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Animation and Game Design
Bachelor of Arts (Honours)
Course Details
CAO Code | AU617 |
---|---|
Level | 8 |
Duration | 3 Years |
CAO Points | 401 (2024) |
Method of Delivery | On-campus |
Campus Locations | Galway City – Wellpark Road |
Mode of Delivery | Full Time |
Course Overview
Ireland’s audio-visual sector is a fast-growing industry. Animation, Games, Film and Advertising have been identified as key areas of growth by the Department of Business, Enterprise and Innovation. Screen Skills Ireland noted that the animation sector has quadrupled in size in the last decade. Likewise, the Irish gaming sector is seeing a growth in both international and local gaming companies.
The Irish screen sector has shown that there is a call for graduates with skills as 2D Artists, 3D Modellers, Technical Directors, Storyboard Artists and Compositors.
Emerging creative sectors such as graphics, film and animation, web interface and ICT design are where future growth, exports and job creation are expected to be greatest. Digital games are similarly recognised as one of the areas with real growth potential with opportunities such as mobile applications and digital games.
The three-year BA (Hons) in Animation and Games Design is aimed at those who wish to secure employment in the Games and/or Animation industry, and those who wish to design and produce their own animated films or video games. The Animation and Game Design programme has been delivered since 2016 as a major pathway on the BA (Hons) in Design. It has been very successful, with excellent feedback from the students, graduates and industry.
Course Details
Year 1
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Academic and Professional SkillsThe aim of this module is to develop academic and professional development skills for student success in higher education and beyond. This module combines online learning activities and small group workshops to focus on areas such as academic writing and integrity, creative thinking, problem-solving, time management, communications, group work, technology, innovation and presentation skills. Learning Outcomes 1. Apply appropriate tools and principles to optimise the learning experience. 2. Develop self-reflection practices for individual and group-work activities. 3. Recognise different information sources and apply the principles of academic integrity. 4. Assess a variety of professional communication practices and digital tools and apply to problem-solving. 5. Consider how the chosen discipline has a responsibility to wider society. |
05 | Mandatory |
1 |
Editing 1Introduction to the history, aesthetics and practice of video editing. The module comprises of both theory and practice, and it's computer Lab based. Through lectures and critical analysis of fiction/non-fiction/animation excerpts, the students will be introduced to the terminology, basic techniques and aesthetics of editing. Participants will also develop practical skills by working with industry-standard digital editing software. By the end of this module, students will have acquired the essential knowledge and skills needed to edit projects relevant to various other modules. Learning Outcomes 1. Demonstrate knowledge of the history and development of picture and sound editing. 3. Applytechnical skills needed to edit a short pieceusing an introductory digital editing system. 4. Examine and execute aesthetic & narrative decision making involved in the creative process of editing. |
05 | Mandatory |
1 |
Digital Tools for Games and AnimationIn this common module, students will learn the fundamentals of digital production tools for animation and game design, covering key concepts like resolution, layering, color spaces and depths, transformations, effects, animation, frame rates, and key framing. This fast-paced, technical module lays the groundwork for all future digital practices and aims to inspire students with the possibilities offered by the tools used in game and animation production. Learning Outcomes 1. Demonstrate the ability to develop, transform, and critically evaluate an original idea, using a range of digital tools. 2. Demonstrate the ability to balance imagination and technology in the development of innovative artistic outcomes. 3. Exhibit an ability to communicate technical & critical issues clearly with staff, so as to facilitate the completion of the project. 4. Exhibit an awareness of the wide range range of digital tools which constitute contemporary artistic practice in Game and Animation. 5. Demonstrate an understanding about the relationship between the digital image/object and that which it depicts. 6. Implement suitable tools in the creation, Importing, processing & outputting moving Image projects. 7. Demonstrate an awareness of the planning, work-flow, structuring, and integration of sources, necessary for digital project completion. |
05 | Mandatory |
2 |
