Assignment Brief

Additional file:
Modern Dream_MonsterMesh.zip
Tech-level Assignment Brief
AQA LEVEL 3 TECHNICAL LEVEL ENTERTAINMENT TECHNOLOGY
Qualification title
Unit code
D/507/6618
UNIT 8 GAMES ANIMATION AND VFX
Unit title
Learner name
Tutor/Assessor name
Assignment title
MODERN DREAM
Date assignment issued
Submission Date
Pass
Performance
Outcome
P1
P4,P5
P2,P3,P6
P7,P8,P9
P10,P11,P12
Tasks
Task 1
Task 2
Task 3
Task 4
Task 5
Performance Criteria
Merit
M1,M2
M4
M3,M5
D1
D2
D3
Performance criteria covered
P1
P4, P5, M1, M2
P2, P3, P6, D1
P7, P8, P9, M4, D2
P10, P11, P12, M3, M5, D3
Submission Checklist (please insert the items the learner should hand in)
Three introductory animations
Analysis of key frame animation and motion capture
30 second animation and critical evaluation of animation
Analysis of construction of particle systems
Environmental particle system
Physics based animation
Retriggerable weapon particle system and evaluation
Show reel video and evaluation
Learner - please confirm that you have proofread your submission
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Supported by
Distinction
Confirm
submission
Learner Authentication
I confirm that the work and/or the evidence I have submitted for this assignment is my own. I have referenced any
sources in my evidence (such as websites, text books). I understand that if I don’t do this, it will be considered as a
deliberate deception and action will be taken.
Learner Signature
Date
Tutor declaration
I confirm the learner’s work was conducted independently and under the conditions laid out by the specification. I
have authenticated the learner’s work and am satisfied that the work produced is solely that of the learner.
Tutor/Assessor Signature*
Date
*Please record any assistance given to the learner beyond the group as a whole even if within the
parameters of the specification
For marking purposes only
Marking grid
Performance Criteria (PC) achieved
Pass
1stsubmission
 / X*
Resubmission
 / X*
P1
P2
P3
P4
P5
P6
P7
P8
P9
P10
P11
P12
Merit **
1stsubmission
 / X*
Resubmission
 / X*
Distinction** 1stsubmission
 / X*
M1
M2
M3
D1
M4
D2
M5
D3
Resubmission
 / X*
Assignment Result
 / X*
Not yet passed
Pass
Merit
Distinction
*Achieved () Not achieved (X)
**Distinction and Merit criteria can be achieved only where the associated Merit and Pass criteria have been
achieved first. Learners must achieve all the PCs relevant to a grade before they can be given that grade for
the assignment.
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Tutor summative feedback for learner
(Note to tutors: this section should focus on what the learner has done well. Where a learner has not achieved a
specific performance criterion or is likely to want to improve on a response to a performance criterion, then you may
identify the issues related to the criterion, but should not provide explicit instructions on how the learner can improve
their work to achieve the outstanding criteria.)
Feedback
Tutor name(print) and date
Resubmission Feedback
Tutor name(print) and date
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ASSIGNMENT BRIEF
A games/VFX animator must have a grounding in the 12 principles of animation and also a keen
eye for detail. Specialist software packages are used in the creation of such animations and VFX
and during the animating process the artist must take into account all technical constraints of the
game such as frame rate and storage capacity. They must also understand physics systems within
game engines and/or 3D modelling/animation software.
TASK OVERVIEW
Within this assignment you will demonstrate your understanding of animation techniques and their
application, understanding of technical animation tools and techniques, and produce character,
environmental and VFX animations in a games engine.
Task 1: Basics
In this task you must:
Choose three different introductory exercise animations from the list below and animate these
showing an understanding of the twelve principles of animation (P1).





