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PROGRAMME OF STUDY
BA (Hons) Digital Arts – with specialisation in Animation
YEAR 1 STUDY-UNITS ECTS Hours
DA.001 Introduction to animation and video games 4 100
DA.026 Digital illustration and visual narrative 6 150
DA.003 Scriptwriting I 6 150
DA.004 Character design and storyboard techniques I 10 250
DA.027 Multimedia design 6 150
DA.028 Introduction to film history 10 250
DA.007 Soundtrack and dubbing techniques 6 150
DA.W1 Workshops 12 300
Sub-total 60 1500
YEAR 2 STUDY-UNITS ECTS Hours
DA.008 2D design and animation techniques I 12 300
DA.009 English writing skills 4 100
DA.010 3D graphics I 12 300
DA.011 Directing techniques I 6 150
DA.012 Marketing and sociology of communication 6 150
DA.013 Digital video editing and compositing 6 150
DA.014 Intermediality theory 4 100
DA.029 Character design and storyboard techniques II 6 150
DA.W2 Workshops 4 100
Sub-total 60 1500
YEAR 3 STUDY-UNITS ECTS Hours
DA.016 Scriptwriting II 4 100
DA.021 3D graphics II 10 250
DA.030 Directing techniques II 6 150
DA.019 Economics and business management 6 150
Elective unit 1 (see list of optional subjects below) 6 150
Elective unit 2 (see list of optional subjects below) 6 150
DA.W3 Workshops 6 150
Internship 6 150
Final dissertation 10 250
Sub-total 60 1500
Total 180 4500
2 study-units are to be selected from the following list of optional modules.
YEAR 3 STUDY-UNITS (Elective) ECTS Hours
DA.022 Advanced 3D graphics 6 150
DA.023 2D design and animation techniques II 6 150
DA.031 New integrated media techniques 6 150
DA.032 Design portfolio and professional identity 6 150
ANIMATION stream
DA.001 Introduction to animation and video games
Description (Core module)
The course objective is to provide students with a sound theoretical
background about the history, the basics and criticism of animation and
video games through the study and analysis of the two sectors and the
origins of the productions that made them famous: from Atari to Disney,
Pixar Nintendo, Studio Ghibli to Sony and many others, paying attention
to other media such as film, TV, theatre and comics, and analyzing those
particular forms definable as artistic avant-gardes.
Learning outcomes
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Classify the works based on the period and the historical context.
b) Analyse critically the works of gaming and animation.
c) Reflect on the links between the different media.
d) Analyse the contemporary media landscape.
e) Divide the works in broadcast products and cutting-edge.
f) Carry out research work in these fields.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) History of the video game medium.
b) History of the animated film.
c) History of the classic and sound film.
d) History of the mainstream media.
e) Methodologies for critical analysis of the works of different media.
f) Theoretical and analytical approach of contemporary works.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Form an analytical view of the works of different media.
b) Write about productions related to gaming and animation.
Judgment Skills and Critical Abilities
The learner will be able to:
Analyse video game and animation productions in relation to the historic,
political, economic and social context, as well as to the overall
background reference.
YEAR 1
Additional Module-Specific Communication Skills
The learner will be able to:
a) Summarize concepts.
b) Deliver oral and written presentations of his/her arguments.
Hours of total
learning for this
module
Contact Hours Supervised practice hours
Self-Study Hours Assessment Hours
Number of ECTS 4 ECTS
Teaching mode
This theoretical unit will be taught through lessons and lectures,
discussions and presentations, and through the study of different
productions. Such course organisation will provide students with at least
10 hours of practice.
Assessment
The unit will be assessed by means of the following:
- Written test (50%),
- Oral examination and/or presentations (50%).
Reading list
English texts will be selected to replace the following:
Cavalier, S., 2011, The World History of Animation, Berkeley, University of California Press
Sutton, D., 2009, Photography, Cinema, Memory: The Crystal Image
of Time, Minnepolis, University of Minnesota Press
Alrutz M., Listengarten J., Van Duyn Wood M., 2012, Playing with
Theory in Theatre Practice, New York, Palgrave Macmillan
Loguidice B., Barton M., 2009, Vintage Games: An Insider Look at
the History of Grand Theft Auto, Super Mario and the Most
Influential Games of All Time, Burlington, Focal Press
Lecturer/s Lecturer: Carlo Cuomo
Co-lecturer: Luca Papale
32
10
57 1
DA.003 Scriptwriting I
Description (Core module)
This is a core module for both specializations. The course covers every
aspect of writing for film and television series, with particular attention to
the specific features of the world of animation and video games. The
programme stimulates the aptitudes and skills of the students through
lectures and practical exercises, in order to provide them with the basic
tools of the screenwriter. At the end of the course, the students will write a
small bible for a web series and a script for a short animated film.
Learning outcomes
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Develop and write stories and scripts for film, television and the web.
Write the script of a short animated film or video game.
Collaborate in the drafting of a literary bible for a web series.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) How to develop a creative idea into a film subject and into a televised
bible.
b) How to switch from the subject to the screenplay through the practical
application of the narrative structure in three acts and the hero's
journey of Campbell.
c) Techniques for writing film dialogue and visual gags suitable for
animated stories.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Write for drama.
b) Write for audiovisuals.
c) Use brainstorming and pitching techniques.
d) Use specific software (Celtx, Final Draft).
Judgment Skills and Critical Abilities
The learner will be able to:
a) Analyse and evaluate from a narrative point of view films and TV series,
both animated and live action ones.
b) Identify the theme of a story and the different stages through which its
key moments are developed.
Hours of total
learning for this Contact Hours Supervised practice hours
48
40
module Self-Study Hours Assessment Hours
Number of ECTS 6 ECTS
Teaching mode
This theoretical and practical unit will be taught through lessons and
lectures, practicum and hands-on sessions, project-based work and
tutorials. In particular, the student will be shown how to write a short
story, in practical terms.
Assessment
The unit will be assessed by means of the following:
- Oral test (50%),
- Evaluation of the student’s practical work (50%), where the
student will be given two options of writing short stories, one
focused towards animation and one towards video games,
depending on the respective field of specialization.
Reading list
- Field, S., 1984, Screenplay: The Foundations of Screenwriting; A step-by-step guide from concept to finished script, New York, Dell Publishing
- Vogler, C., 2007, The Writers Journey: Mythic Structure for Writers, 3rd Edition, Los Angeles, Michael Wiese Production
- Seger, L., 2010, Making a Good Script Great, Revised and Expanded, 3rd Edition, New York, Samuel French Trade Publisher
- McKee, R., 2010, Story. Substance, Structure, Style, and the Principles of Screenwriting, New York, Harper Collins Publishers Inc.
- Truby, J., 2008, The Anatomy of Story: 22 Steps to Becoming a
Master Storyteller; New York, Faber and Faber
Lecturer/s Lecturer: Carlo Cuomo
Co-lecturer: Luca Papale
60 2
DA.004 Character design and storyboard techniques I
Description (Core module)
This is a core module for both specializations. The course is divided
into two distinct parts: the first, character design, aims to show how
to conceive any character in an original and consistent manner,
starting from a simple idea and then structuring and characterizing
it for the production of animations and video games; the second,
storyboards, is meant to present how to manage individual scenes
effectively and how to communicate in a concise form, through the
tool of the storyboard, all the narrative passages. For the first part of
the course, students will use mostly paper and pencil and then go
digital with Adobe Photoshop and Adobe Illustrator, while in the
second part, they will use Toon Boom’s software Storyboard Pro,
one of the most popular at broadcast level worldwide, for the
creation of storyboards.
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Develop characters for animation and video games.
b) Narrate through the storyboard.
c) Create artwork for pre-production.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) Basics of design.
b) Theory of form and colour.
c) Basics of human anatomy.
d) Design of a scene.
e) Synthetic narration through images.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Draw and paint digitally on Photoshop and Illustrator.
b) Create storyboards and movieboards on Storyboard Pro.
c) Draw freehand.
Judgment Skills and Critical Abilities
The learner will be able to:
a) Learn how to conceive a character starting from a script.
b) Characterize through form and colour the personality of any character.
c) Develop panels and turnarounds useful for modelling and animation.
Learning outcomes
d) Learn to frame a scene according to its content.
e) Structure a storyboard, representing in a concise and correct way the
individual narrative passages.
Hours of total
learning for this
module
Contact Hours Supervised practice hours
Self-Study Hours Assessment Hours
Number of ECTS 10 ECTS
Teaching mode
This practical unit will be taught through lessons and lectures, practicum
and hands-on sessions, project-based work and tutorials. The students
will be guided to create a storyboard and characters of their own through
the applied software.
Assessment
An ongoing assessment of the student’s practical work will be carried out
throughout the year. The final mark will be based on the individual
student’s creation of a storyboard and overall production to deliver the
assigned project.