3D Modelling 1This common foundational module introduces students to essential 3D modelling skills, covering design, texturing, rigging, animation, lighting, and rendering. Through demonstrations and hands-on practice, students will gain experience with industry-standard software and explore the 3D production pipeline. By completion, students will have a solid grasp of creating and editing 3D geometric shapes and navigating the possibilities of 3D modelling. Learning Outcomes 1. Experiment with the fundamentals 3D modelling within a production pipeline. 2. Design and Create 2D Characters &Environments for modellingwithin a 3D workspace 3. Distinguish between the use of UVMaps, Materials and Textures showcasing a range of techniques 4. Assemble a short animation demonstrating key principles of animation and fundamentals of 3D modelling. 5. Demonstrate an understanding of post-production for 3D animation. |
05 | Mandatory |
2 |
VFX1This module introduces students to contemporary practices in virtual cinematography, VFX, and compositing. Designed as an applied course, it develops foundational artistic skills essential for post-production work across various film and moving-image contexts. Students will gain practical experience to prepare for advanced study in a two-year elective focused on post-production environments. The course combines lab-based workshops, lectures, and in-class exercises. Students will also learn about historical developments and technical innovations, helping them apply both creative and technical approaches to their work. Learning Outcomes 1. Demonstrate a basic awareness of the artistic and historical processes upon which contemporary post-production process for film and moving image contexts are based in the design of projects for assessment. 2. Execute essential studio processes in the acquisition and formatting of source imagery for compositing purposes from a range of sources. 3. Examine both personal creativity and problem-solving abilities with respect to the interpretation of visual ideas for the production of narrative meaning, in the form of drawing and written developmental materials. 4. Operate key software processes with Adobe After Effects and Photoshop in the development and execution of moving-image sequences. 5. Formulate original and innovative project work in the studio for assessment in appropriate industry-standard formats. |
05 | Mandatory |
2 |
Screen Writing 1This module gives an overview of storytelling structure: including basic plot structure, writing exercises and a dramaturgical analysis of an Irish Screenplay. Learning Outcomes 1. Relaycharacters grafted from personal experience rather than generic, formulaic representations. 2. Write subtext within dialogue. 3. Apply an understanding of the elements of dramatic narrative form to a screenplay. 4. Create a diverse portfolio of project ideas that they can draw upon in future coursework. 6. Write in treatment form. |
05 | Mandatory |
Year |
Animation Studio and Theory 1On this module learners study the principles and fundamental skills of animation using both traditional techniques and digital technology. Learning Outcomes 1. Analyze the fundamental principles of animation. 2. Demonstrate filmmaking principles such as continuity and composition. 3. Demonstrate the basic principles of designfor animation 4. Demonstrate an ability to effectively use traditional animation techniques. 5. Produce 2D animation utilising digital animation software. 6. Assimilate the principles and theories required to tell a story through animation. 7. Differentiate between a range of animation techniques and formats available. 8. Experiment with, and apply differing styles of character design. |
10 | Mandatory |
Year |
Drawing 1A practical workshop-based module exploring the fundamentals of drawing and the development of effective and creative visual communication through drawing specifically focussing on the human form ,applied human anatomy ,the human in environments, drawing of clothing and props. The formal elements of drawing and observational skills are developed through a variety of methods and media and consist of workshops and lectures relevant to the areas of Animation and Game Design in relation to character and environment concepts and design. The student will be equipped with a knowledge and understanding of visual communication skills, drawing processes, observational skills, applied human anatomy, translating comparative human proportions and the relevance of drawing within the area of creative media. Students will apply both workshop based skills, lectures and independent research in order to inform their practice development. Learning Outcomes 1. Demonstrate technical skills and competence in the use of drawing techniques, materials and media 2. Display an ability to use drawing as a tool by which to develop skills and concepts needed in animation and game design studios 3. Assimilate, critique and evaluate ideas and concepts in relation to historical and contemporary drawing styles in animation and game design 4. Ability to understand applied artists human anatomy, comparative proportions ,applied observational skills related to the human form, the human form in movement, in environments, props and clothing. 5. Develop a personal voice through drawing, which can be applied and adapted to various studio tasks and concept development. 6. Engage with and participate in drawing workshop activities. 7. Ability to apply practical and theoretical research to individual practice based development |
