Animation and Game Design
CAPE · 6 topics
Build your drill
Topics
Syllabus
View syllabus outline
{"examination": "CAPE Animation and Game Design", "syllabus_topics": {"School-Based Assessment (SBA)": ["Unit 1 Requirements: Candidates are required to prepare a critical analysis of a prescribed animation or game and develop a digital/transmedia Production Bible [36, 37]. The Bible must include a pitch, treatment, technology specifications, and business/marketing details such as a production schedule and budget [38, 39].", "Unit 2 Requirements: Every candidate or group must develop a 90-second electronic showreel documenting their best work and a single-player interactive 2D game [40-43]. The game project includes a demonstration of expression and innovation and must be presented alongside a pitch and demo [41, 44]."], "Unit 2: Interactive Design and Game Development": ["Module 1 - Introduction to Interactive Design: This module covers the history of video game development and the principles of Interactive Design, such as consistency and feedback [19-21]. It examines factors influencing user experience (UX) and visual design principles including Gestalt, hierarchy, and scale [20-22]. Candidates study colour theory's role in character design, employ wireframing for user interfaces (UI), and apply story arcs to interactive scripts [22-24]. Ethical business practices and audience demographics analysis are also detailed [25, 26].", "Module 2 - Game Design and Development: Explores careers in game design and types of design such as world, system, and level design [27]. It addresses core dynamics (survival, racing, building), game mechanics like victory conditions, and the iterative design stages of prototyping and playtesting [27, 28]. Students learn to differentiate between linear and nonlinear story types and create environments using various camera views (first-person, top-down, isometric) [29, 30]. The module also covers heuristics for effective UI design and the identification of input/output controls [30, 31].", "Module 3 - Animation for Games: Focuses on asset design using raster and vector graphics, and figure drawing for character animation [32, 33]. It details 3D modelling, texturing, and lighting techniques, alongside rigging character assets using inverse kinematics [33, 34]. Students apply the twelve principles of animation to create 2D movements, walk cycles, and bouncing ball exercises [33, 35]. The curriculum emphasizes producing animated segments that combine characters and assets within a realistic environmental layout [35]."], "Unit 1: Fundamentals of Animation and Game Design": ["Module 1 - Understanding Animation and Game Design: This module introduces basic terminology, twentieth-century history, and current trends like virtual and augmented reality [1]. It outlines pre-production, production, and post-production stages, alongside roles such as scriptwriters and sound engineers [1, 2]. Students explore goals like edutainment, various genres, deployment platforms, and core gameplay elements [2, 3]. The curriculum also addresses the economic impact on the Caribbean region, soft skills for entrepreneurship, iterative design processes, and ethical/legal issues like copyright and plagiarism [4-8].", "Module 2 - Drawing and Layout: Candidates develop drawing skills using techniques like contour and gesture drawing, applying design elements and principles to life drawings [9, 10]. The module covers motion analysis for humanoid and non-humanoid characters and environment creation using foreground, midground, and background layers [11, 12]. Key topics include level design structure (missions, quests), concept art development, and the integration of Caribbean folklore and festivals [12, 13]. It also includes using digital art software for layer manipulation and digitizing artwork [14].", "Module 3 - Story and Character Development: Focuses on understanding story arcs and storytelling principles to create synopses and narratives for animations and games [15-17]. It requires developing storyboards that document camera angles, key events, and script narration [17]. Students apply character design principles using archetypes, silhouettes, and proportions, and produce character turnarounds from multiple views [18]. The module concludes with creating environment assets suitable for the story [18]."]}}