Reading list
- Winslow, V. L., 2009, Classic Human Anatomy. The Artist's Guide to
Form, Function, and Movement, New York, Watson-Guptill
- Brandford, T., 2006, Creating Characters With Personality, New
York, Watson-Guptill
- Rea, P. W. and Irving, D. K., 2015, Producing and Directing the Short
Film and Video, Burlington, Focal Press, Taylor&Francis Group
Lecturer/s Lecturer: Domenica Amoroso
Co-lecturer: Alessandro Faiella
80
40
100 4
DA.007 Soundtrack and dubbing techniques
Description (Core module)
This is a core module for both specializations. The course has the objective
of making students autonomous in editing, assembling and composing the
soundtrack and dubbing. This will be achieved through a theoretical
section about the theories on sound and film sound history, a practical
part on Audition, as an integration of the Adobe package, and an active
practice session in a recording studio, where students can get direct
feedback of the tools constituting the software.
Learning outcomes
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Select, compose, edit and arrange different kinds of sound materials aimed
at the production of the soundtrack of a trailer.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) History of film sound.
b) The basics of the theory of sound.
c) The conceptual tools needed for mixing and for sound effects.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Use the medium-advanced functions of Audition.
b) Use a digital mixer.
c) Generate a synchronized audio file for video editing.
Judgment Skills and Critical Abilities
The learner will be able to:
a) Analyse and evaluate the narrative devices of sound.
b) Analyse and reproduce a sound environment.
c) Identify the characteristics of the sound in video games derived from
movies and know how to exploit them.
Additional Module-Specific Communication Skills
The learner will be able to:
Have basic knowledge of music, tempo and notes.
Hours of total
learning for this Contact Hours Supervised practice hours
48
20
module Self-Study Hours Assessment Hours
Number of ECTS 6 ECTS
Teaching mode
This theoretical unit will be taught through lessons and lectures,
discussions and presentations. The students will also have 20 hours of
practical sessions focused on the application of Adobe Audition software
for dubbing of a trailer for a video game or animated film.
Assessment
The unit will be assessed by means of the following:
- Oral test (50%) on the basics of the theory of sound,
- Evaluation of the student’s practical work (50%) in dubbing.
Reading list
- Alrutz M., Listengarten J., Van Duyn Wood M., 2012, Playing with
Theory in Theatre Practice, New York, Palgrave Macmillan
- Chion, M., 2009, Film, a Sound Art, New York, Columbia University
Press
- Marks, A., 2009, The Complete Guide to Game Audio. For Composers,
Musicians, Sound Designers, and Game Developers, Elsevier, Focal
Press
- Owsinski, B., 2013, The Mixing Engineer's Handbook, Boston,
Cengage Learning.
- Huber, D. V. and Runstein, R. E., 2014, Modern Recording
Techniques, 8th Edition, Burlington/Abingdon, Focal Press
- Maes, J., Vercammen, M., 2013, Digital audio technology, 4th Edition,
in association with Sony, Burlington, Focal Press
Lecturer/s Lecturer: Pasquale Davide Pennino
Co-lecturer: Domenica Amoroso
80 2
DA.026 Digital illustration and visual narrative
Description (Core module)
This is a core module for students in the Digital Animation stream. This
module provides an introduction to the theory and practice of
illustration as an art form. It examines the development of the visual
narrative through the medium of cartoons. The course will outline a
brief history of illustration, before going into its traditional forms and
recent developments leading up to the digital images of today.
Students will learn of the different components making up an
illustration, as well as the materials and software used. They will also
study about the contexts for which it is produced – whether for
publication in comics, books or newspapers, or to form videos,
animated films or other creations. At the end of the course, students
will produce their own set of illustrations in different formats.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Analyse the relationship between text and image and apply the most
effective form of illustration to the text.
b) Critically review illustrations on different media and in different
contexts.
c) Recognize the different styles of illustrations, in both traditional and
digital formats.
d) Apply the appropriate techniques and software used for creating
digital illustrations.
e) Create visual narratives for different contexts.
f) Apply techniques of narrative construction to comics, graphic novels
and animated films.
g) Appreciate and analyse the significance of the context, including
materials and target audience, for which the illustration is used.
h) Carry out research work on the topic and related fields.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) Understanding of the theory and practice of illustration as an art
form.
b) Brief history of the genre and development of the visual narrative.
c) Knowledge of the basic elements that make up an illustration, as
well as its different styles and formats.
d) Understanding of the strategies used and techniques employed in
creating visual narratives.
e) Understanding of the techniques and software used for digital
illustration.
f) Knowledge of the relationship between the illustration and text,
context, materials and audience/readership.
Learning Outcomes
Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to: a) Produce traditional and digital illustrations; apply images – hand-
drawn or digitally generated – to accompany text or to enrich
specific contexts.
b) Discuss key elements of illustrations and visual narratives, and their
application in comics, animated films and other media.
c) Create the best style of visual narrative for the context and
readership.
d) Develop a critical appreciation of the illustration as an art form.
Judgment Skills and Critical Abilities
The learner will be able to: a) Form an analytic view of an illustration and a visual narrative from
an aesthetic and stylistic perspective, as well as within a historic,
political, commercial and social context.
b) Evaluate the suitability of the illustration to the text or narrative.
c) Critically evaluate a form of visual narrative.
d) Analyse the use of illustrations in different media, particularly in
comic strips and animated films.
Additional Module-Specific Communication Skills
The learner will be able to:
a) Deliver oral and written presentations on the significance of the
illustration in different contexts and for various styles of visual
narrative.
b) Apply visual narratives to enhance messages or content in
communications.
Hours of total learning for this Module/Unit
Contact Hours Supervised practice hours
Self-Study Hours Assessment Hours
Number of ECTS 6 ECTS
Teaching mode
This theoretical and practical unit will be taught through lectures,
hands-on sessions, project-based work and tutorials. The theoretical
side of the module will introduce the illustration as an art form, its
history and different genres and movements, as well as the
development of the visual narrative in different media, particularly
comics and animated films. The practical, hands-on part of the course,
on the other hand, will cover traditional and digital applications,
including software and materials used.
48 50
50 2
Assessment
The unit will be assessed by means of the following:
- Written/oral exam;
- Project consisting in the production of a set of illustrations in
different formats.
Reading List
- Duncan, R., Smith, M. J., 2009, The Power of Comics: History, Form and Culture, New York, Continuum
- Heller, S., Chwast, S., 2008, Illustration: A Visual History, New
York, Abrams
- Male, A., 2007, Illustration: A Theoretical and Contextual
Perspective, New York, Watson-Guptill Publications
- Zeegan, L., 2012, The Fundamentals of Illustration, Lausanne,
AVA
Lecturer/s The lecturer/s who will be teaching this module still has to be selected.
DA.027 Multimedia design
Description (Core module)
This is a core module for students in the Digital Animation stream. The
course provides a practical approach to multimedia design, addressing
issues related to interactive, integrated and complementary media
products. It explores the potential and the context for which such
products are made, as well as their distribution and promotion. Students
will learn about the basic evolution of graphics and audiovisual design, the
psychology and perception of colours and applications, two- and three-
dimensional graphic compositions, types of communication products for
advertising campaigns, and website solutions in terms of usability,
accessibility and readability. The practical side of the course will also
cover design techniques for the graphic and audiovisual industry, the
stages of design of a graphic and audiovisual product, graphics and
animation software, as well as 3D display techniques and specific
software.
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Design and create graphics and multimedia products; select the right
channels for distribution and promotion.
b) Design, create and publish content for the web.
c) Design, manage and critically review communication campaigns via
different media.
d) Master the use of the technological tools of the trade, including
dedicated software packages, to create the required products.
e) Identify the right media and materials for communication products, in
line with the context for which they are intended and the production
techniques available.
f) Apply the appropriate techniques during the various stages of
production – from concept to product realization – of the
communications and audiovisual industry.
g) Use the relevant IT networks and tools in the study and research
activities on the topic.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) Identification and use of modern forms of visual and multimedia
communications.
b) Knowledge of the historical evolution of graphics, audiovisual design
and related industries.
c) Understanding of the graphics and multimedia production processes
and their various stages.
d) Knowledge of the relevant software packages.
e) Understanding of the psychology and perception of colours and
applications.
Learning outcomes
f) Understanding of the context for which multimedia products are
made, as well as their potential impact.
g) Knowledge of the historical, typological and expressive elements of
fonts when creating graphics and multimedia products.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Design and create products for advertising and promotion campaigns.
b) Select the appropriate forms of media and modes of expression for a
more effective communication and a higher visual impact.
c) Design a website or cross-media product, taking into account the
interactions with users.
d) Design, implement and present graphics and multimedia products on
the basis of content, context, the intended interaction with users and
communication purpose.
e) Apply 2D and 3D display techniques.
f) Adapt the design of graphics and communication products to printing
process and techniques.
g) Apply project management methods and techniques and identify the
right collaborative tools for the required team work in delivering a
project.