10 | Mandatory |
Year |
Game Design Studio and Theory 1In this module learner studies fundamental skills and understanding in the analysis of game design and production as well as the basics of game programming. Throughout the module the learner will build upon fundamental skills and develop their knowledge of the practical application of game design. Learners will explore game narrative and interactivity in the context with game level design and genre. Learner will develop a full understanding of the Game World and Character Development. The Learner will develop an understanding of basic coding structures and Game scripting. Learning Outcomes 1. Understand the basic principles of game design. 2. Examine the theories and principles required in the production of game design animation assets and game design prototypes. 3. Evaluate how basic game play concepts affect the way gamers interact with the games. 4. Apply basic world building techniques to developgame worlds, characters and a plot for a game 5. Create engaging game design content concepts for multiple gaming applications and platforms. 6. Develop and apply knowledgeof game engines and theirtools 7. Demonstrate an understanding of basic coding structures and Game scripting 8. Developthe elements of a game design concepts utilising software to generate setting, character, structure and game flow. |
10 | Mandatory |
Year 2
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Visual and Critical StudiesIn this module students are asked to examine contemporary visual culture in all of its various forms. It takes as its starting point that visual culture does not exist in isolation, but rather has been formed and continues to be shaped by the ideologies and philosophies of the society in which it exists. It is an inquiry based module in which students are introduced to societal and ethical topics and these are then examined by reference to specific media. It accepts that contemporary visual culture is multifaceted and, as such it examines, but is not limited to such media as film, television, documentary, social media, the gaming industry, animation, advertising, photography and fine art. Learning Outcomes 1. Exhibit a detailed knowledge of the multiplicity of theoretical approaches concerningvisual culture. 2. Appraise therelationship between culture andsociety. 3. Research the representation of a relevant topic and present findings as a finalised video-essay. 4. Participate in and contribute to seminars and discussions. 5. Formulate a suitable topic for examination forthe final year’s ‘Research Project / Dissertation’. |
05 | Mandatory |
Year |
3D Modelling 2This common module builds on skills from 3D Modelling 1, focusing on 3D design, animation, and content creation in both animation and game design. Students will concentrate on character modelling and animation, using industry-standard software to develop workflows and bring 2D designs to life as animated 3D models. The module emphasises creating and presenting animated characters, whether for traditional or interactive platforms, and further develops students' abilities in design, content capture, and interactive animation principles within an industry-focused setting. Learning Outcomes 1. Utilise suitable capture and recording processes for replicating real word content and movement within animation and game design 2. Create character designs and develop a 3D character from concept to animation. 3. Demonstrate good design planning in the creation of UVMaps and Material / Texturing within a 3D mapping workflow. 4. Exercise appropriate judgement in implementing suitable methods for Rigging and Animation 5. Create Lightmappings andAdvanced UVmapping techniques 6. Create a short character animation demonstrating key principles of animation 7. Demonstrate proficiency in applying advanced materials to 3D models |
10 | Mandatory |
Year |
Animation Studio and Theory 2On this module learners apply the skills of animation and develop their practical application of animation principles using both traditional techniques and digital technology. Learning Outcomes 1. Develop 2D characters and environments which exhibit the assimilation of animation design principles. 2. Construct layouts and backgrounds that incorporate principles of composition, perspective and colour using a variety of techniques 3. Create an original 2D animation incorporating a range of artistic styles and techniques 4. Coordinate and manage the production of a collaborative short animated project. 5. Integrate the appropriate technology effectively in the development of 2D digital animation projects. 6. Prepare and produce a short stop-motion animation using stop-motion software. 7. Set up and utilise green screen lighting for effective green-screen compositing 8. Utilise compositing software to remove green screen and undertake clean-up compositing on an animated film 9. Demonstrate sensitivity to character physicality using both 2D and stop-motion techniques 10. Incorporate the use of sound inc. music, FX, and dialogue into an animated project. |
10 | Elective |
Year |
