. Demonstrate advanced UV layout using standard texture sets and UDIM tiles.

  6. Define and utilize unique texture types.

  7. Utilize multiple render engines.

  8. Define and utilize proper 3D asset management and utilize different file types within multiple software packages.

  9. Develop and produce portfolio quality assets.

  10. Produce a professional quality portfolio.

Content Outline and Competencies:

I. Animation Production Pipelines

A. Define the high poly production process.

B. Define the low poly production process.

C. Examine advanced retopology tools and methods.

D. Examine advanced texture “baking”.

E. Utilize industry-standard rendering software.

F. Create 3D modeling construction worksheets.

G. Discuss time management and project planning.

II. Pre-production References

A. Experiment with research methods for design.

B. Discuss methods of building a design reference catalog

C. Discuss content usage of references.

D. Develop and utilize references for original work.

E. Discuss copyrighted vs. credited vs. original work and materials.

III. Advanced 3D Modeling Software Tools

A. Discuss current animation trends and tools.

B. Utilize advanced 3D surface deformation options.

C. Examine advanced retopology tools and strategies.

D. Utilize advanced hard-surface modeling techniques.

E. Demonstrate techniques for 3D modeling organic surfaces and forms.

IV. Modular Asset and Creation

A. Examine asset style and modular construction.

B. Discuss modular asset complexity.

C. Refine modular details.

D. Define modular asset cleanup.

V. Advanced UV Layout Using Texture Sets and Tiles

A. Identify and utilize advanced UV tools.

B. Examine explicit UV tile utilization and UDIM tile utilization.

C. Experiment with and discuss texture set creation and utilization.

D. Create high-resolution textures for 3D models.

VI. Unique Shader and Texture Types

A. Identify and define file types.

B. Define and utilize advanced procedural material creation.

C. Compare shader systems between software renderers.

D. Demonstrate advanced application of “PBR” shaders.

VII. Render Engines

A. Define industry-standard render engines.

B. Examine industry-standard alternate render engines.

C. Discuss and experience industry-standard render engine workflows.

VIII. 3D Asset Management and File Type Utility within Software Packages

A. Define digital asset management.

B. Utilize professional workflows for project file management.

C. Demonstrate how to organize and clean-up projects for post-production.

IX. Portfolio

A. Produce a quality portfolio showcase of models, textures, lighting, and animation.

B. Demonstrate high-quality “beauty shot” still renders for portfolio.

C. Create “turn table” animation of models.

D. Demonstrate post-production portfolio techniques for 3D assets, and materials. 

E. Participate in group critiques of course work.

Method of Evaluation and Competencies:

20-30%    Exercises, papers, or exams
40-60%    Minimum of three projects
10-30%    Final project

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 255

  • Title: Advanced Animation and Effects*
  • Number: ANI 255
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 150.

Description:

The Advanced Animation and Effects course introduces students to various particle effects including rigid and soft body dynamics. Students will create effects like rain, snow, lightning, fire, and different types of shatter. The students will also simulate and render various visual effects, including liquid, cloth, and hair.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify software effects.

  2. Define the software effects production process.

  3. Explore particle, soft and rigid dynamics.

  4. Demonstrate fluid effects.

  5. Discuss fluid modification.

  6. Discuss object interaction with fluid dynamics.

  7. Explore cloth attributes and simulation.

  8. Develop hair and fur simulations.

  9. Demonstrate artisan brush tools.

  10. Explore playblast output and software effects rendering.

Content Outline and Competencies:

I. Introduction to Software Effects

A. Define software effects terminology.

B. Discuss visual effects technology/development.

C. Define software effects milestones.

D. Discuss compositing and integrating software effects.

II. Digital Production Process

A. Define production strategies.

B. Discuss software effects tools.

C. Define creative and production teams.

D. Identify software effects process.

E. Discuss software effects/animation integration.

III. Particles and Dynamics

A. Demonstrate particle tool and emitter creation.

B. Define and discuss vertex, point, and curve emission.

C. Define surface emission.

D. Define rigid bodies.

E. Define fields and solvers.

F. Define goals and add attributes.

G. Discuss instancing objects.

H. Demonstrate soft bodies and rigid bodies simulations.

I. Explore skeletons, lattices, and curves to control particle simulations.

J. Discuss baking particle and rigid body simulations.

IV. Fluid Effects

A. Define fluid simulations.

B. Discuss basic fluid concepts.

C. Define the contents of a 2D and 3D fluid container.

D. Explore fluid examples.

E. Discuss dynamic fluid effects.

F. Define non-dynamic fluid effects.

G. Demonstrate  2D and 3D fluid containers.

H. Define fluid properties.

V. Modify Fluids

A. Discuss the size of a fluid container.

B. Define the resolution of a fluid.

C. Explore dynamic fluid behavior.

D. Demonstrate converting fluids to polygons.

E. Define fluid attributes.

VI. Dynamic Fluid Collision

A. Explore fluid collision attributes.

B. Define geometry movement from a fluid collision.

C. Discuss cloth movement from a fluid collision.

D. Explore particle movement from a fluid collision.

VII. Cloth Simulation

A. Define cloth simulation.

B. Demonstrate creating a garment.

C. Define creating a pattern for a garment.

D. Define panels.

E. Define garment resolution.

F. Explore cloth objects.

G. Demonstrate cloth collisions on objects.

H. Discuss cloth retopology, importing, and exporting.

VIII. Fur/Hair Simulation

A. Define fur.

B. Explore fur.

C. Define UV object coordinates for fur creation.

D. Demonstrate fur creation.

E. Discuss fur attributes.

F. Explore previewing fur.

G. Discuss reversing fur normals.

H. Explore fur rendering

IX. Artisan Brush Tools

A. Demonstrate paint strokes.

B. Define flood paint.

C. Discuss paint effect reflections.

D. Explore paint effects attributes.

E. Discuss creating an artisan tool shelf.

F. Define artisan hotkeys.

G Demonstrate paint effects rendering.

X. Software Effects Rendering

A. Demonstrate playblast creation for software effects.

B. Discuss different types of visual effects rendering.

C. Discuss fluid and hair rendering.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
10-30%    Final project

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 258

  • Title: Game Level Design*
  • Number: ANI 258
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites or corequisites: ANI 150.

Description:

This course provides an introduction to game level design and how to create interior and exterior levels using the same state of the art editing tools that are used in high-end video games. Students learn to build white box levels first and then populate the level with detailed original game artwork. Students will create terrain maps and textures, and interactively place static meshes into the game editor to enhance the visual aspects of the level. Students explore how to build a map that is purposeful and exciting to play.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

Upon successful completion of this course, the student should be able to:

  1. Define the level design production pipeline.
  2. Discuss the game level pre-production process.
  3. Explore how to use game cover in the game level.
  4. Demonstrate how to use weapons effectively.
  5. Demonstrate how to use vehicles effectively.
  6. Demonstrate how to use health items effectively.
  7. Discuss asset management in UDK (Unreal Development Kit).
  8. Explore design production in the game level.
  9. Discuss post-production for the game level.

Content Outline and Competencies:

I. Level Design Production Pipeline

A. Create a game planner.

B. Discuss the game design document.

C. Discuss game specifications.

D. Define the job of a 2D game designer.

E. Define the job of a 3D game designer.

F. Define the job of a game programmer.

G. Define the job of a game audio designer.

II. Game Level Pre-production Process

A. Develop ideas using a game planner.

B. Summarize the game using a game design document.

C. Write game specifications.

D. Apply textures to levels.

E. Develop terrain, level and environment.

F. Create white box level and test.

III. Game Cover

A. Define risky cover.

B. Discuss safe cover.

C. Define high cover.

D. Discuss low cover.

IV. Weapons

A. Define weapon type.

B. Discuss weapon placement.

C. Demonstrate weapon creation.

V. Vehicle

A. Define vehicle type.

B. Discuss vehicle placement.

C. Demonstrate vehicle creation.

VI. Health Items

A. Define health type.

B. Discuss health placement.

C. Demonstrate health creation.

VII. Asset Management in UDK

A. Define asset prep for export.

B. Discuss asset export attributes.

C. Demonstrate asset import properties.

D. Define object materials.

VIII. Design Production

A. Build environment and terrain models.

B. Create static meshes and textures in a level editor.

C. Create foliage models.

D. Texture levels.

E. Incorporate lighting in level design.

F. Use level design editor.

IX. Post-Production

A. Test levels.

B. Finish levels.

C. Use screen capture.

D. Produce final output.

E. Edit image and sound.

F. Test the game.

G. Produce documentation.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
20-30%    Final project

Total: 100%

Grade Criteria:

90 – 100% = A
80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 260

  • Title: Animation Capstone*
  • Number: ANI 260
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 125.
Prerequisites or corequisites: ANI 252 and ANI 255.

Description:

Animation Capstone is the culmination of the skills and tools learned throughout the animation program. In this course, a student will select an instructor-approved project (or projects) focused on the facet of the industry they are most interested in pursuing professionally. The project(s) parameters will vary according to the focus of the student, but can include an animated short, character modeling portfolio, visual development showcase, 3-D architecture and environment creation, and more. Once a project (or projects) has been selected, the student will be tasked to complete specific milestones concluding in a final presentation of their work.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify and define project/projects parameters.