Judgment Skills and Critical Abilities
The learner will be able to:
a) Evaluate the suitability of communication products for advertising
campaigns.
b) Critically evaluate the quality of 2D and 3D graphic compositions.
c) Draw up technical reports and document the individual and group
activities related to professional situations.
d) Apply the ethical and professional standards of the industry to one’s
creative work.
Additional Module-Specific Communication Skills
The learner will be able to:
a) Deliver oral and written presentations on the topic.
b) Use multimedia content in presentations and communications
products.
c) Respect the rules of usability, accessibility and readability for
websites.
d) Choose the software applications and hardware devices needed for
the acquisition and processing of basic communicative elements.
e) Use platforms for collaboration and sharing of information on the net.
Hours of total
learning for this
module
Contact Hours Supervised practice hours
Self-Study Hours Assessment Hours
Number of ECTS 6 ECTS
Teaching mode
This theoretical and practical unit will be taught through lectures, tutorials
and hands-on sessions, while actively involving students through
discussions and presentations. The lectures will be supported by videos to
provide practical examples of the topic. During the practical sessions,
students will have the opportunity to experiment with the design
techniques and software applied in graphics and the audiovisual industry.
They will also be assigned project work to hone their skills.
Assessment
The unit will be assessed by means of the following:
- Written/oral exam; - Implementation of a multimedia project to be assigned at the start
of the semester.
Reading list The reading list will be drawn up together with the lecturer who will be
selected to deliver this study unit, before the commencement of the
academic year.
Lecturer/s The lecturer/s who will be teaching this module still has to be selected.
48
15
85 2
DA.028 Introduction to film history
Description (Core module)
This is a core module for students in the Digital Animation stream. The
course aims to provide students with a sound theoretical background of
film history and a critical appreciation of the medium as cinematic art.
The first part introduces different film genres and serves as an overview of
world cinema, from mainstream to avant-garde, silent to post-modern, art
house to neo-realist, alternative to documentary. After familiarising
themselves with film theory and the key concepts and language of film,
students will explore a few cinematic masterpieces, from the pioneering
efforts of the film-makers of the silent era to the classic productions of our
times. The second part of the course will delve deeper into film animation
from its birth up to the digital animation techniques of today. In this
context, cross-media influences will also be analysed.
Learning outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Classify films based on the period of their production and the historical
context.
b) Analyse films critically and artistically.
c) Analyse the contemporary media landscape.
d) Define world cinema and identify different genres, using the
appropriate film language.
e) Discuss cinematic masterpieces and classics from different periods.
f) Reflect on mutual influences between different media.
g) Carry out research work on the topic and related fields.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following:
a) Overarching understanding of film history: distinguish between
different genres, movements, periods and world cinema features.
b) Specific history of the animated film.
c) Basic knowledge of film theory.
d) Understanding of the narrative strategies of some film classics.
e) Understanding of the relationship between films across countries and
through time.
f) Methodologies for critical analysis of works produced in different
media; analytic approach to contemporary audiovisual works.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
a) Overarching understanding of film history: distinguish between
different genres, movements, periods and world cinema features.
Learning outcomes
b) Specific history of the animated film.
c) Basic knowledge of film theory.
d) Understanding of the narrative strategies of some film classics.
e) Understanding of the relationship between films across countries and
through time.
f) Methodologies for critical analysis of works produced in different
media; analytic approach to contemporary audiovisual works.
Judgment Skills and Critical Abilities
The learner will be able to:
e) Discuss film genres and classics, particularly with reference to their
historic, political, economic and social context.
f) Use analytic tools to critically evaluate film production.
g) Form an analytical view of works in different media.
Additional Module-Specific Communication Skills
The learner will be able to:
a) Deliver oral and written presentations on various aspects of film
history, theory and practice.
b) Use film-specific vocabulary to describe and summarize concepts
related to film studies.
Hours of total
learning for this
module
Contact Hours Supervised practice hours
Self-Study Hours Assessment Hours
Number of ECTS 10 ECTS
Teaching mode
This theoretical and practical unit will actively involve students through
discussions and presentations. Besides regular lectures, screenings of
early silent and world cinema classic films will be held to illustrate their
narrative strategies. Students will be required to carry out their own
research in order to deliver presentations and participate in reading-
based discussions during tutorials on specific film classics or other
cinematic topics.
Assessment
The unit will be assessed by means of the following:
- Written/oral exam;
- Assignment (students to write an essay on a topic to be chosen from
a list of titles) and presentation on a classic film or cinematic
theme.
Reading list The reading list will be drawn up together with the lecturer who will be
selected to deliver this study unit, before the commencement of the
academic year.
80
66
100
4
Lecturer/s The lecturer/s who will be teaching this module still has to be selected.
DA.010
Title of the module/unit
3D graphics I
Module/Unit Description (Optional - please explain your reasoning behind wishing to provide this module/unit and/or how it fits within the whole course.)
This is a core module for both specializations. The purpose of the course consists in giving to the students a basic understanding of all the stages that make up the pipeline of work necessary for the production of a 3D cartoon or a video game through the Autodesk Maya software. The course will be divided into theoretical and practical sections: Interface, Modelling, UV Mapping, Texturing, Rigging, Animation, Lighting and Rendering. At the end of the course, students will create short Demo Reels or animated short films.
Competences: – at the end of the module/unit the learner will have acquired the responsibility and autonomy to: a) Analyse all the stages of a 3D production. b) Use the Autodesk Maya software. c) Perform 3D modelling with both NURBS and polygonal
methodologies. d) Create the UV maps of the models and associated textures. e) Rig a character. f) Animate a character. g) Make a model of an environment and equip it with lighting. h) Render own works. i) Make a reel and an animated short. j) Export models compatible with the world of gaming. Knowledge – at the end of the module/unit the learner will have been exposed to the following: (This can be a list of knowledge/content items)
a) Maya interface. b) Modelling. c) UV Mapping. d) Texturing. e) Rigging. f) Animation. g) Lighting. h) Rendering.
Skills – at the end of the module/unit the learner will have mastered the following skills:
Applying knowledge and understanding
The learner will be able to perform tasks related to:
Maya interface Shortcut Tools
Modelling Basic theory of modelling Main controls and functions NURBS modelling
YEAR 2
Learning Outcomes
Learning Outcomes
Polygonal modelling Inorganic modelling Creating a suitable work environment for modelling Box modelling Topology Creating an organic character
Texturing Main controls and functions UV mapping Hypershade and materials Photoshop for texturing Bump map and normal map – Zbrush
Rigging Theory of rigging Main controls and functions Skeleton and weightings Controls allocation Advanced rigging with switch techniques, inverse skeleton,
attributes creation and script Animation
Basic theory of animation Main controls and functions Keyframe animation, timeline and graph editor Dynamics Advanced character animation
Lighting Basic theory of lighting Main controls and functions Render view and basic lighting Advanced lighting – ambient occlusion, shadows, etc.
Rendering Basic theory of rendering Main controls and functions Formats and specifications Render layers, programming render.
Judgment Skills and Critical Abilities (This section has been made sufficiently open to accommodate both vocational and academic orientations. Applicants can refer to Judgment Skills, or Critical Abilities (critical skills, dispositions, values and actions), or both.) The learner will be able to: Evaluate 3D works and recognize the degree of optimization and compatibility of the models in relation to the sectors of application.
Additional Module-Specific Communication Skills, if required. (Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required. (Over and above those mentioned in Section )
Hours of total learning for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the learner is
supervised, coached or mentored, without
new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS of the module/unit
12 ECTS
Explain how this module/unit will be taught in line with Section A
This practical unit will be taught through lessons and lectures, practicum and hands-on sessions, project-based work and tutorials. The students will be given hands-on practical training in the selected software, applied to their field of specialization.
Explain how this module/unit will be assessed in line with Section A
The unit will be assessed by means of the following:
5 mid-term tests (modelling, texturing, rigging, animation, and lightening and rendering);
Practical test to evaluate the student’s mastery of the required skills through the evaluation of his/her work in 3D computer graphics (Autodesk Maya);
Final multiple choice test.
Reading List
- Keller, E., 2009, Mastering Maya 2009, San Rafael, Autodesk
Press.
- Su, H., 2011, Alive Character Design. For Games, Animation
and Film, London/Beijing, CYPI Press - Autodesk official manuals (available online on the official
website).
Lecturer/s Lecturer: Carlo Cuomo Co-lecturer: Alessandro Faiella
DA.011
Title of the module/unit Directing techniques I
Module/Unit Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit and/or
how it fits within the whole
course.)