Advanced Digital ToolsThis module builds on the basic skills gained in 'Digital Tools' in Stage1 and aims to expand on its core concepts in greater depth as well as introducing new tools and applications. The students will develop a critical and practical framework which enables them to realize their ideas through the competent use of a variety of digital practices. Learning Outcomes 1. Conceptualize, develop, and transform,an original idea, across a range of digital processes. 2. Evaluate and competently apply the various digital processes being delivered in the module. 3. Integrate relevant workflow practices in the creation of projects 4. Self-regulate their time management 5. Produce high-quality submissions exhibiting all the processes delivered in the module. 6. Critically evaluate their own ideas. |
05 | Elective |
Year |
Game Theory 2In this module learners will investigate how game art and level design acts as an essential mechanism in motivating gameplay. Learners will examine various advanced level design techniques. Learners will explore game narrative and interactivity in the context with game level design and genre. Learners will demonstrate an understanding of game design techniques specific to analog game Learning Outcomes 1. Evaluate what an intuitive game consists of and how the gameplay is structured. 2. Identify the appropriate skills and technical abilities necessary for production planning and management of an innovative game design. 3. Demonstrate how to create original game systems and rules structures 4. Identify various advanced level design techniques used in game design 5. Evaluate the roll of game art in progressing game narrative and motivating gameplay 6. Apply game design principles specific to analog game |
05 | Elective |
Year |
Game Design Studio 2Learners will examine conceptual research, artwork and design for an original game design project. Learners will apply level design techniques to an original game project in a game engine. Learners will examine various method of game development for multiple platforms. Learners will apply advanced game scripting algorithms. Learner will apply advanced in engine animation transition techniques and statement machines. Learning Outcomes 1. Identify the appropriate skills and technical abilities necessary for production planning and management of an innovative game design. 2. Demonstrate gaming industry best practices to research and implement an original game design concept 3. Demonstrate advanced game designtechniques and practises in the production of a diverse online gamesportfolio . 4. Identify the implicationsto the design process associated with developing a game on multiple platform 5. Demonstrate conceptual research techniques in the development of a game design project 6. Demonstrate theapplicationadvanced game scripting algorithms 7. Demonstrate theapplication state machines and other advanced animation transition techniques |
10 | Elective |
Year |
Drawing 2A practical workshop-based module exploring the fundamentals of drawing and the development of effective and creative visual communication through drawing. The formal elements of drawing and observational skills are developed through a variety of methods and media relevant to the areas of Animation and Game Design. The student will be equipped with a knowledge and understanding of visual communication skills, drawing processes and the relevance of drawing within the area of creative media. Learning Outcomes 1. Demonstrate technical skills and competence in the use of drawingtechniques, materialsand media 2. Display an ability touse drawingin order tocreate a variety of design tasks needed in animation and game design studios 3. Assimilate, critique and evaluate ideas and concepts in relation to historical and contemporary drawingstyles inanimation andgamedesign 4. Develop a personal voice through drawing, whichcan be appliedand adapted to various studio tasks 5. Engage with and participate in drawing workshop activities. 6. Conduct analytical research through observation and drawing from nature and to utilize this visual research in the ideation of their own design ideas 7. Identify areas of strength and weakness in their own drawing skill set and to develop strategies to improve and strengthen them further 8. Demonstrate the ability to plan, produce and present concept and drawings in a professional manner |
10 | Mandatory |
Year |
Audio for Games and AnimationAn introduction to sound, focussing on studio sound theory and practical for the purposes of creating soundtracks for animation. Theory, operation, (voice) recording and mixing. Learning Outcomes 1. Demonstrate a good overall knowledge of audio recording processes and practices 2. Construct a complete soundtrack for a short video piece 3. Demonstrate a developed understanding of creating and mixing sound for sync picture 4. Implement basic recording and mixing tasks in a sound studio. 5. Distinguish and differentiate between the various layers of audio that make up a soundtrack. 6. Explain the principles of sound design for moving pictures |
10 | Mandatory |
Year |
