Disrupting the long road of learning 3D animation by using game engine technology

This paper discusses the mechanics of traditionally-informed curriculum when the new techniques and processes offered by game engine technology are adopted in digital animation teaching pipelines. The traditional learning pipeline, from concept through storyboard to production, has remained a fir...

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Main Author: Hodgkinson, Gray
Other Authors: School of Art, Design and Media
Format: Conference or Workshop Item
Language:English
Published: 2020
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Online Access:https://hdl.handle.net/10356/144940
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1449402023-03-11T19:46:16Z Disrupting the long road of learning 3D animation by using game engine technology Hodgkinson, Gray School of Art, Design and Media EdMedia + Innovate Learning 2019 Visual arts and music::Animation 3D Animation Game Engine Technology This paper discusses the mechanics of traditionally-informed curriculum when the new techniques and processes offered by game engine technology are adopted in digital animation teaching pipelines. The traditional learning pipeline, from concept through storyboard to production, has remained a firm foundation for all forms of animation education as well as most professional animation production. Even in fully digital mediums, the founding principle of drawn pre-visualisation followed by production remains a constant. This is further emphasised by the nature of animation, in that there is nothing to see until it is created. There is no physical set or site for a director to explore, to plan and design the various shots. Hannes Rall (2018), writes in his book “…The film has to be planned visually exact in advance, in order not to lose time and money during the actual production process”. Recently, with examples such as the TV series Zafari, (Unrealengine.com 2018) game-engine processes give demonstrable advantages, reducing pipeline costs and time, and allowing creative input and alteration right up to final render. However, within animation pipeline education, in many institutes world-wide, there remains a firm conviction that the essential educational fundamentals lie within a traditional workflow. Concept and story visualisation first, production later. This paper will discuss some of the reasons why pedagogical change may not be happening as rapidly as the technology allows. Accepted version 2020-12-04T04:05:34Z 2020-12-04T04:05:34Z 2019 Conference Paper Hodgkinson, G. (2019). Disrupting the long road of learning 3D animation by using game engine technology. Proceedings of EdMedia + Innovate Learning 2019, 612-616. 978-1-939797-42-1 https://hdl.handle.net/10356/144940 612 616 en © 2019 Association for the Advancement of Computing in Education (AACE). All rights reserved. This paper was published in Proceedings of EdMedia + Innovate Learning and is made available with permission of Association for the Advancement of Computing in Education (AACE). application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Visual arts and music::Animation
3D Animation
Game Engine Technology
spellingShingle Visual arts and music::Animation
3D Animation
Game Engine Technology
Hodgkinson, Gray
Disrupting the long road of learning 3D animation by using game engine technology
description This paper discusses the mechanics of traditionally-informed curriculum when the new techniques and processes offered by game engine technology are adopted in digital animation teaching pipelines. The traditional learning pipeline, from concept through storyboard to production, has remained a firm foundation for all forms of animation education as well as most professional animation production. Even in fully digital mediums, the founding principle of drawn pre-visualisation followed by production remains a constant. This is further emphasised by the nature of animation, in that there is nothing to see until it is created. There is no physical set or site for a director to explore, to plan and design the various shots. Hannes Rall (2018), writes in his book “…The film has to be planned visually exact in advance, in order not to lose time and money during the actual production process”. Recently, with examples such as the TV series Zafari, (Unrealengine.com 2018) game-engine processes give demonstrable advantages, reducing pipeline costs and time, and allowing creative input and alteration right up to final render. However, within animation pipeline education, in many institutes world-wide, there remains a firm conviction that the essential educational fundamentals lie within a traditional workflow. Concept and story visualisation first, production later. This paper will discuss some of the reasons why pedagogical change may not be happening as rapidly as the technology allows.
author2 School of Art, Design and Media
author_facet School of Art, Design and Media
Hodgkinson, Gray
format Conference or Workshop Item
author Hodgkinson, Gray
author_sort Hodgkinson, Gray
title Disrupting the long road of learning 3D animation by using game engine technology
title_short Disrupting the long road of learning 3D animation by using game engine technology
title_full Disrupting the long road of learning 3D animation by using game engine technology
title_fullStr Disrupting the long road of learning 3D animation by using game engine technology
title_full_unstemmed Disrupting the long road of learning 3D animation by using game engine technology
title_sort disrupting the long road of learning 3d animation by using game engine technology
publishDate 2020
url https://hdl.handle.net/10356/144940
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