This is a core module for both specializations.The course objective is to
provide practical and manual knowledge on the art of cinematography
as applied to the games sector, which today closely follows
developments in the film industry. This will be done through the study
of the different techniques and theories of directing, with practical
exercises and screenings of films which have spawned video games, or
vice versa. The course aims to furnish the student with all the technical
and psychological elements that a director has to master to create
audiovisual products. It will also explore how directing techniques have
been mutually influenced and inspired by the game and cinema worlds.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Draw up creative storyboards for the audiovisual sector. Produce works such as animated films, apps, TV ads and video
games.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
The language and technique of cinematography. The different rules of editing. The production phases of the making of a cartoon.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to use:
- Toon Boom Storyboard. - Adobe Photoshop. - Adobe Premiere.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)The learner will be able
to:
Analyse an audiovisual project. Understand strengths and weaknesses of own production.
Learning Outcomes
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning for
this Module/Unit
Contact
hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
hours
Assessment
Hours
Total Number of ECTS of
the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with Section
A
(Please provide module/unit-
specific details as applicable.)
This theoretical unit will be taught mainly through lessons and lectures,
discussions and presentations. However, students will also benefit from
20-40 hours of supervised practice, where they will be mentored and
coached on the topic and its importance for the production of animated
films and video games.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
Oral exam (50%); Presentation (50%) consisting in the description of an animated
film or video game sequence showing the approach chosen from a directorial perspective.
Reading List
(Please distinguish between core
and supplementary texts as
applicable. Courses at MQF L5 and
above should not just present the
main legislation or one
textbook/source, but present also
other viewpoints and perspectives
as applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For courses at
MQF L5 and above it is
Oldman, G., 1995, First Cut. Conversations with Film Editors, UOCP
Cavalier, S., 2011, The World History of Animation, Berkeley, University of California Press
Rizzo, M., 2013, The Art Direction Handbook for Film, Burlington, Taylor&Francis Group
recommended that texts should not
be older than 10 years, although
this threshold may be too low for
higher MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts by
Piaget in psychology or Plato’s
Republic in Philosophy, to give two
examples.)
Lecturer/s
Lecturer: Domenica Amoroso
Co-lecturer: Francesco Colombo
DA.012
Title of the module/unit
Marketing and sociology of communication
Module/Unit Description (Optional - please explain your reasoning behind wishing to provide this module/unit and/or how it fits within the whole course.)
This is a core module for both specializations. The course will provide
students with the tools to develop specific reflections on the sectors of
animation and video games and on their respective marketing
strategies – marketing management, strategic and operational
marketing. The course will delve into the sector studies and the useful
analytical diagrams, as well as corporate communications between
brand and visual identity. It will also explore the basic concepts of the
marketing mix, such as the study of the 7 Ps (product, place, price,
promotion, people, physical environment, process), the study and
identification of a core market, the study and identification of the core
target, and the importance of benchmarking for the improvement of the
production, organizational, strategic or energy processes of a business.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Conduct a market analysis. Identify a core target. Develop marketing strategies based on a good basic
understanding of the fundamental components of the marketing mix.
Understand how advertising agencies and press offices work. Knowledge – at the end of the module/unit the learner will have been exposed to the following: (This can be a list of knowledge/content items)
The enterprise system and business organization.
Strategic and operational marketing.
Marketing planning.
Business communication and communication tools (advertising,
press office, events, promotion, sponsorships, institutional
relations, web and social media).
Communication plan and measurement of results; analysis of
offline and online media.
International market scenarios; international marketing and the
internationalisation of enterprises.
Business relationships with international markets and models of
intercultural relations.
Skills – at the end of the module/unit the learner will have mastered the following skills:
Applying knowledge and understanding
The learner will be able to:
Draw up a business plan. Develop marketing plans.
Learning Outcomes
Collect, analyse and interpret quantitative and qualitative data of a market research. Develop ad hoc communication plans.
Adapt to foreign markets through the study of patterns of cultural interaction.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Understand what constitutes a “market”. Distinguish between the different markets. Identify the most suitable market for one’s own capacity. Deepen the knowledge of one’s own core market. Identify the most suitable core target for one’s own products or services. Systematically organize the various processes for the realization of one’s own product or the provision of one’s own services. Study the direct and indirect competitors to improve some aspects of one’s own business. Develop or evaluate a communication or promotion plan of one’s own product.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
The learner will be able to:
Learn the terminology related to the world of business management and communication in general.
Additional Module-Specific Learner Skills, if required. (Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact Hours Supervised practice hours
Self-Study hours Assessment Hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
This is a theoretical and practical unit which will be taught through
lessons and lectures, discussions and presentations, as well as tutorials
and hands-on sessions focusing on the development of business and
marketing tools.
Explain how this
module/unit will be
assessed in line with
Section A
The unit will be assessed by means of the following:
- Oral exam; - Assignment consisting in the drawing up of a business plan for a
video game/animated film;
- Production of an advertising spot.
Reading List
English texts will be selected to replace the following ones being used in the IUDAV course offered in Italy:
- Kotler, P., Keller, K. L., 2006, Marketing Management: Analysis, Planning, Implementation and Control, 8th Edition, Englewood Cliffs, NJ: Prentice-Hall
- Lindstrom, M., Underhill, P., 2010, Buyology. Thruth and Lies about Why We Buy, Broadway Book
- Lindstrom, M., 2012, Brandwashed: Tricks Companies Use to Manipulate Our Minds and Persuade Us to Buy, Kogan Page Publishers
- Wesley, D. T. A., Barczak, G., 2010, Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap, Gower Publishing Ltd.
Lecturer/s Lecturer: Michele Citro
Co-lecturer: Carlo Cuomo
DA.013
Title of the module/unit Digital video editing and compositing
Module/Unit Description (Optional - please explain your reasoning behind wishing to provide this module/unit and/or how it fits within the whole course.)
This is a core module for both specializations. The aim of the
course is to enable students to complete and improve their own
audiovisual products with the help of compositing software, such
as Photoshop and After Effects, and editing software, such as
Premiere (all part of the Adobe suite). To achieve this, the
theories of compositing and editing will be analysed through the
works of major players of the industry, such as Walter Murch,
Orson Welles and James Cameron, and through the analysis of
movies. On the other hand, the practical part of the course will
deal with the different compositing processes, such as particles,
production layers, blend modes, masks and others, as well as with
editing processes, such as fading, connections, sync, movie clip,
etc. At the end of the course, the students will create an animated
intro in motion graphics, a trailer for a cartoon, and a scene in
compositing.
Competences: – at the end of the module/unit the learner will
have acquired the responsibility and autonomy to:
Create images in static compositing.
Edit trailers.
Create motion graphics intro in dynamic compositing.
Knowledge – at the end of the module/unit the learner will have
been exposed to the following: (This can be a list of
knowledge/content items)
a) Theories and techniques of video editing and compositing.
b) Setting work based on levels.
c) Setting a common workflow to multiple software.
Skills – at the end of the module/unit the learner will have
mastered the following skills:
Applying knowledge and understanding
The learner will be able to:
- Apply the common language of the Adobe suite.
- Apply the basics of colour correction and keying.
- Properly import and export the materials produced.
- Create, edit and mount static and dynamic material.
Learning Outcomes
Judgment Skills and Critical Abilities (This section has been made sufficiently open to accommodate both vocational
and academic orientations. Applicants can refer to Judgement Skills, or Critical
Abilities (critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Analyse the narrative and dramatic devices of the editing, as
well as the technical quality.
Evaluate an image and recognize the type of intervention.
Develop the creative expression through the knowledge of
different compositing techniques.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
The learner will be able to:
Have a basic knowledge of Adobe suite.
Form a general knowledge of the world of film and
animation.
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning for
this Module/Unit
Contact hours
Supervised practice hours
(During these hours the learner is
supervised, coached or mentored,
without new content being presented.)
Self-Study hours Assessment hours
Total Number of ECTS of the
module/unit 6 ECTS
Explain how this
module/unit will be taught
in line with Section A (Please
provide module/unit-specific details
as applicable.)
This predominantly practical unit will be taught through lessons
and lectures, practicum and hands-on sessions, project-based
work and tutorials. Emphasis will be placed on the practical demo
sessions and project-based work.
Explain how this
module/unit will be
assessed in line with Section
A (Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
- Oral exam;
- Evaluation of the student’s practical work (animated intro
in motion graphics or a trailer for a cartoon).
Reading List
(Please distinguish between core and
supplementary texts as applicable.
Courses at MQF L5 and above should
not just present the main legislation
or one textbook/source, but present
also other viewpoints and
perspectives as applicable. For
texts/sources with different editions,
it is recommended that the latest
version is included. For courses at
MQF L5 and above it is recommended
that texts should not be older than 10
years, although this threshold may be
too low for higher MQF Levels
especially in particular content areas.
The exception is ‘classic/canonical’
texts, such as the original texts by
Piaget in psychology or Plato’s
Republic in Philosophy, to give two
examples.)
