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Gaming in both real and virtual worlds can motivate students to persevere despite increased difficulty and complex problem solving. I created a week-long gamified module for my students to learn about gamification and game- based learning. Students participated as ninjas in training--completing quests, earning experience points [XP], and leveling up through the ninja ranks to win the game.
Students were provided with activity choices, called quests, to earn XP. My students began as ninjas in training completing quests to learn about key vocabulary, principles of game design, and an understanding of player types. As they leveled up, they explored technologies and apps for gamification, mastery learning, and student motivation.
They created avatars and badges and reflected on the application of ideas. In the final level, students attained the highest ninja ranking by outlining a potential gamification unit and sample quest. At the end of the week the amount of XP earned correlated with a grade percentage for the module. This module was implemented in the fall of with 17 students 7 undergraduate; 10 graduate. Below I share four suggestions for implementing gamification with students along with student comments from the end of module survey.
In my module, the ABC Academy was being threatened by detached, monotone teachers under the evil powers of Principal Pessimistic! The task? Use ninja stealth, disguise, and espionage tradecraft to help the teachers.
I love the story-telling aspect of it. In my module, badges were used to signify rank and document mastery. Students earned ninja armor, or Ninja-Yoroi, training weapons like the Katana, and acquired ninja stealth, such as Espionage see Figure 2 for a sample badge. However, in a game, this is reversed. Students begin with 0 points. In my module, I utilized a running total gradebook. As students completed quests, the running total of points increased. Students could attempt a quest, either succeed or fail, and try again.
New content in Canvas was set to unlock content automatically when students showed mastery and met specific requirements. Start small. If you give yourself an imaginary obstacle it could be easier, but the main idea is to continue moving the character forward but under something, causing him to duck and slide. Thumbs, thumbnailing, thumbnail posing They all refer to drawing quick, small gestures in planning animation.
Can you guess which movie he used to source that action? Oh, yes, the Breakfast Club Check out Victor Navone's beautiful collection of thumbnails here. Having fun with your animated cycles? Please ask if you need any help.
While drawing away in your various softwares it's wise to remember the one advantage of hand-drawn animation: freedom. It's easy to paint ourselves into a restrictive corner without realizing, when every now and then you see something that makes you stop and see that when it comes to creative 2D animation cycles, the sky's the limit. Today is an in-class critique of Milestone 2 and a chance to talk about your ideas for Milestone 3.
I'm really happy with the progress so far from last term to this term. You guys are keeping it simple, which is allowing you more time for polish. At this level what people expect is that you handle all the basics well, even with mastery. It's ok if it's simple. Better simple and great than complex and mediocre. Here's a great example of something simple and polished - check out the nice silhouettes and the way the animator leads your eye where he wants you to look:.
EVH can do it, so can you How are those jumps going? I'm happy to help. Showing the effort characters take to move their own weight is paramount to creating believable animation of any style. It's one thing to make the up and down motion read as 'heavy' and affected by gravity. If ever the devil were in any details.. Your jump cycles should be usable for avoiding ground pitfalls or traveling forward.
The mechanics of the body in the jump should work well before tackling the secondary action Remember you will be blending this cycle from and back to the run so you might want to export the start pose from a run position to help it transition smoothly. I'm happy to look at your work in progress today. Just ask! Felix Sputnik has absolutely nailed the style and timing of animated runs. Lots to learn from here.
So you should be blocking now. A lot of animators use this method of stepped keys to block out their animation with solid posing and all the major details such as facial expressions, hand gestures, eye direction but NOT lip sync. They check and recheck for strong silhouettes and keep honing their timing until it seems perfect before moving forward.
Here's a great example of blocking from Kevin Webb. He describes this video as the result of a day's work. I think you will agree that was a productive day indeed. Animation scene blocking from Kevin Webb on Vimeo. Here's the final result. Notice all the beautiful overlapping action - it's not just pose-to-pose, he's layered on texture in the timing and made everything fluid and lifelike.
Just great acting and great animation. Zooey Lipsync from Kevin Webb on Vimeo. You have a couple of weeks left on your leap animation.
If you have any trouble please let me know - I'm happy to help! There are many great examples of traveling cycles in games. These are clips from Tomb Raider featuring some running and jumping with different types of landings including rolling break falls.
Your Character Concept drawings are due today during class on BlackBoard. Please be sure you follow all the instructions carefully and double-check your naming conventions, file sizes and types. Also be sure you hand in all the parts of your assignment.
Your next assignment is Similar considerations that were approached in the initial character design assignment. Examples -. Please use good reference - preferably your own - but also go straight to the source for good analysis: Richard Williams has the clearest explanations:. Marking rubric for all animation assignments :. I hope you're all digging into the planning stages for your next project. I suggest you draw at least basic thumbnails before diving into the 3D world.