  2. Layout a production schedule.

  3.  Produce animation-relevant work based on professional expectations and excellence.

  4. Demonstrate and communicate progress.

  5. Present final project/projects.

Content Outline and Competencies:

I. Animation Project Parameters

A. Define the type of production.

B. Discuss technical complexity and delivery media.

C. Identify production workflow.

D. Define creative goals.

E. Discuss budget, schedule and resources.

II. Production Schedules

A. Break down all aspects of production into a master list of tasks.

B. Layout and schedule tasks within a spreadsheet calendar.

C. Define milestone deliverables.

D. Plan for potential setbacks/troubleshooting.

E. Refine final schedule based on research and potential setbacks.

III. Professional Expectations and Excellence in Animation Projects

A. Research examples of existing work for proof of concept and quality.

B. Acquire necessary tools and software to complete production.

C. Construct assets and/or animation for milestone deliverables.

D.  Acquire and apply critique from classmates and instructor.

E. Refine project deliverables and polish for final submission.

IV. Animation Project Progression

A. Construct slide show presentations for:

1. Initial project pitch

2. Mid-point progress snapshot

3. Final presentation

B. Develop presentations that are professional and comprehensive.

C. Demonstrate strong communication skills and public speaking ability through sharing your work with your classmates.

D. Exhibit ability to give and receive constructive critique in a respectful manner.

V. Final Project Presentation

A. Construct final project presentation with final deliverables, renders, and pre-production/workflow materials.

B. Speak intelligently and confidently about technical aspects and artistic vision.

C. Demonstrate discernment by selecting materials that effectively show progress while remaining engaging to the audience.

D. Exhibit professional decorum and effective communication skills by presenting your project effectively to everyone, including those without experience in your expertise.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
10-30%    Final project

100%       Total

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 265

  • Title: Advanced Character Animation*
  • Number: ANI 265
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 245.

Description:

Students will continue building on the principles introduced in Character Animation by exploring advanced character animation concepts such as performance driven acting, facial animation, lip syncing, multi-character situations, and an introduction to quadruped/animal body mechanics. By the end of class, students will understand how to craft a compelling animated scene from reference to polish.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Define and explore the animation production pipeline. 

  2. Demonstrate facial animation.

  3. Discuss and explore lip syncing.

  4. Define and develop advanced character acting.

  5. Explore the planning a multi-character scene.

  6. Demonstrate and animate animal mechanics.

Content Outline and Competencies:

I. Animation Production Pipeline

A. Expand on the standard pipeline for approaching an animated scene.

B. Discuss reference footage.

C. Describe how to convert reference footage to frames with appropriate time stamp.

D. Examine how to create and utilize reference for a performance.

E. Reassess basic scene blocking principles.

F. Demonstrate how to reference a character rig into a scene.

G. Expand on character block outs, key poses, break downs, and spline types.

H. Describe timing, spacing, and exaggeration.

I. Define motion capture.

J. Discuss utilizing and refining motion capture data.

II. Facial Animation

A. Explore a facial rig.

B. Discuss the face structure and the way muscles connect/impact one another.

C. Explore shape language in the face/head.

D. Describe natural eye movement and how eyes lead performance.

III. Lip Syncing

A. Define mouth shapes and their relationship to sounds.

B. Demonstrate importing audio to the timeline.

C. Discuss troubleshooting common audio import issues.

D. Offset audio tracks for better alignment.

E. Explore how to utilize and exaggerate mouth shapes for an accurate and compelling lip sync.

F. Describe how to scrub an audio track to find consonants and vowels.

IV. Advanced Character Acting

A. Define character acting.

B. Discuss different schools/theories of acting.

C. Describe how to control energy using angles, distance, and direction.

D. Define social status and how its communicated between characters.

E. Explore subtext and how to apply it.

F. Explain cinematic shorthand.

G. Describe body language and how it’s used to communicate an idea.

H. Discuss the concept of animating truth: what does it mean and how to measure it within a performance.   

V. Planning a Multi-Character Scene

A. Discuss how to plan/stage a multi-character scene.

B. Define the 180 rule and the camera’s role within a multi-character scene.

C. Explore how to reference and block out multiple characters.

D. Design and animate a short scenario utilizing multiple characters.

E. Demonstrate crafting accurate lip syncs.

F. Refine and polish the final scene for submission.

VI. Animate Animal Mechanics

A. Discuss the foundations of animal mechanics.

B. Explore and contrast similarities and differences between mammals.

C. Describe how to observe/study an animal’s body mechanics.

D. Utilize reference to study and block out a quadruped walk.

E. Demonstrate how to animate basic walk mechanics to a standard quadruped rig.

Method of Evaluation and Competencies:

20%-30%    Exercises, papers, or exams
40%-60%    Projects
10%-30%    Final exam

Total: 100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 270

  • Title: Visual Effects and Compositing*
  • Number: ANI 270
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites or corequisites: ANI 220

Description:

This course emphasizes the importance of breaking down visual effects shots for effective compositing. Advanced topics will include 2 dimensional/3 dimensional motion tracking, rotoscoping, garbage mattes, 2D/3D visual effects, blue screen or green screen removal, traveling mattes, image correction, lighting and shading. An introduction to the production pipeline used in professional film and TV work will also be covered.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

Upon successful completion of this course, the student should be able to:

  1. Define visual effects and compositing.
  2. Identify and describe the visual effects production pipeline.
  3. Introduce digital compositing.
  4. Define digital representation of visual information.
  5. Demonstrate basic image and manipulation.
  6. Demonstrate basic image compositing.
  7. Create and manipulate mattes.
  8. Demonstrate time and temporal manipulation.
  9. Discuss Image tracking and stabilization.
  10. Define interface interactions.
  11. Review image viewing and analysis tools.
  12. Identify formats: media, resolution and aspect ratios for a particular project.
  13. Define quality and efficiency.
  14. Discuss learning to see the scene.
  15. Define creating elements.
  16. Discuss integrating techniques into the scene.
  17. Identify advanced topics.
  18. Review case studies.

Content Outline and Competencies:

I. Visual Effects and Digital Compositing

A. Define the digital creative environment.

B. Discuss the development of the technology.

C. Identify visual milestones.

D. Define and use key terms.

II. Visual Effects Production Pipeline

A. Create script.

B. Define visual development.

C. Create storyboards.

D. Define scene breakdown.

E. Discuss motion capture.

F. Demonstrate visual effects.

G. Shoot live action and/or use CG elements.

H. Illustrate rotoscope and match camera move.

I. Evaluate final render.

J. Explain compositing.

K. Discuss post-processing.

L. Construct final output files.

III. Introduction to Digital Compositing

A. Define compositing.

B. Explain historical perspective.

C. Review terminology.

D. Illustrate compositing workflow.

IV. Digital Representation of Visual Information

A. Define image generation.

B. Discuss image input devices.

C. Describe digital image file format.

V. Basic Image Manipulation

A. Show color manipulations.

B. Utilize spatial filters.

C. Define geometric transformations.

VI. Basic Image Compositing

A. Illustrate a matte image.

B. Integrate matte channel.

C. Demonstrate multisource operators.

D. Explore masks.

E. Prepare a composite with premultiple images.

VII. Matte Creation and Manipulation

A. Manipulate procedural matte extraction.

B. Demonstrate matting techniques.

VIII. Time and Temporal Manipulation

A. Define apparent motion.

B. Discuss temporal resolution.

C. Identify temporal artifacts.

D. Practice changing the length or timing of a sequence.

E. Create key framing.

IX. Image Tracking and Stabilization

A. Demonstrate tracking an element onto a plate.

B. Discuss human intervention.

C. Practice stabilizing a plate.

D. Illustrate tracking multiple points.

X. Interface Interactions

A. Examine workflow.

B. Analyze online versus batch.

C. Illustrate methods of representing the compositing process.

D. Demonstrate curve editors.

E. Utilize with proxy images.

XI. Image Viewing and Analysis Tools

A. Discuss image viewers.

B. Identify flipbooks.

C. Define image statistics.

XII. Formats: Media, Resolution, and Aspect Ratio

A. Define aspect ratio.

B. Discuss format conversion pipeline.

C. Describe film formats.

D. Differentiate video formats.

E. Distinguish between other formats.

F. Utilize with non-square pixels.

G. Convert between film and video.

XIII. Quality and Efficiency

A. Define quality.

B. Discuss efficiency.

XIV. Learning to See

A. Evaluate color, brightness and contrast.

B. Define a camera.

C. Explain distance and perspective.

D. Demonstrate lens flares.

E. Describe focus.

F. Illustrate motion blur.

XV. Creating Elements

A. Demonstrate lighting.

B. Define matched cameras.

C. Discuss reference stand-in.

D. Employ clean plates.

E. Compare film stock.

F. Produce filters.

G. Choose a format.

H. Illustrate how to light and shoot a green screen or blue screen.

XVI. Integrating Techniques

A. Explain scene continuity.

B. Define lighting.

C. Construct shadows.

D. Illustrate atmosphere.

E. Discuss camera mismatches.

F. Demonstrate camera movements.

G. Analyze focus.

H. Discuss motion blur.

I. Define film grain.

J. Demonstrate green screen or blue screen integration.

XVII. Advanced Topics

A. Examine black and white.

B. Discuss nonlinear color spaces.

C. Utilize 3D elements.

D. Define related 2D disciplines.

XVIII. Case Studies

A. Analyze other visual effects processes.

B. Critique other visual effects shots.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
20-30%    Final project

Total: 100%

Grade Criteria:

90 – 100% = A
80 – 89% = B
70 – 79% = C
60 – 69% = D
0 – 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.
  2. Refer to the instructor’s course syllabus for details about any associated costs that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).

ANI 275

  • Title: Animation Career Preparation*
  • Number: ANI 275
  • Effective Term: 2024-25
  • Credit Hours: 3
  • Contact Hours: 6
  • Lecture Hours:
  • Other Hours: 6

Requirements:

Prerequisites: ANI 125.
Prerequisites or corequisites: ANI 255.

Description:

This course will provide animation majors instruction in the presentation of his or her work in a digital portfolio format of professional quality. A website, resume and cover letter will be produced. Self-promotion, networking, job searches and interview skills will also be covered.

Supplies:

Refer to the instructor's course syllabus for details about any supplies that may be required.

Objectives

  1. Identify the types of interactive media projects appropriate for inclusion in a professional digital portfolio.

  2. Define the design and produce a professional resume in both digital and printed forms.

  3. Review professional considerations.

  4. Demonstrate productive attitudes and work habits.

  5. Define copyright laws and fair use.

  6. Discuss networking and how to network.

  7. Define network-integrated job search tactics.

  8. Discuss sales and marketing strategies.

  9. Identify ways to dress for job interview success.

Content Outline and Competencies:

I. Professional Digital Portfolio

A. Select appropriate level of work and determine the total number of pieces.

B. Research and select the appropriate digital media for presentation.

C. Prepare projects for the selected type of digital media.

D. Rework projects as necessary for the final portfolio.

E. Sequence the work for greatest narrative impact.

II. Professional Resume

A. Collect resume information.

B. Select an appropriate type of resume.

C. Write the resume copy.

D. Design the resume for both digital and print forms.

E. Produce the resume for both digital and print forms.

III. Professional Considerations

A. Establish personal and professional goals.

B. List professional organizations and contacts.

C. List professional publications.

D. Demonstrate interview techniques.

E. Describe how to conduct a job search.

F. Describe how to evaluate a job offer.

IV. Attitudes and Work Habit

A. Identify and develop positive attitudes toward tasks and fellow employees.

B. Identify and develop productive work habits.

C. Identify and develop collaborative/teamwork skills.

V. Copyright Laws

A. Identify copyright infringement.

B. Discuss copyright rules.

C. Define fair use and educational use.

D. Examine copyright cases.

VI. Networking

A. Discuss social networks.

B. Identify professional associations.

C. Define alumni networks.

D. Identify community networks.

VII. Network-Integrated Job Search Tactics

A. Define organization and career management.

B. Discuss security and confidentiality.

C. Define job sites and resume banks.

D. Discuss multiple resumes and profiles.

VIII. Sales and Marketing Strategies

A. Define job search strategies and tactics.

B. Discuss organization and balance job search emails.

C. Define multiple submissions.

D. Discuss initiating conversations with hiring managers.

IX. Dress for Job Interview Success

A. Demonstrate respect for the position and interviewers.

B. Discuss dressing traditionally and conservatively.

C. Define dressing for the industry vs. dressing for comfort.

D. Discuss tattoos, piercings and personal hygiene.

Method of Evaluation and Competencies:

20-30%    Exercises, papers or exams
40-60%    Minimum of two projects
10-30%    Final project

Total:    100%

Grade Criteria:

90 - 100% = A
80 - 89% = B
70 - 79% = C
60 - 69% = D
0 - 59% = F

Caveats:

  1. Because of the need for high-end hardware and software, students need to be prepared to schedule significant open lab hours in order to complete the projects in this course.

  2. Associated costs: refer to the instructor’s course syllabus for details about any supplies that may be required.

Student Responsibilities:

Disabilities:

JCCC provides a range of services to allow persons with disabilities to participate in educational programs and activities. If you are a student with a disability and if you are in need of accommodations or services, it is your responsibility to contact Access Services and make a formal request. To schedule an appointment with an Access Advisor or for additional information, you may send an email or call Access Services at (913)469-3521. Access Services is located on the 2nd floor of the Student Center (SC 202).