Murch, W., 2001, In the Blink of an Eye: A Perspective on Film Editing, Silman-James Press
Oldman, G., 1995, First Cut. Conversations with Film Editors, UOCP
Wright, S., 2010, Digital Compositing for Film and Video, Waltham, Focal Press
Lecturer/s Lecturer: Pasquale Davide Pennino Co-lecturer: Domenica Amoroso
DA.014
Title of the module/unit Intermediality theory
Module/Unit Description (Optional - please explain your reasoning behind wishing to provide this module/unit and/or how it fits within the whole course.)
This is a core module for both specializations. The course analyses the
concept of intermediality / cross-media, considering the exchange and
hybridization not only in content, narratives and fictional worlds, but
also in terms of languages, narrative techniques and stylistic features
among old and new media, such as literature, visual arts, animation,
comics, movies, video games, television and music. The teaching of the
theories of intermediality will be accompanied by the presentation of
several case studies (such as Pokemon, The Walking Dead, The Lord of
the Rings). The course therefore aims to provide students with food for
thought and critical tools to think in terms of intermedia, and to learn
how to use, mix and reinvent languages and tools for the creation of
video game and animation works by tapping into those endemic to
other media.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Work in teams in the design and pre-production process of
making a cross-media product.
Develop concepts for cross-media productions.
Convert the concept into pitch.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
a) The concept of remediation.
b) The various forms of cross-media.
c) The narrative and production techniques to create captivating and
enduring cross-media worlds.
d) The most famous case histories of cross-media projects.
e) The theoretical concepts related to the exchange of content,
languages, techniques and styles among video games, films,
television, comics, fiction, art and internet.
f) The role of fans in the process of co-creation of the fictional worlds.
Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to:
Create compelling cross-media narratives that have different
points of entry and convergence.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
a) Recognize the influences of a medium on another medium.
b) Contextualize historically and culturally adaptations, remakes and
reimagining of stories of different media.
c) Recognize the fundamental issues of a cross-media universe.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact hours Supervised practice hours
(During these hours the learner is
supervised, coached or mentored,
without new content being presented.)
Self-Study
hours
Assessment
Hours
Total Number of ECTS of
the module/unit 4 ECTS
Explain how this
module/unit will be
taught in line with
Section A (Please provide
module/unit-specific details as
applicable.)
This theoretical unit will be taught through lessons and lectures,
discussions and presentations.
Explain how this
module/unit will be
assessed in line with
Section A (Please provide
module/unit-specific details as
applicable.)
The unit will be assessed by means of a written and/or oral exam.
0 32
1 67
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as applicable.
For texts/sources with different
editions, it is recommended
that the latest version is
included. For courses at MQF
L5 and above it is
recommended that texts should
not be older than 10 years,
although this threshold may be
too low for higher MQF Levels
especially in particular content
areas. The exception is
‘classic/canonical’ texts, such as
the original texts by Piaget in
psychology or Plato’s Republic
in Philosophy, to give two
examples.)
English texts will be selected to replace the following ones used for the IUDAV course in Italy:
- Peperoni, C., 2010, Narrazione crossmediale 1.0. Introduzione ai nuovi universi finzionali, Roma, Aracne.
- Giovagnoli, M., 2009, Cross-media. Le nuove narrazioni, Milano, Apogeo.
- Bolter, J. D., Grusin, R., 2003, Remediation. Competizione ed integrazione tra media vecchi e nuovi, Milano, Guerini e Associati.
- Grigoletto, F., 2006, Videogiochi e cinema. Interattività, temporalità, tecniche narrative e modalità di fruizione, Bologna, CLUEB.
- Bittanti, M. (a cura), 2008, Intermedialità. Videogiochi, cinema, televisione, fumetti, Milano, Edizioni Unicopli.
Lecturer/s Lecturer: Luca Papale
Co-lecturer: Carlo Cuomo
DA.029
Title of the
module/unit Character design and storyboard techniques II
Module/Unit
Description
(Optional - please explain
your reasoning behind
wishing to provide this
module/unit and/or how it
fits within the whole course.)
This is a core module for students in the Digital Animation stream. The
course builds on the first module delivered on the subject. Students will
delve deeper into character performance, learning how to express
personality through moods, body language, emotions, actions and
general stagecraft. They will be challenged to create credible characters
in their productions, using the knowledge learnt and the software
applications mastered. The second part of the course deals with
storyboard techniques and explores further the narrative side of
animations. It focuses on the development of a story idea, key
storytelling conventions, as well as creative writing methodologies.
Students will also use their knowledge of drawing techniques in order to
improve their visual communication skills, generating a story from a
script to the screen. The practical sessions will serve to help them
become more accustomed with the software packages introduced in the
first module (Adobe Photoshop and Illustrator, and Toon Boom’s
Storyboard Pro).
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
a) Render characters more credible and increase level of detail.
b) Develop ideas of new stories through creative writing and
storyboard techniques.
c) Produce more elaborate and detailed artwork.
d) Improve digital drawing / painting and storytelling skills through
the use of the appropriate software.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Understanding of character performance and expression of moods, emotions, personality, body language, etc.
• Knowledge of storytelling conventions. • Creative writing and generating stories from basic ideas. • Constructing stories, from script to screen. • Visual communication skills to render the narrative more
effective. • Improved application of Photoshop, Illustrator and Storyboard
Pro. Skills – at the end of the module/unit the learner will have mastered the
following skills:
Learning Outcomes
Learning Outcomes
Applying knowledge and understanding
The learner will be able to:
• Use images to tell stories synthetically. • Frame scenes which contribute to the narrative. • Digitally draw and paint better. • Develop characters and storyboards.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)The learner will be able to:
• Critically evaluate a script and its production on screen. • Assess the character performance and the way its
personality has been expressed. • Analyse and review the storyboard structure.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
• Deliver oral and written presentations on the topic. • Give practical demonstrations (for instance, during the events of
the Institute such as the planned Playmont festival for schoolchildren, or elsewhere).
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
30 48
2 70
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This practical unit will be taught through lessons and lectures,
practicum and hands-on sessions, project-based work and tutorials. The
students will further elaborate the storyboard and characters created in
the first module on the topic. The supervised practical sessions will
enable the lecturer and tutors to guide the students on a one-to-one
basis.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
- Written/oral exam;
- Evaluation of the student’s practical work throughout the
semester.
Reading List (Please
distinguish between core and
supplementary texts as
applicable. Courses at MQF L5
and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
The lecturer will add further texts to the ones, listed below, used for the
first module on the same topic (“Character design and storyboard
techniques I”):
• Brandford, T., 2006, Creating Characters With Personality, New York, Watson-Guptill.
• Winslow, V. L., 2009, Classic Human Anatomy. The Artist's Guide to Form, Function, and Movement, New York, Watson-Guptill.
Lecturer/s Lecturer: Domenica Amoroso
Co-lecturer: Alessandro Faiella
DA.008
Title of the module/unit 2D design and animation techniques I
Module/Unit Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit and/or
how it fits within the whole
course.)
This is a core module for both specializations.
The course aims to provide students with knowledge of animation, from
the basics to the modern 2D techniques – thanks to Adobe Flash – both in
the field of cartoons as well as in that of apps, the graphic novel, and
graphic design illustrations. The analysis of the different phases that
make up the standard pipeline necessary for the production of a cartoon
enables students to create their own product, from concept to export
through drawing and animation. At the end of the course, students will
produce their own animated short.The software concepts and techniques
to create vector graphics applied in this module are also essential for
video game development in 2D graphics.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Create animated shorts. Create web ads. Create animations for apps and video games with Flash. Create model packs (character, background, props).
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content items)
- Theories of the storyboard. - The theoretical basis for directing animation. - The rules for traditional and cut-out animation.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
Use Adobe Flash Professional.
YEAR 3
Learning Outcomes
Learning Outcomes
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Create own audiovisual/cartoon project, from concept to completion. Assess the quality of an animated work. Read a storyboard in a critical manner.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS of
the module/unit 12 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This practical unit will be taught through lessons and lectures, practicum
and hands-on sessions, project-based work and tutorials. The supervised
practice sessions will guide the student in the correct use of Adobe
Animate CC (Flash Professional) software, in order to enable him/her to
apply animated vector graphics in a confident manner.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
Written/oral test (50%), Evaluation of the individual’s practical work (50%): every
student specializing in Digital Animation will be required to produce an animated cartoon in 2D graphics, while those opting for the Video Games specialization will be asked to create animations for a video game in vector graphics.
Reading List
(Please distinguish between core
and supplementary texts as
applicable. Courses at MQF L5
and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as applicable.
For texts/sources with different
editions, it is recommended that
the latest version is included.
For courses at MQF L5 and
above it is recommended that
texts should not be older than 10
years, although this threshold
may be too low for higher MQF
Levels especially in particular
content areas. The exception is
‘classic/canonical’ texts, such as
the original texts by Piaget in
psychology or Plato’s Republic in
Philosophy, to give two
examples.
