Please note! Course description is confirmed for two academic years, which means that in general, e.g. Learning outcomes, assessment methods and key content stays unchanged. However, via course syllabus, it is possible to specify or change the course execution in each realization of the course, such as how the contact sessions are organized, assessment methods weighted or materials used.

LEARNING OUTCOMES

Student deepens their knowledge about animation in games and vr.

Credits: 12

Schedule: 22.11.2021 - 10.12.2021

Teacher in charge (valid for whole curriculum period):

Teacher in charge (applies in this implementation): Tuula Leinonen, Tanja Bastamow

Contact information for the course (applies in this implementation):

Visiting lecturer Tanja Bastamow

tanja.bastamow@aalto.fi 

tel. + 358 40 748 6009


CEFR level (valid for whole curriculum period):

Language of instruction and studies (applies in this implementation):

Teaching language: English. Languages of study attainment: English

CONTENT, ASSESSMENT AND WORKLOAD

Content
  • valid for whole curriculum period:

    Animation in games and vr are discussed and analyzed.
    Students do tests and experiments inside game engines or virtual world settings.

  • applies in this implementation

    During the “Animation for Games and VR” exploratory workshop students become familiar with the concept of virtual reality (VR) and explore what creative possibilities using VR as a medium offers for animators. Together we aim to answer the following questions: 

    • How can immersive creation tools expand the artistic toolkit of animators? 
    • How does working with these mediums affect the creative process?
    • What are the similarities and differences compared to the traditional animation workflow?

    By testing and experimenting with various ideas and concepts, the students are able to perceive the expressive potential of VR. Even though technology is part of the workshop, it will be treated as a tool; the focus of the workshop is on the artistic & creative process. 

    The course will contain introductory lectures to familiarize the students with the subject, case studies, discussions, exercises and prototyping ideas, and a course project.

    No former knowledge of virtual reality is needed to attend the workshop.

Assessment Methods and Criteria
  • valid for whole curriculum period:

    Lectures, examples/film-watching, analyzing, exercises, homework.

Workload
  • valid for whole curriculum period:

    Contact teaching 12 h/cp, Independent studies 15 h/cp

    Compulsory attendance contact teaching: 80%

     

DETAILS

Study Material
  • valid for whole curriculum period:

    Course materials will be provided during the course

  • applies in this implementation

    Materials and assignments will be announced during the workshop.

Substitutes for Courses
Prerequisites

FURTHER INFORMATION

Further Information
  • valid for whole curriculum period:

    Teaching Period:

    2020-2021 Autumn II

    2021-2022 Autumn II

    Course Homepage: https://mycourses.aalto.fi/course/search.php?search=ARTX-E1013

    Registration for Courses: Sisu replaces Oodi on 9 August, 2021. Priority order to courses is according to the order of priority decided by the Academic committee for School of Arts, Design and Architecture: https://www.aalto.fi/en/services/registering-to-courses-and-the-order-of-priority-in-aalto-arts

    Registration occurs through WebOodi.

  • applies in this implementation

    Location: 

    VR-studio, Otakaari 7, Otaniemi campus

Details on the schedule
  • applies in this implementation

    Weeks 47 - 49 (22.11. - 10.12.2021)