Tech-level Assignment Brief

Qualification title / AQA LEVEL 3 TECHNICAL LEVEL ENTERTAINMENT TECHNOLOGY
Unit code / D/507/6618
Unit title / UNIT 8 GAMES ANIMATION AND VFX
Learner name
Tutor/Assessor name
Assignment title / MODERN DREAM
Date assignment issued / Submission Date
Performance Criteria
Pass / Merit / Distinction
Performance Outcome / P1
P4,P5 / M1,M2
P2,P3,P6 / D1
P7,P8,P9 / M4 / D2
P10,P11,P12 / M3,M5 / D3
Tasks / Performance criteria covered
Task 1 / P1
Task 2 / P4, P5, M1, M2
Task 3 / P2, P3, P6, D1
Task 4 / P7, P8, P9, M4, D2
Task 5 / P10, P11, P12, M3, M5, D3
Submission Checklist (please insert the items the learner should hand in) / Confirm submission
Three introductory animations
Analysis of keyframeanimationandmotioncapture
30 second animation and critical evaluation of animation
Analysis of construction of particle systems
Environmental particle system
Physics based animation
Retriggerableweaponparticlesystem and evaluation
Show reel video and evaluation
Learner - please confirm that you have proofread your submission
Learner Authentication
I confirm that the work and/or the evidence I have submitted for this assignment is my own. I have referenced any sources in my evidence (such as websites, text books). I understand that if I don’t do this, it will be considered as a deliberate deception and action will be taken.
Learner Signature Date
Tutor declaration
I confirm the learner’s work was conducted independently and under the conditions laid out by the specification. I have authenticated the learner’s work and am satisfied that the work produced is solely that of the learner.
Tutor/Assessor Signature* Date
*Please record any assistance given to the learner beyond the group as a whole even if within the parameters of the specification

For marking purposes only

Marking grid

Performance Criteria (PC) achieved
Pass / 1stsubmission
 / X* / Resubmission
 / X* / Merit ** / 1stsubmission
 / X* / Resubmission
 / X* / Distinction** / 1stsubmission
 / X* / Resubmission
 / X*
P1
P2
P3 / M1 / D1
P4 / M2
P5 / M3
P6
P7 / M4 / D2
P8
P9
P10 / M5 / D3
P11
P12

Assignment Result

 / X*
Not yet passed
Pass
Merit
Distinction

*Achieved () Not achieved (X)

**Distinction and Merit criteria can be achieved only where the associated Merit and Pass criteria have been achieved first. Learners must achieve all the PCs relevant to a grade before they can be given that grade for the assignment.

Tutor summative feedback for learner
(Note to tutors: this section should focus on what the learner has done well. Where a learner has not achieved a specific performance criterion or is likely to want to improve on a response to a performance criterion, then you may identify the issues related to the criterion, but should not provide explicit instructions on how the learner can improve their work to achieve the outstanding criteria.)
Feedback
Tutor name(print) and date
Resubmission Feedback
Tutor name(print) and date

ASSIGNMENT BRIEF

A games/VFXanimatormusthaveagroundinginthe12principlesofanimationandalsoakeeneyefordetail. SpecialistsoftwarepackagesareusedinthecreationofsuchanimationsandVFXandduringtheanimating processtheartistmusttakeintoaccountalltechnicalconstraintsofthegamesuchasframerateandstorage capacity.Theymustalsounderstandphysicssystemswithingameenginesand/or3Dmodelling/animation software.

TASK OVERVIEW

Within thisassignmentyouwilldemonstrate your understanding ofanimationtechniquesandtheirapplication,understanding oftechnical animationtoolsandtechniques, andproducecharacter,environmentalandVFXanimationsinagamesengine.

Task 1: Basics

In this task you must:

Choosethreedifferentintroductoryexerciseanimationsfromthelistbelowandanimatetheseshowingan understandingofthetwelveprinciplesofanimation(P1).

  • Ballbouncing/rolling
  • Ballsofdifferentweights (basketball,tennisball,bowlingball,beachball,etc)
  • Ballsinanobstaclecourse
  • FlourSack
  • Overlap/followthrough(hair,tails,etc)

Task 2: Theory

In this task you must produceadocumentwhichanalysesthedifferencesbetweenkeyframeanimationandmotioncapture, identifyingthe strengthsandweaknessesofeach(250words).

Thisdocumentshouldalsoexplainlinked hierarchiesandkinematics,identifyingthreedifferentconstraintsavailabletoananimator.

Finally,this documentshouldexplaintheuseofaskinmodifierintermsofriggingforanimation.(M1,P4,P5,M2)

Task 3: Technical animation

Usingastoryboardoranimaticyoumustplanthenanimateandrenderananimationofnomorethan30 secondsusingatleasttwocamerasandsuitablelighting.