Williams, R., 2009, The Animator’s Survival Kit, Londra, Faber & Faber
Blair, P., 1994, Cartoon Animation, Lake Forest, Walter Foster Publishing
Hogart, B., 2003, Dynamic Anatomy, New York, Watson-Guptill Publications
Fernandez, I., 2001, Macromedia Flash Animation and Cartooning. A Creative Guide, Columbus, McGraw-Hill Companies
O’Neill, D., 2013, The DC Comics Guide to Writing Comics, Potter/Ten Speed/Harmony
Lecturer/s Lecturer: Domenica Amoroso
Co-lecturer: Francesco Colombo
DA.009
Title of the module/unit English writing skills
Module/Unit Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit and/or
how it fits within the whole
course.)
This is a core module for both specializations. The course has two main
objectives. Initially, it will offer students the opportunity to improve their
English writing skills, particularly those related to storytelling. The
second part of the course will then focus specifically on the terminology
used in the animation and video games industries.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
- Create and narrate stories in English. - Understand and join technical discussions in the two related
fields of specialization. Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content items)
Storytelling techniques. The specific English terminology used in the animation and video
games industries.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
Write good English. Apply writing skills to storytelling. Apply a localization kit.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational
and academic orientations. Applicants can refer to Judgement Skills, or Critical
Abilities (critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Evaluate the localization of an animated film or video game, comparing the original text and audio to the English translation.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Learning Outcomes
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS of
the module/unit 4 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This unit will be taught through lessons and lectures, discussions and
presentations. Practical language sessions will focus on the use of English
for storytelling and scriptwriting suitable for animated films and video
games.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of a written (50%) and oral (50%)
examination.
Reading List
(Please distinguish between core
and supplementary texts as
applicable. Courses at MQF L5
and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as applicable.
For texts/sources with different
editions, it is recommended that
the latest version is included. For
courses at MQF L5 and above it
is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher MQF
Levels especially in particular
content areas. The exception is
‘classic/canonical’ texts, such as
the original texts by Piaget in
psychology or Plato’s Republic in
Philosophy, to give two
examples.)
Esselink, B., 2000, A practical guide to localization, Amsterdam, John Benjamins Publishing Company.
Collins Dictionaries, 2009, Easy Learning Grammar and Punctuation, London, HarperCollins.
Stevenson, A., 2010, Oxford Dictionary of English, Oxford, Oxford University Press
Lecturer/s The lecturers delivering this unit have not yet been identified.
DA.016
Title of the
module/unit Scriptwriting II
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is a core module for both specializations.
During the course, students will learn the most advanced writing
methods following an analysis of the conventions of storytelling for
films and television series, with particular attention to the specificities
of the animated film. Methodologies and conventions will then be
analysed with reference to writing for video games and other forms of
interactive storytelling. After completing the course, the students will
write a script for a video game or a short cartoon.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Write and present animated shorts and feature films, TV series and web
animation, and video game projects.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Advanced techniques of writing for films, TV and the web. • The conceptual tools of the trade of the scriptwriter.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
• Apply advanced techniques for the development of the narrative plot and the characters.
• Apply techniques of displaying the script for the animation. • Write dialogues and interactive dramatic articulations.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)The learner will be able
to:
• Analyse in depth the dramaturgy of the more complex forms of film animation.
• Understand video games from a narrative point of view.
Additional Module-Specific Communication Skills, if required. (Over
and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.(Over and above
those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 4 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This theoretical and practical unit will be taught through lessons and
lectures, practicum and hands-on sessions, project-based work and
tutorials. The student will be coached to apply techniques to develop
the narrative plot, including dialogue, for shorts and feature films.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
- Written/oral exam;
- Evaluation of the student’s skills through practical work, building
upon the scriptwriting project carried out for the related 1st year
module (“Scriptwriting I”).
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
• Scott, J., 2004, How to Write for Animation, New York, The Overlook Press.
• Marx, C., 2006, Writing for Animation, Comics, and Games, Waltham, Focal Press.
One additional text will be selected to replace the following:
• Vorhaus, J., 2004, Scrivere il comico. Principi, strutture e pratica di sit-com e comedy, Roma, Dino Audino Editore.
20 32
1 47
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
Lecturer/s Lecturer: Angelo Pastore
Co-lecturer: Giacomo Giubilini
DA.019
Title of the
module/unit Economics and business management
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is a core module for all students. The course analyses the economic
processes in general, starting from the distinction between micro and
macro economy. Particular attention will be paid to legislation related
to enterprises and the various types of businesses of persons and capital
– limited liability company (Ltd.), partnership, corporation, and small
and medium sized enterprise (SME), amongst others, as well as the
figure of the self-employed, with related NACE codes and the different
contractual forms, in order to enable the students to orient themselves
in the labour market. As a detailed study of the contemporary context,
the course will analyse funds for young entrepreneurs, new forms of
companies such as start-ups, and innovative funding practices such as
crowdfunding. The specificities of enterprises operating in the
animation and game sectors will also be examined in this unit.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Gain competences on economic and legal aspects of the different forms of companies.
Get general information about the business world. Classify the product or the service provided, within the NACE
codification. Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Economic and legal definition of entrepreneur. • Economic and legal definition of self-employed. • Categorization of entrepreneurs. • Types of company. • The concept of distinctive signs: firm, sign, brand. • Advantages of registration of the trademark. • Regulations on patents. • Start-up or new enterprise. • The business plan in its various steps (operational, marketing
and financial plan). • Creation, organization, launch, management and control of the
new enterprise. • Crowdfunding as a practice of bottom-up micro-financing that
mobilizes people and resources. Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
Learning Outcomes
• Evaluate the company form that is more suited to one’s professional needs.
• Develop a business plan. • Draw up estimates of various kinds for starting a business:
financial, sales, economic, and return on investment (ROI) and on equity (ROE) estimates.
• Know how to start a crowdfunding initiative. Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
• Handle matters related to Commercial Law. • Evaluate the pros and cons for starting a new business. • Understand what support programmes, financial or otherwise,
are available for starting new businesses, and how to access them.
Additional Module-Specific Communication Skills, if required. (Over
and above those mentioned in Section A)The learner will be able to:
Learn the terminology related to the world of business management in
general.
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This theoretical unit will be taught through lessons and lectures.
Practical examples of enterprises active in the animation and video
game industries, as well as their marketing strategies, will be presented
and discussed in class.
0 48
2 100
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
- Written/oral exam (50%);
- Assignment (50%), consisting in the drawing up of a business
plan for an animated film or video game company.
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
Italian texts being used for the IUDAV course in Italy are being
substituted by English ones on similar lines:
• Campobasso, G., 2013, Diritto Commerciale. Vol.I: Diritto d’impresa, Milano, UTET.
• Foglio, A., 2001, Start-up. La guida completa per chi vuole mettersi in proprio e creare da zero un'impresa di successo, Roma, FrancoAngeli.
• Vassallo, W., 2014, Crowdfunding nell'era della conoscenza. Chiunque può realizzare un progetto. Il futuro è oggi, Roma, FrancoAngeli.
Lecturer/s Lecturer: Michele Citro
Co-lecturer: Carlo Cuomo
DA.021
Title of the module/unit 3D graphics II
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is a core study unit for students who opt for the Digital Animation
specialization. The course is split up into two sections. The first part
covers the history of graphic design, whereas the second follows up on
3D graphics I. For the second part, therefore, it requires an depth
knowledge of the Autodesk Maya software. It provides students with
some background on the processes and effects of graphic design and
also aims to give them the skills to use ZBrush for digital painting and
Mudbox for texturing. The second part of the course starts from the
conceptualization of any model, which it proceeds to create in the
general mesh structure, and ends with the completion of the model
through digital painting and sculpture techniques and the creation of
maps useful in defining the final project.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Detail basic three-dimensional models through the use of digital sculpting.
Create texture maps, through 3D painting programmes, in order to define the final shader of the model in a clean and detailed manner.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
Topology and optimization of the models. Basics of classical sculpture. Human surface anatomy. Understanding and management of colours and patterns for
texturing. Basic knowledge of graphic design history.
Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to:
Apply digital sculpture with Zbrush. Apply texturing with Mudbox. Use CG shader in Maya. Discuss graphical designs from a historical perspective.
Judgment Skills and Critical Abilities
(This section has been made sufficiently open to accommodate both vocational and
academic orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Structure properly for digital sculpting a basic three-dimensional model.
Understand and manage the topology of a 3D mesh. Assess carefully quantity and quality of texture map, according to
the project. Improve the performance of an engine, using correct and lighter
models without sacrificing detail. Critically evaluate graphic productions.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Enhance visual communication strategies through the use of 3D graphics.
Deliver presentations on graphics-related topics.