Ball bouncing/rolling
Balls of different weights (basketball, tennis ball, bowling ball, beach ball, etc)
Balls in an obstacle course
Flour Sack
Overlap/follow through (hair, tails, etc)
Task 2: Theory
In this task you must produce a document which analyses the differences between key frame animation
and motion capture, identifying the strengths and weaknesses of each (250 words).
This document should also explain linked hierarchies and kinematics, identifying three different
constraints available to an animator.
Finally, this document should explain the use of a skin modifier in terms of rigging for animation. (M1, P4,
P5, M2)
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Task 3: Technical animation
Using a storyboard or animatic you must plan then animate and render an animation of no more than
30 seconds using at least two cameras and suitable lighting.
This animation should also contain a minimum of 10 seconds where a simple linked hierarchy is
animated.
Following the completion of the animation you should critically evaluate it discussing where the 12
principles of animation have been used and can be seen (250 words). (P2, P3, P6, D1)
Task 4: VFX in games
In this task you must:
a) Using the prebuilt example particle systems in Unity or Unreal engine, select two particle systems and
analyse their construction. ( P8)
Your analysis should be accompanied by annotated images to help explain the systems.
b) Create an environmental particle system (P7) (fire, smoke, sparks etc) in a game engine using your
own textures.
c) Create a physics­based animation for a games environment (P9) using either:
a. Real­time physics – this should make use of the physics system inside the games engine
or
b. Pre­calculated physics simulation – this should make use of the physics system inside a
modelling/animation package such as 3dsMax or Maya, baking the animation and exporting
using FBX.
d) Create a short retriggerable weapon particle system such as a muzzle flash, laser fire or
cartridge eject using your own textures (M4)
Note that (c) and (d) could be combined, delivering a retriggerable weapon which once fired
triggers a physics based animation. (eg muzzle flash followed by wall crumbling)
e) Choose either the particle system created in (b) or (d) and evaluate it with suggestions for
improvements, comparing it with the industry examples analysed in (a). (D2)
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Task 5: Industry brief
Modern Dream game studio has created a client brief for an animator. This brief can be found at
Appendix A below.
In this task you must:
a) Using the mesh provided of Cyril the monster, apply and refine a skin modifier using a
bone system. (M3)
b) Using the mesh provided of Cyril the monster, create the following game animations
(P10). (These must loop). Remember, these animations should reflect and show a
personality of the monster provided.
a. Idle
b. Walk cycle
c. Run cycle
d. Attack
c) Import animations created for (b) into a game engine (P11)
d) Implement animations created for (b) into a character setup including blending and a
character control system. (P12)
e) Produce a show reel showing character animations created in (b) working in a
game engine. (M5)
f)
Critically evaluate animations produced in P10 with suggestions for improvements (D3)
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APPENDIX A
About Modern Dream
Established in 2013 Modern Dream is a start­up game studio that develops high quality original IP and
licensed games for Console, PC and Mobile platforms. Best known for Typing of the Dead: Overkill
published by SEGA and LA Cops published by Team17, our team has grown in size and is currently
working on new original IPs to be announced during 2016.
Our vision
Modern Dream seeks to combine high quality production teams with strong core gameplay mechanics
that players come back to again and again across multiple platforms. We seek to create eye catching
art that grabs attention and to build a reputation for creating fun original ideas. We love playing
games, we love making games and we are determined workers that want to get exponentially better
at producing games that players love to come back to.
Client Brief
Modern Dream is building a sandbox Hotel for Monsters game. It is set in
a fantasy world of exotic creatures that visit a home hand built by the
player for rest and relaxation.
The game experience
The focus of the game is on building a hotel that attracts interesting
creatures which in turn unlock more building options to build a truly
unique hotel to share with other players.
As an animator you will be provided with a pre­made monster that has
been rigged and skinned.
We would like you to develop a set of character animations for the
monster for use in the game. These animations should reflect and
show a personality of the monster provided.
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Elements to consider when producing the animations:

The Twelve Principles of Animation
o Linked to https://en.wikipedia.org/wiki/12_basic_principles_of_animation

Ensure there is texture in the timing of the animations
o To create an interesting animation ensure that some movements are big, some small and some
are medium and vary their timings

The animations are “Game Ready”
o The start and end frames of looping animations should match precisely
o There assets should be ready to export and setup in a game engine
o The model and rig assets match the original file
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