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Integrated Bsc/ BA + PG Diploma in Animation

Integrated Bsc/ BA + PG Diploma in Animation | (4 Years)
Integrated Bsc/ BA + PG Diploma in Animation
Programme Overview

Awarded by: The Tata Institute of Social Sciences – Deemed University under Section 3 of the UGC Act, 1956.

The Media & Entertainment Industry in India is not only rapidly growing but is also undergoing major transformations in the manner in which it reaches and communicates with its audience.

The growth and development of new digital technology, its accessibility to large segments of the Indian population specially the youth have created new patterns and expectations in the manner in which they engage with digital content.

In recognition of the proliferation of new media such as comics, graphic novels, video games and virtual and augmented reality, the programmes offered by the School of Animation include the design and production of 2D and 3D animation, comics and graphic novels, previsualisation of live action and animation films as well as video games. The objective of these programmes is to educate and train students to develop content across the digital platform in these areas for diverse applications.

This is a unique multi-dimensional programme. The first year focuses on creating a strong foundation in the art and technique of 2D and 3D animation; graphic novel design; and video game design, art and development.

This intensive 4-year, 8-semester programme offers specialisation in

  • 2D Animation;
  • 3D Animation;
  • Comic Book Design;
  • Game Design; and
  • Previsualisation;

In addition, it provides a flexible, elective based programme, in which students are enabled to choose courses of interest to them across these areas. This provides a framework in which students acquire skillsets that are unique and suited to their interests and strengths.

Ranging from the history of art and animation to the latest techniques of photorealistic computer generated imagery; from the history of comic books to the latest developments in digital publishing and transmedia content; from the history of games to the latest developments in VR and AR; the programme informs students about art in various cultures, film and digital art as part of its contextual studies or general education.

The core subjects include a strong foundation in drawing and digital art; design and writing for animation; design and writing for comics; gameplay, prototyping and testing.

Students receive instruction through a powerful integration of projects, classroom theoretical instruction, film screenings and analyses, workshops and interaction with industry professionals.

They receive intensive theory and practical instruction in the latest techniques in digital 2D and 3D animation, comics and game design. They are taken through the process of developing projects, writing scripts, storyboarding and preparing 2D and 3D animatics (previz) as well as the entire pre-production, production and post-production pipeline of their chosen area of specialisation.

Students are encouraged to formulate and develop their own approach, style, perspective and vision. The programme also promotes individual professional conduct, communication skills and leadership qualities.

Hardware and Software Resources

The computer to student ratio is 1 computer per student. Computers are industry-standard Windows PCs. The software used and available to students include Adobe Creative Suite (Photoshop, After Effects, Premiere Pro), Autodesk Maya, Toon Boom Harmony, Unity, Substance Designer and Painter, Houdini, Z Brush, Blender and other software as required. The labs are open for students to use 14 hours a day and more.

Teaching Methods

This is a unique multi-dimensional 4-year, 8-semester programme. This intensive programme focuses on creating a strong foundation in the art and technique of 2D and 3D animation; graphic novel design; and

art and development in the first year.

The second and third years provide a flexible, elective based programme in which students are enabled to choose courses of interest to them, like, Comic Book Design, 2D Animation and 3D Animation. This provides a framework in which students acquire skillsets that are unique and suited to their interests and strengths.

The fourth year encourages students to focus and dive deep in their area/s of interest to achieve professional production level skills.

There are four types of courses.

1. General Education – These offer a context to students learning, enabling them to understand historical developments in their specific areas of interest as well as allied areas such as classical and folk art, cinema, photography, urban mythology and digital art etc. These are 40 credits overall during the 4-year programme.

2. Theory Courses – These are courses that provide a theoretical framework and understanding of the core elements of each stream. Students need to choose these as per their interest in the second and third years of the programme. These are 24 credits in total during the programme.

3. Practical Courses – These courses called Studios provide students a hands-on skill development that enables them to execute their ideas. These are a mix of introduction to various digital tools, their application, the design process and production pipeline. Demonstrations by faculty; hands-on learning and practice through exercises and assignments form the major part of the programme. These are 88 credits in total of which 28 are obtained during the first year Foundation. Students’ need to complete the balance credits – 14 semester 3, 4, 5 and 7; and 4 credits in semester 6.

4. Independent Studio Practice – There are two independent studio-based student led projects in Semester 6 (10 credits) and Semester 8 (14 credits) which are simulated real-world situations where students work in teams to conceptualise, write proposals, design documents and execute (within the given constraints of time and resources) a project of their choosing. Faculty and resource persons mentor these projects.