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact 80
Hours
Supervised
practice hours 66
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study 100
Hours
Assessment 4
hours
Total Number of ECTS of
the module/unit 10 ECTS
66 80
4 100
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This theoretical and practical unit will be taught through lessons and
lectures, practicum and hands-on sessions, project-based work and
tutorials. Whereas the theoretical first part will focus on graphic
design history, students will then have supervised practice sessions to
improve their skills in developing digital sculptures and texturing with
ZBrush and Mudbox.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
- Written/oral exam;
- Evaluation of the student’s practical work, consisting in the use
of ZBrush and Mudbox for the digital sculpting and texturing of
the assigned three-dimensional model.
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as applicable.
For texts/sources with different
editions, it is recommended that
the latest version is included.
For courses at MQF L5 and
above it is recommended that
texts should not be older than
10 years, although this
threshold may be too low for
higher MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
Spencer, S., 2011, ZBrush Character Creation. Advanced Digital Sculpting, Hoboken, Sybex Inc.
Yuji, K., 2014, Anatomy Sculpting, Gurafikkusha.
A textbook on graphic design history will be added, while another text
in English will be selected to replace the following:
Keller, E., 2010, Introduzione a ZBrush, Guidonia Montecelio, Imago Edizioni.
Lecturer/s Lecturer: Carlo Cuomo
Co-lecturer: Alessandro Faiella
DA.030
Title of the
module/unit Directing techniques II
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is a core module for students in the Digital Animation stream. The
course is a continuation of the second-year module on the same topic. It
focuses on the role of the director and the changes brought about by the
new technologies. It will explore further approaches to directing,
elaborating on the theories and techniques introduced in the first
module. Moreover, it will examine the relationship between the roles of
the director and other figures in the production, starting with the
producer, performers and the audience itself. Students will carry out
their own research on some of the issues related to the creative and
cultural industries in contemporary society, and their impact on the
directing of audiovisual productions. Screenings of films of specific
directors, including animated ones, will accompany the lectures.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
• Apply project management skills in producing audiovisual output on time and within budget, according to the approved schedules and financing.
• Improve creative visual skills and techniques through an understanding of the technical issues related to the actual production and postproduction.
• Develop collaborative skills essential to establish relationships for the preproduction, production and postproduction phases.
• Apply creative and technical collaboration skills in working with other members of the crew.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
Understanding of the various aspects of the creative, technical and managerial role of the director.
Understanding of the aesthetic and technical values of an audiovisual production.
Understanding of the audiovisual production skills required to bring the director’s vision to life.
Knowledge of the various stages of producing animated films.
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
Learning Outcomes
• Apply the skills and techniques required in cinematography. • Form a critical understanding of performance and the ability to
respond to its challenges. • Apply his/her knowledge of the screenwriting and editing
processes to fulfil the director’s interpretation of the narrative. Judgment Skills and Critical Abilities (This section has been made sufficiently
open to accommodate both vocational and academic orientations. Applicants can refer to
Judgement Skills, or Critical Abilities (critical skills, dispositions, values and actions), or
both.)The learner will be able to:
• Reflect critically on the directing process. • Critically evaluate the director’s work in an audiovisual
production. • Produce technical reports and documentation to support his/her
creative efforts in directing. • Form a critical opinion when reviewing films or other
audiovisual productions. • Follow the ethical and professional standards and values that
apply to the director’s role. Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.
(Over and above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
This theoretical and practical unit will be taught through lectures,
discussions, presentations, tutorials and hands-on sessions. Film
screenings will accompany the lectures. During the supervised practical
sessions, the students will be coached to develop their skills in directing.
30 48
2 70
specific details as applicable.)
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
Written/oral exam; Essay and presentation on a specific director’s work or
approach taken from a directorial perspective.
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
• Dancyger, K., 2006, The Director's Idea, Focal Press. • Oldman, G., 1995, First Cut. Conversations with Film Editors,
UOCP. • Proferes, N., 2005, Film Directing Fundamentals, Focal Press. • Wilkinson, C., 2005, The Working Director, Michael Wiese
Productions.
Other texts will be suggested by the lecturer at the start of the course.
Lecturer/s Lecturer: Domenica Amoroso
Co-lecturer: Francesco Colombo
STUDY-UNITS (Elective)
DA.022
Title of the
module/unit Advanced 3D graphics
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This optional study unit may be selected by all students.The course
represents the core business within the area of competences of three-
dimensional graphics. It focuses on 3DS Max in general, with particular
attention on the module on digital filaments (Hair and Fur) and the one
on Rendering in global illumination, aimed at developing architectural
projects through V-Ray.Starting from the knowledge acquired by
students in Maya, in digital sculpting and texturing – Zbrush and Mudbox
– through the first two graphics courses of the syllabus, this last study-
unit will complete their basic training through the teaching of another
software useful for the labour market, 3DS Max. This software equips
students with specific skills in the creation of digital filaments and in
rendering, in order to widen their job opportunities even to the VFX
industry and to architecture. At the end of the course, students will
exploit all the knowledge learnt throughout the three years to create
their own demo reel or animated short in CG 3D.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
• Design and develop 3D objects in low poly and high res, from the stages of box modelling and flat mesh up to the optimal performance in terms of mapping the swaps and complex rigging structures.
• Approach the world of digital filaments to create complex characters aimed at the VFX industry and high quality architectural rendering.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
Virtual graphic techniques for composing animations or video games
Skills – at the end of the module/unit the learner will have mastered the
following skills:
Applying knowledge and understanding
The learner will be able to:
• Use advanced features of 3D modelling in low poly and high res.
Learning Outcomes
Learning Outcomes
• Checking sculpting vortex in Hair and Fur. • Management of the fundamental parameters for a proper
development of the Rendering in global illumination.
Judgment Skills and Critical Abilities (This section has been made sufficiently
open to accommodate both vocational and academic orientations. Applicants can refer to
Judgement Skills, or Critical Abilities (critical skills, dispositions, values and actions), or
both.)The learner will be able to:
• Make a proper geometric analysis of Mesh Objects. • Detect a possible mismanagement of overlapping concerning the
swapping. • Assess the quality of a rig in order to be able to correct a collapse
mesh in case of an error of skinning. • Evaluate and optimize a rendering.
Additional Module-Specific Communication Skills, if required. (Over
and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.(Over and above
those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This practical unit will be taught through lessons and lectures,
practicum and hands-on sessions, project-based work and tutorials. The
students will have supervised practice sessions to improve their skills in
deploying 3DS Max software for their productions.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
The unit will be assessed by means of the following:
Written/oral exam; Evaluation of the student’s practical work, assigned at the
start of the course (on the use of 3DS Max).
36 48
2 64
specific details as applicable.)
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
English texts will be selected to replace the following:
• Stoneham, B., 2011, Come realizzare arte fantasy per i videogiochi, Foggia, Il Castello
• Boldrin, S., Fanton, E., Ranzato, M., 2007, 3D Studio Max Guida completa, Guidonia Montecelio, Imago Edizioni
Lecturer/s Lecturer: Maurizio Pocci
Co-lecturer: Alessandro Faiella
DA.023
Title of the
module/unit 2D design and animation techniques II
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This optional study unit may be taken by students who choose the
Digital Animation specialization. The course aims to give students the
knowledge needed for the design, development and publication of
interactive stories through the use of the software PubCoder. During
the course, students will put into practice many of the skills learned
in the previous years through the study-units on 2D graphics,
animation, screenplay and visual programming, in order to write,
illustrate, animate, programme and export their interactive stories in
formats compatible with Google Play Books and iBooks. The course
also analyses the different stages of development of a human being,
as well as communication in other media to provide students with the
basics of a proper way of communicating. At the end of the course,
the students will create their own interactive story.
Learning Outcomes
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
Create interactive stories independently, going through the stages of
design, development and publication by using PubCoder.
Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Interactive storytelling techniques for fables and fairy tales. • Mechanisms and interfaces for interactive stories and fairy
tales. • How to publish an interactive story on Android and IOS
devices. Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to: Use PubCoder.
Judgment Skills and Critical Abilities (This section has been made
sufficiently open to accommodate both vocational and academic
orientations. Applicants can refer to Judgement Skills, or Critical Abilities
(critical skills, dispositions, values and actions), or both.)
The learner will be able to:
Identify what structure to use for the creation of an interactive story according to the target audience.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
Additional Module-Specific Learner Skills, if required.(Over and
above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This practical unit will be taught through lessons and lectures,
practicum and hands-on sessions, project-based work and tutorials.
The supervised practice sessions allow for individual coaching
according to the student’s needs.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The unit will be assessed by means of the following:
Written/oral exam; Evaluation of the student’s assigned practical work (use of
PubCoder).
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
• Loewen, N., 2009, Once upon a time. Writing your own fairy tale, Picture Windows Books.
The following texts will be replaced by English ones:
• Santagostino, P., 2004, Come raccontare una fiaba... e inventarne centro altre, Red Edizioni.