Digital Narrative for Games and AnimationOn this module learners study digital narrative techniques as they pertain to animation and game design. Learners will examine how digital narrative can be an engaging and significant form of communication as they assess methods of incorporating narrative and visual techniques into contemporary game design and animation practices. This is a common module. Learning Outcomes 1. Demonstrate an understanding of the theories of narrative structure 2. Explore and present a proposal for a digital story in a visual format 3. Generate and design a story narrative in an appropriate digital format using current technologies incorporating interesting plots, subplots and gameplay 4. Evaluate the effectiveness of how a game narrative can be synthesised by a user. 5. Understand traditional narrative story techniques, such as the three-act structure, and how this corresponds to game flow. |
10 | Mandatory |
Year 3
Semester | Module Details | Credits | Mandatory / Elective |
---|---|---|---|
1 |
Production Practice: Project ManagementThis module focusses on how to manage and monitor the key aspects of a media project: People, Time and Resources. Learning Outcomes 1. Construct a production schedule for a media project. 2. Develop and design the production pipeline for a project. 3. Appraise the propriety and efficacy of various troubleshooting methods formedia projects 4. Implement best practices in planning (budgeting and scheduling) for a media production 5. Identify the elements of the key stages of the production process. |
05 | Mandatory |
1 |
Critical and Contextual StudiesThe aim of this module is to introduce students to cultural theory, contextual research and critical analysis in the context of games and animation, with a focus on ethical, social and political considerations. Students will develop the ability to research, analyse, reflect upon and effectively communicate historical, contemporary and emerging issues within contemporary critical practice in the sphere of gaming and animation. Learning Outcomes 1. Develop a critical awareness of ethical discourse, with respect to gaming culture, animated content and media. 2. Evaluate and critique key current issues in critical and theoretical debate in regard to gaming and animation. 3. Design and deliver a presentation that confidently articulates insightful opinions about gaming and animation content, using relevant terminology. 4. Develop the ability to evaluate games and animated content, recognising their position within appropriate historical and theoretical frameworks; and demonstrate a clear understanding of how they align with contemporary socioeconomic issues 5. Cultivate an awareness of social and cultural concerns in the production of animation content and games pertaining to inclusivity, representation, and diversity. |
05 | Mandatory |
2 |
Production Practice: EntrepreneurshipThis module will deliver to the learner project pitching and promotional skills and introduce the concept of entrepreneurship: From sourcing funding for a project, to running a production company. Learning Outcomes 1. Convincingly pitch a project idea in writing 2. Generate marketing tools specific to individual projects. 3. Develop and author promotional PR text for a specific project. 4. Outline the entrepreneurial role of the producer. 5. Proficiently and persuasively complete an application form for project funding. 6. Investigate and evaluate sources of funding for media projects, films, and start-ups. |
05 | Mandatory |
2 |
PortfolioThis module is designed to facilitate students developing a digital portfolio which can be used as a tool to facilitate and enhance student placements, personal and professional development and job-seeking skills. A portfolio is an internationally recognised asset which can be transferable through a student's life on into their professional one. Learning Outcomes 1. Effectively construct a polished and professional portfolio website, with attention to both its design and professional content. 2. Creatively and aesthetically create a demo reel that showcases your value as a designer, including graphic and audio-visual content. 3. Demonstrate on-going professional development. 4. Develop a personal statement and curriculum vitae appropriate to a digital platform. 5. Demonstrate reflective practice, outlining ideas for further professional development, career direction or aspirations and commentary on your chosen profession. |
05 | Mandatory |
Year |
Dissertation: MediaThis module is designed to provide learners with the support and tuition to pursue independent research and writing leading to specialist knowledge on a selected topic within their Media discipline. On completion of this module students should have an understanding of the theory, concepts, sources and methods pertaining to a selected field of Media that they have chosen for the purposes of compiling a 7,500-word long dissertation based on original research. Learning Outcomes 1. Develope an understanding of the theory, concepts, sources and methods pertaining to a selected field of mediathat they have chosen for the purposes of compiling a 7,500-word long dissertation. 2. Acquire a detailed knowledge and understanding in a specialised area of Media, relevant to their programme and electives. 3. Possess the kind of knowledge required to design, execute and complete an independent written piece of Media research using both primary and secondary sources. 