SEMESTER I COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Film Studies

2

0

30

2

 

GE Elective (any one of the following)

2

0

30

 

GE

History of Animation I

     
 

GE

History of Games I

     
 

GE

History of Comics I

     
   

Total GE

4

0

60

3

Core

Images and Materials

0

6

180

4

Core

Understanding Visual Narratives

0

4

120

5

Core

Stopmotion Animation

0

6

180

   

Total Core

0

16

480

   

Semester Total

4

16

540

SEMESTER II COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Art of Colour

2

0

30

2

 

GE Elective (any one of the following)

2

0

30

 

GE

History of Animation II

     
 

GE

History of Games II

     
 

GE

History of Comics II

     
   

Total GE

4

0

60

3

Core

Screenwriting for Animators

2

0

30

4

Core

Character Design

2

0

30

5

Core

Introduction to Sequential Art

2

0

30

6

Core

Introduction to Game Design

2

0

30

7

Core

Semester II Practical

0

12

360

   

Total Core

8

12

480

   

Semester Total

12

12

540

SEMESTER III COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Western Art

2

0

30

2

GE

Art and Aesthetics

2

0

30

   

Total GE

4

0

60

3

Core

Imaginary World of the Story

2

0

30

   

Total Core

2

0

30

4

 

Practical Elective: Any one of the following

0

14

420

 

Elective

3D Animation Studio I

     
 

Elective

2D Animation Studio I

     
 

Elective

Game Design Studio I

     
 

Elective

Comic Design Studio I

     
 

Elective

Previz Studio I

     
 

Elective

Transmedia Studio I

     

5

 

Theory Elective: Any one of the following

2

0

30

 

Elective

Writing for Animation

     
 

Elective

Writing for Comics

     
 

Elective

Study of Video Games

     
   

Elective Total

2

14

450

   

Semester Total

8

14

540

SEMESTER IV COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Classical Indian Art

2

0

30

2

0

Superhero

2

0

30

   

Total GE

4

0

60

3

 

Theory Elective: Any one of the following

4

0

60

 

Elective

Fashion and Interior Design

     
 

Elective

Programmng Fundamentals

     

4

 

Practical Elective: Any one of the following

0

14

420

 

Elective

2D Animation Studio II

     
 

Elective

3D Animation Studio II

     
 

Elective

Game Design Studio II

     
 

Elective

Comic Design Studio II

     
 

Elective

Previz Studio II

     
 

Elective

Transmedia Studio II

     
   

Elective Total

4

14

480

   

Semester Total

8

14

540

SEMESTER V COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Japanese and Chinese Art

2

0

30

2

GE

Still Photography

2

0

30

3

GE

Digital Art

2

0

30

   

Total GE

6

0

90

4

 

Theory Elective: Any one of the following

2

0

30

 

Elective

Project Management for Animation

     
 

Elective

Comics and Reality

     
 

Elective

Ethics in Video Games

     

4

 

Practical Elective (Any 10 Credits)

0

14

420

 

Elective

2D Animation Studio III

     
 

Elective

3D Animation Studio III

     
 

Elective

Game Design Studio III

     
 

Elective

Comic Design Studio III

     
 

Elective

Previz Studio III

     
   

Transmedia Studio IIIl

2

14

450

   

Semester Total

8

14

540

SEMESTER VI COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

Folk Art of India

2

0

30

2

GE

Marketing and Promotions

2

0

30

3

GE

Introduction to Semiotics and Semiology

2

0

30

   

Total GE

6

0

90

4

GE

Independent Studio Practice I

0

10

300

   

Total Core

0

10

300

5

 

Practical Elective (Any 10 Credits)

0

4

120

 

Elective

2D Animation Studio IV

     
 

Elective

3D Animation Studio IV

     
 

Elective

Game Design Studio IV

     
 

Elective

Comic Design Studio IV

     
 

Elective

Previz Studio IV

     
 

Elective

Transmedia Studio IV

     

6

 

Theory Elective: Any one of the following

2

0

30

 

Elective

Animation Development

     
 

Elective

Comics and Cinema

     
 

Elective

Alternative Technologies and Platforms

     
   

Elective Total

2

4

150

   

Semester Total

8

14

540

SEMESTER VII COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

20th Century and Contemporary Art (World)

2

0

30

2

GE

Entrepeneurship

2

0

30

3

GE

Culture Studies 1

2

0

30

   

Total GE

6

0

90

4

 

Practical Elective (Any 10 Credits)

0

14

420

 

Elective

2D Animation Studio

     
 

Elective

Stopmotion Animation Studio

     
 

Elective

3D Animation Studio

     
 

Elective

3D Modeling Studio

     
 

Elective

3D Texturing Studio

     
 

Elective

Houdini Studio

     
 

Elective

Game Design Studio

     
 

Elective

Coding Video Games

     
 

Elective

World Building Studio

     

5

 

Theory Elective: Any one of the following

2

0

30

 

Elective

Animation Production

     
 

Elective

Video Game Production

     
   

Elective Total

2

14

450

   

Semester Total

8

14

540

SEMESTER VIII COURSE STRUCTURE

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1

GE

20th Century and Contemporary Art (Indian)

2

0

30

2

GE

Introduction to Research

2

0

30

3

GE

Culture Studies II

2

0

30

   

Total GE

6

0

90

4

Core

Independent Studio Practice II

0

14

420

   

Total Core

0

14

420

5

 

Theory Elective: Any one of the following

2

0

30

 

Elective

Business of Animation

     
 

Elective

Business of Games

     
   

Elective Total

2

0

30

   

Semester Total

8

14

540