• Antoniazzi, A., 2007, Labirinti elettronici. Letteratura per l’infanzia e videogame, Milano, Apogeo.
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it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
Lecturer/s Lecturer: Domenica Amoroso
Co-lecturer: Francesco Colombo
DA.031
Title of the
module/unit New integrated media techniques
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is an optional module for students in the Digital Animation
stream. The course aims to highlight the opportunities brought about
by the convergence of different media that result from the advances
made by the new information and communication technologies. It
focuses on the key industry trends, particularly on applications in the
field of audiovisual communication. Students will learn about the
theory and practice of this form of communication, as well as the
evolution taking place in its technical components and in the
production techniques used for the creation of animated works. On
the practical side, the students will enrich their video editing and
compositing skills acquired in the second year module through the
mastery of the Avid and Nuke software applications.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
• Integrate different kinds of media and multiple software applications.
• Enrich skills in video editing and compositing. • Master the use of Avid and Nuke and their range of features
compared to other software packages. • Improve skills needed for the creation, editing and mounting of
static and dynamic content. Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Be familiar with the theory and practice of contemporary integrated media.
• Use a wider range of video editing applications. • Improve knowledge of compositing techniques. • Understand the background and potential of new integrated
media techniques. • Have a basic knowledge of Avid and Nuke.
Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to:
• Design and produce own works using a wider range of editing and compositing software.
• Practice use of applications needed for new integrated media professions.
• Apply Avid editing suite and Nuke compositing software.
Learning Outcomes
Learning Outcomes
Judgment Skills and Critical Abilities (This section has been made
sufficiently open to accommodate both vocational and academic orientations.
Applicants can refer to Judgement Skills, or Critical Abilities (critical skills,
dispositions, values and actions), or both.)The learner will be able to:
• Analyse the technical quality of an edited audiovisual work. • Analyse the quality of the video editing in terms of the
storytelling sequence and the dramatic devices employed. • Evaluate the quality of the pictures created through the digital
image assembling compositing process. • Draw up technical reports on new integrated media
applications. Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A
Additional Module-Specific Learner Skills, if required.(Over and
above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This predominantly practical unit will be taught through lessons and
lectures, practicum and hands-on sessions, project-based work and
tutorials.The supervised practice sessions, complemented by
exercises and project work, allow for individual coaching according to
the student’s needs.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
The unit will be assessed by means of the following:
- Written/oral exam;
- Evaluation of the student’s practical work.
36 48
2 64
specific details as applicable.)
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
The reading list will be indicated before the start of the academic
year. For digital video editing and compositing texts, the following
are suggested:
• Oldman, G., 1995, First Cut. Conversations with Film Editors, UOCP.
• Wright, S., 2010, Digital Compositing for Film and Video, Waltham, Focal Press.
Lecturer/s
Lecturer: Pasquale Davide Pennino
Co-lecturer: Domenica Amoroso
DA.032
Title of the
module/unit Design portfolio and professional identity
Module/Unit
Description
(Optional - please explain your
reasoning behind wishing to
provide this module/unit
and/or how it fits within the
whole course.)
This is an optional module for students in the Digital Animation
stream. This module provides students with the skills needed to
create a design portfolio, giving them the opportunity to develop
their individual artistic character and visual identity, highlighting
distinctive creative traits while enabling them to work in a
professional team. It will guide students through all the stages of the
process, from the selection of artworks, creative projects and design
content, to the presentation of the material in printed and online
portfolio formats. The course will support students in forming their
professional identity, showing how to launch a private practice and
explore methods of self-promotion .It will introduce them to cultural
and entrepreneurial services offered by public institutions and
business networks mentoring independent creative artists. Finally,
students will also explore how to assemble visual collections and
curate exhibitions, create static and dynamic digital displays and
organise cultural design events. At the end of the course, students will
have developed a professional portfolio containing design and
promotional material, which will be showcased in the Institute’s
annual exhibition.
Competences: – at the end of the module/unit the learner will have
acquired the responsibility and autonomy to:
• Design and present concepts for a professional portfolio. • Develop tools for self-promotion (creative cv, stationery
package, online content like websites and social media accounts).
• Identify personal distinctive creative traits. • Produce online version of portfolio. • Use collaborative tools for working in a team with other
professional figures involved in delivering a design project, as well as project management techniques when required.
• Curate visual art exhibition and organise design events. • Carry out research on innovative materials, highlighting
different aspects (e.g., impact of texture, graphics, and colour). Knowledge – at the end of the module/unit the learner will have been
exposed to the following: (This can be a list of knowledge/content
items)
• Understanding of showcasing techniques to highlight creative qualities.
• Knowledge of skills needed to launch private practice as a creative artist.
• Production of plans for curating visual art exhibition, organizing cultural or design thematic event.
• Collection of different artworks and creative outputs into coherently narrated document.
Learning Outcomes
Learning Outcomes
• Demonstrate the design process through research, development and presentation stages.
Skills – at the end of the module/unit the learner will have mastered
the following skills:
Applying knowledge and understanding
The learner will be able to:
• Produce professional printed portfolio for potential job opportunities in the animation, entertainment, media or related industries.
• Develop ability to coherently select a series of artworks or creative products for inclusion in portfolio, exhibition, etc.
• Produce higher visual impact in the representation of ideas. • Document the design process through sketchbook,
presentation boards, written statements, etc.
Judgment Skills and Critical Abilities (This section has been made
sufficiently open to accommodate both vocational and academic orientations.
Applicants can refer to Judgement Skills, or Critical Abilities (critical skills,
dispositions, values and actions), or both.)The learner will be able to:
• Reflect critically on transition from a student identity to a professional one.
• Critically assess the level of excellence of a design portfolio. • Evaluate the quality level of promotional material. • Reflect on digital skills mastered and future artistic prospects
and creative career. • Apply principles of the code of conduct of the industry to own
professional practice.
Additional Module-Specific Communication Skills, if required.
(Over and above those mentioned in Section A)
• Convey a winning approach in the overall presentation of the design portfolio.
• Develop a visual communication strategy to create a lasting impact via all forms of media.
Additional Module-Specific Learner Skills, if required.(Over and
above those mentioned in Section )
Hours of total learning
for this Module/Unit
Contact
Hours
Supervised
practice hours
(During these hours the
learner is supervised,
coached or mentored,
36 48
without new content being presented.)
Self-Study
Hours
Assessment
hours
Total Number of ECTS
of the module/unit 6 ECTS
Explain how this
module/unit will be
taught in line with
Section A
(Please provide module/unit-
specific details as applicable.)
This predominantly practical unit will be taught through lessons and
lectures, practicum and hands-on sessions, project-based work and
tutorials. The supervised practice sessions leading to the creation of
the design portfolio, allow for individual coaching according to the
student’s needs.
Explain how this
module/unit will be
assessed in line with
Section A
(Please provide module/unit-
specific details as applicable.)
The assessment of this unit will be entirely project-based. The
lecturer and his/her assistants will evaluate the student’s practical
work throughout the semester. The final mark will reflect how the
student produced his/her design portfolio, using course work and
other personal projects, as well as the various forms of promotional
material. The assessment will also cover the organization of the end-
of-year exhibition to showcase the students’ work.
Reading List
(Please distinguish between
core and supplementary texts
as applicable. Courses at MQF
L5 and above should not just
present the main legislation or
one textbook/source, but
present also other viewpoints
and perspectives as
applicable. For texts/sources
with different editions, it is
recommended that the latest
version is included. For
courses at MQF L5 and above
it is recommended that texts
should not be older than 10
years, although this threshold
may be too low for higher
MQF Levels especially in
particular content areas. The
exception is ‘classic/canonical’
texts, such as the original texts
by Piaget in psychology or
Plato’s Republic in Philosophy,
to give two examples.)
The reading list will include the following texts, but additional ones
may be added later:
• Caldwell, C., 2010, Winning Portfolios for Graphic Designers, Barron’s Educational Series.
• Clazie, I., 2010, Creating Your Digital Design Portfolio: A Practical Guide for Showcasing Your Work Online, Rotovision.
• DiMarco, J., 2006, Web Portfolio Design and Applications, Hershey.
• Eisenman, S., 2008, Building Design Portfolios: Innovative Concepts for Presenting Your Work, Rockport Publishers.
• Keller, M., 2010, Design Matters: Portfolios 01: An Essential Primer for Today’s Competitive Market, Rockport Publishers.
• Marshall, L., Meachem, L., 2010, How to Use Images, Laurence King Publishers.
• Taylor, F., 2010, How to Create a Portfolio and Get Hired: A Guide for Graphic Designers and Illustrators, Laurence King Publishers.
• Trede, F., Macklin, R., Bridges, D., 2012, Professional Identity Development: A Review of the Higher Education Literature, Studies in Higher Education, Vol. 37, Issue 3, Routledge.
Lecturer/s The lecturer/s who will be teaching this module still has to be
selected.
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