4. Appraise literature across the various disciplines concerned with their Media research topic. 5. Differentiate between both descriptive and analytical techniques and apply towritten narratives, and comprehend many practical and organisational problems associated with conducting independent work. 6. Act effectively under guidance in a peer relationship with their dissertation supervisor. 7. Defend research findings to a panel in a VIVA. This will provide them with an intellectual opportunity to verbally and graphically explain the rationale behind their choice of dissertation topic, the methodologies of their investigation, their key research findings, and the validity of their conclusions and recommendations. Oral discussion of the work will also enable the panel to evaluate the students overall grasp of the issues raised in the dissertation, and to gauge their understanding of any limitations over the nature and scope of the research undertaken. |
10 | Mandatory |
Year |
Animation Theory 3The learner will demonstrate advanced skills in researching and analysing a range of design concepts and inquire into the appropriate application of these to various genres in animation. Learners will also study innovative and inclusive work practices and consider sustainable production models. Learning Outcomes 1. Evaluate the environmental impact of various animation production processes 2. Identify, analyse and evaluate innovative production and design trends in the worldwide animation industry 3. Analyse a variety of genres in animation and appraise their underlying concepts 4. Identify and critique outmoded stereotypes as well as problematic content and consider a more inclusive approach 5. Conduct self-directed research 6. Assemble, evaluate and clearly communicate the results of their chosen research area |
10 | Elective |
Year |
Animation Studio 3On this module learners apply the skills of animation and develop their practical application using digital technology and/or stop-motion techniques. Learners will create a high-quality collaborative animation project and maintain a digital portfolio of project work demonstrating their ability in animation, drawing, design and storytelling. Learning Outcomes 1. Design and producea collaborative animation project and individual project work 2. Formulate creative solutions to arising problems 3. Author original ideas, demonstrating an understanding of the conventions of visual story telling 4. Appraise and evaluate their contribution to group projects and their performance of individual work. 5. Apply the knowledge about the workflow of a short animation production and the demonstrate the ability to self-manage their time accordingly 6. Demonstrate an ability to work constructively in a team and contribute significantly to a collaborative project 7. Interpret and competently executeindustry-standard brief/s. 8. Demonstrate technical skills and competence in the use of a variety of animation techniques, materials and digital tools |
10 | Elective |
Year |
Game Design Studio 3In this module learners will undertake industry client briefs which will give an opportunity to work with current industry professionals, and gain an insight and experience into current industry trends and techniques.The learner will assimilate a comprehensive study of game design with an understanding of the capabilities and benefits of different hardware platforms as well as familiarity with software technologies and techniques appropriate to each platform. The learner will exhibit a knowledge of industry processes and techniques required to deliver an original and creative game design project. The Learner will apply lighting mapping techniques to 3D environments suitable to multiple platform. Learners will apply standard in game engine AI features available across multiple engines Learning Outcomes 1. Synthesise the knowledge and practical application of game design to address an industry standard client brief 2. Develop a final game design project, showing afluency in a range of 2D and 3D graphics and animation packages to support the research, planning, modelling, prototyping and testing. 3. Engage with gaming industry best practices and display a thorough understanding of professional practice. 4. Adapt to new technologies and environments in a creative and strategic manner with a confidence to learn new skills and methodologies. 5. Implement a range of platform specific design techniques for an original game concept. 6. Apply lighting mapping techniques to 3D game world environments. 7. Develop AI game component the use game engine AI features 8. Engage with gaming industry best practices when evaluate the UX design for an original game concept. 9. Develop a cohesive UI design for a particular game genre and art style. |
15 | Elective |
Year |