Thisanimationshouldalsocontainaminimumof10 secondswhereasimplelinkedhierarchyisanimated.

Followingthecompletionoftheanimationyoushould criticallyevaluateitdiscussingwherethe12principlesofanimationhavebeenusedandcanbeseen(250 words). (P2,P3,P6,D1)

Task 4: VFX in games

In this task you must:

a)UsingtheprebuiltexampleparticlesystemsinUnityorUnrealengine,selecttwoparticlesystemsandanalyse theirconstruction.(P8)

Youranalysisshouldbeaccompaniedbyannotatedimagestohelpexplainthesystems.

b)Createanenvironmentalparticlesystem(P7)(fire,smoke,sparksetc)inagameengine usingyourowntextures.

c)Createaphysics­basedanimationforagamesenvironment(P9)usingeither:

  1. Real­timephysics–thisshouldmakeuseofthephysicssysteminsidethe gamesengine

or

  1. Pre­calculatedphysicssimulation–thisshouldmakeuseofthephysicssysteminsideamodelling/animation packagesuchas3dsMaxorMaya,bakingtheanimationandexportingusingFBX.

d)Createashortretriggerableweaponparticlesystemsuchasa muzzleflash,laserfireorcartridgeejectusingyourowntextures(M4)

Notethat(c)and(d)couldbecombined,deliveringaretriggerableweaponwhichoncefiredtriggersa physicsbasedanimation.(eg muzzleflashfollowedbywallcrumbling)

e)Chooseeithertheparticlesystemcreatedin(b)or(d)andevaluateitwithsuggestions forimprovements, comparingitwith theindustryexamplesanalysedin(a).(D2)

Task 5: Industry brief

Modern Dream gamestudiohascreatedaclientbriefforananimator.Thisbriefcan befoundatAppendixAbelow.

In this task you must:

a)UsingthemeshprovidedofCyrilthemonster,applyandrefineaskinmodifierusingabone system.(M3)

b)UsingthemeshprovidedofCyrilthemonster,createthefollowinggameanimations(P10).(Thesemustloop).Remember,theseanimationsshouldreflectandshowapersonalityofthe monsterprovided.

  1. Idle
  2. Walkcycle
  3. Runcycle
  4. Attack

c)Importanimationscreatedfor(b)intoagameengine(P11)

d)Implementanimationscreatedfor(b)intoacharactersetupincludingblendinganda charactercontrolsystem.(P12)

e)Produceashowreelshowingcharacteranimationscreatedin(b)workinginagame engine.(M5)

f)CriticallyevaluateanimationsproducedinP10withsuggestionsforimprovements (D3)

APPENDIX A

AboutModernDream

Establishedin2013ModernDreamisastart­upgamestudiothatdevelopshighqualityoriginalIPandlicensed gamesforConsole,PCandMobileplatforms. BestknownforTypingoftheDead:OverkillpublishedbySEGAandLACopspublishedbyTeam17,ourteam hasgrowninsizeandiscurrentlyworkingonneworiginalIPstobeannouncedduring2016.

Ourvision

ModernDreamseekstocombinehighqualityproductionteamswithstrongcoregameplaymechanicsthat playerscomebacktoagainandagainacrossmultipleplatforms.Weseektocreateeyecatchingartthatgrabs attentionandtobuildareputationforcreatingfunoriginalideas. Weloveplayinggames,welovemakinggamesandwearedeterminedworkersthatwanttogetexponentially betteratproducinggamesthatplayerslovetocomebackto.

Client Brief

ModernDreamisbuildingasandboxHotelforMonstersgame.Itissetin

afantasyworldofexoticcreaturesthatvisitahomehandbuiltbytheplayer forrestandrelaxation.

Thegameexperience

Thefocusofthegameisonbuildingahotelthatattractsinteresting creatureswhichinturnunlockmorebuildingoptionstobuildatrulyunique hoteltosharewithotherplayers.

Asananimatoryouwillbeprovidedwithapre­mademonsterthathasbeen riggedandskinned.

Wewouldlikeyoutodevelopa setofcharacteranimationsforthemonster foruseinthegame.Theseanimationsshouldreflectandshowa personality ofthemonsterprovided.

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Elementstoconsiderwhenproducingtheanimations:

  • TheTwelvePrinciplesofAnimation
  • Linkedto
  • Ensurethereistextureinthetimingoftheanimations
  • Tocreateaninterestinganimationensurethatsomemovementsarebig,somesmallandsome aremediumandvarytheirtimings
  • Theanimationsare“GameReady”
  • Thestartandendframesofloopinganimationsshouldmatchprecisely
  • Thereassetsshouldbereadytoexportandsetupinagameengine
  • Themodelandrigassetsmatchtheoriginalfile

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