Remember the little Wall-E clip I showed you - before they started posing they drew thumbnails of their ideas and worked out potential poses in rough before taking it to the next level. You should aim to get your blocking done for this week and bring in all your rough animation by next week.
Saturday, January 25, Be Friends with Failure - we all need this reminder now and then. Despite a lifetime of conquering challenge after challenge and reaching many of my goals, I finally had to face something that was holding me back: Fear of Failure. It only dawned on me a couple of years ago that there is no possibility to succeed without failure. Failure is a prerequisite for success. Gymnasts train with pits of foam under the bars because they fall over and over again. Learning the tricks means falling down a lot.
But as artists we like the tricks but not many of us like the falling part. It's annoying and it's embarrassing to fail again and again. But that's just your ego talking. It's not actually painful unless you attribute meaning to it that just isn't there. How many of us have had a crappy day at work with a looming deadline and thought something like,. What would you call that type of person?
A jerk? That person would need a smack upside the head and a desk far away from humans. If that voice is your own inner monologue, you need to silence it, now. I came to grips with the idea that there's always progress being made even when it doesn't show up on the screen That was my other discovery.
Adding 'yet' to defeatist statements gives them power and intent. In the gym we work 'to failure' meaning you lift a weight heavy enough that after a few reps you can't lift any more. Failure makes your muscles stronger. Progress takes months but it is guaranteed if you never give up. At your desk it's the same thing - your brain responds to each new challenge by building new neural pathways. Every new task works out your brain and makes you a bit smarter, even though it takes a while to see it.
Learning unfamiliar things feels like failure sometimes but really, painful as the process is, it's growth all the same. On the long road to success, failure is not only an option, it is a requirement.
Make peace with it. After you hand in your assignments it's time to get started on the next one: Jumps. This is the ideal assignment to use live action reference.
Remember that once an object has left the ground it will move at a pretty constant forward speed, however its upward trajectory will slow-in and slow out of the high point. As you run out of the kinetic energy that allowed you to leave the ground, you will slow to the top of a nice smooth arc and gravity will start pulling you back down again -.
Bam -- parabola! Always think about the 'Why' - why is your character jumping? It helps make the action believable. Eadweard Muybridge's classic photo of the long-jumper has many clues we can use to bring life to our animation. How are your character designs going? If you're looking for reference this place has a huge collection:.
Your first assignment is due today at the start of class. We'll have a one-on-one critique to discuss the outcome and make a plan for your next milestone. Remember that your project must be approved by me before proceeding. Please dig right into the planning process as soon as you can. Great news! Animation Mentor has granted George Brown students permission to use the Stewart Rig provided you: 1 Properly accredit the Stewart rig in their work, as defined in the terms of use.
Here's the link! Even the helpful Preston Blair is confusing to students - don't copy his drawings, they are too stylized for a normal run. Only source information from battle-tested, quality animators with high-end experience. Digital Tutors has a great tutorial on runs but I will caution you it veers into territory you do not want to focus on for this cycle such as character sets, scripting for mirroring poses, and editing rotation order.
You can learn these if you want but I want you to focus on just animating great poses with great timing using great reference. Some killer realistic runs here:. You still have a couple of weeks to complete your first milestone: Character Concept.
If I were you I would aim to have completed my bio and thumbnails by this week to give me another 2 weeks to complete the revised thumbs, and rough in the sketch for the final. Bear in mind that you will be animating this character so be ready to simplify the detail.
Here are some great resources we looked at in class and a link to a general beginning course in Digital Tutors. Happy sketching! Milestone 1 is due in class next week. Late projects will not be marked. Please verify all naming conventions and formats so you don't lose marks for simple errors. Progression from Horton Hears A Who - from reference to blocking to animation to final. Please remember your project must be approved in order to receive a grade. This is an excellent example of a scene progression from Blue Sky's Jeff Gabor:.
Welcome to Game Dev 2! Please remember to sign in at each class. This is a portfolio-building class in which you create a series of increasingly complex models. Use your time productively so you don't fall behind or distract students around you. You will not be permitted to use this lab for gaming or web surfing except at designated breaks. These assignments are due: WEEK 3, 6, 9, 12, Create a looping run cycle.
Please compress all images and videos to keep them small using the following guidelines: Videos : Quicktimes, pixels by pixels, H. Doc or. Pdf Sample Rubric for all assignments:.
Welcome to Asset Dev 2! This is a portfolio-building class in which you create your own character design and animate it in 2D! Also you will be building a simple 3D prop model for your character. These assignments are due: WEEK 4, 7, 10, 13, and 15 All the assignments are your own choice but must be approved by me to receive a grade. Assignment 1 : Character Concept. This is a 5-part assignment:. A Thumbnails — minimum 6 thumbnail sketches. B Revised Thumbnails — minimum 3 revised thumbnail sketches.
C Revised Sketch — minimum 1 refined sketch. D Final Concept — final render. E Character Bio — A written summary of your character.
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