Game Theory 3The learner will demonstrate advanced skills in researching, planning, modelling, prototyping and testing during the production cycle to deliver a final game design project. Learners will also study the psychology of gaming and its implications in terms of copyright and ethics. Learner will examine monetization strategies for game and the ethical impact of these strategies. Learners will also study the psychology of gaming and its implications in terms of level design. Learner will develop a basic understanding of the principles of UX and UI design. Learning Outcomes 1. Investigate audience engagementin context of historical, cultural, sociological and psychological aspects of animated games 2. Evaluate and understand the cultural and social conventions and be cognisant of their ethical implications on game design 3. Outline the variousmonetization strategies used by the games industry and their ethical implications 4. Evaluate and understand the psychology of gaming and its implications in terms of level design 5. Developan original game concept using advanced skills in researching, planning. 6. Understand the implication of UX design principles for game design |
05 | Elective |
Year |
3D Animation for Film and TVThis advanced elective module is available to Animation students and builds on skills from 3D Modelling 1 and 2, focusing on 3D modelling and animation for the film and television industry. Students will follow the animation production pipeline from script to final short, creating unique animated productions to showcase their creative vision. Emphasis is placed on enhancing skills and building a portfolio for careers in film and TV production. By integrating the 3D production and animation pipelines, students will develop projects that feature environment design, character animation, and narrative storytelling. Transferable 3D skills in fields like industrial design, VFX, VR, and AR will also be encouraged, supporting a versatile portfolio for animated film and TV production. Learning Outcomes 1. Investigate advanced modelling and animation techniques with 3D FX systems, and Virtual Production 2. Integrate technology effectively in the creation an animation incorporating 3D modelling and post production skills 3. Adapt individual workflows to suit a professional group based production pipeline for 3D output 4. Design an original 3D Animation incorporating a range of artistic styles and techniques 5. Produce a production design notebook demonstrating designs, concepts and artistic styles 6. Integrate audio with visual media outputs 7. Articulate critical thinking techniques |
10 | Elective |
Year |
3D Animation for GamesThis advanced elective module is available to Game Design students and builds on skills from 3D Modelling 1 and 2, focusing on 3D modelling and animation specifically for the games industry. Students will create game art and animated assets to showcase unique creative outputs, enhancing their skills and portfolios for a career in game design. The module emphasises workflow advancement within a 3D production pipeline, covering environment design, character animation, and real-time video production in a game engine. Students will also develop transferable 3D skills applicable to industrial design, VFX, VR, and AR, with a focus on building a comprehensive game design portfolio. Learning Outcomes 1. Develop detailed 2D artwork references for game characters and environments 2. Construct an original 3D character which demonstrates the key principles of animation as they relate to Game Design 3. Integrate technology effectively in the creation an 3D Game Levelusing a range of techniques including modelling, lighting, textures, lightmapping, and real-time rendering to showcase student work. 4. Create a character animation portfolio for game design, showcasing, design, rigging, animation and concept work 5. Create a 3D animated title scene for a computer game, demonstrating mass FX, and post-production and sound design 6. Construct workflows for 3D modelling, and Animation for Game Design 7. Articulate critical thinking techniques within work process |
10 | Elective |
Download a prospectus
Entry Requirements
Leaving Certificate Entry Requirement | 6 subjects at O6/H7 |
QQI/FET Major Award Required | Any |
Additional QQI/FET/ Requirements | Three Distinctions |
Testimonial
I found my time studying here to be fantastic. The lecturers were very approachable, and the campus facilities enabled me to complete projects to the highest standard. Also, being a smaller campus, I found it easy to meet and connect with likeminded students who shared similar interests in art and design.
Darren Hogan
Fees
Total Fees EU: €3000
This annual student contribution charge is subject to change by Government. Additional tuition fees may apply. Click on the link below for more information on fees, grants and scholarships.
Total Fees Non-EU: €12000
Subject to approval by ATU Governing Body (February 2025)
Further information on feesCareers
The course is designed to produce Animators and Games Designers including, but not limited to, the following roles:
Technical Artists
Conceptual Artists
Illustrators
Game Artists
Multimedia Artists
Character Animators
3D Model-Makers
Animation production staff
Storyboard Artists
Graduates could be employed in various direct and indirectly linked industries such as:
Animation production
Games development
Architecture
Industrial design
Heritage
Advertising
Printing
Graphic design
Illustration
Mobile apps
Website design
Further Information
Contact Information
Department of Creative Art & Media
Manus Burke
Programme Chair
T: +353(0)91 770661
E: manus.burke@atu.ie