BDes in Animation | (4 Years)

School of Animation
Programme Specification

Duration: 4 Years (8 Semesters)
Eligibility: 10+2 or equivalent from any Recognized Board/University
Awarded By: Rajiv Gandhi National Institute of Youth Development (Institution of National Importance by Act of Parliament No.35/2012)
Entrance Process: General Aptitude Test, Creative Ability Test, Statement of Purpose & Interview

PROGRAMME OVERVIEW

The Media & Entertainment industry in India is not only growing rapidly but is also undergoing major transformations in the way 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 way 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 programme offered by the School of Animation & Game Design include the design and production of 2D and 3D animation, comics and graphic novels, previsualization 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 specialisations in

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

 

In addition, it provides a flexible, elective-based programme, which enables the students 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 to the latest techniques of Photorealistic Computer Generated Imagery; from an introduction to Sequential Art to the latest developments in Digital Publishing and Transmedia Content; from an investigation of Board 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 programme.

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 instructions 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 1:1, where each student is assigned a computer. Computers are industry-standard Windows PCs. The software used and available to students include Adobe Creative Suite (Photoshop, Aer 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 for 14 hours a day and more.

OPPORTUNITIES FOR GRADUATES

The AVGC sector is growing at 9% and has huge potential as it is expected to reach $43.93 billion by 2024. (Economic Times 28 August 2021)
In 2006, NASSCOM estimated the workforce to be 15,000. India currently has more than 300 animation studios with more being regularly setup. They currently employ over 24,400 animation professionals and this demand is growing at 10% YoY.

Estimates expect more than 35,000 to 40,000 jobs for trained professionals to be available in India over the next few years.

TEACHING METHODS

This is a unique multi-dimensional 4-year, 8-semester programme. It focuses on creating a strong foundation in the art and technique of 2D and 3D animation; stopmotion animation; motion graphics; graphic novel design; and video game design, 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: Comic Book Design, 2D Animation, 3D Animation, Stopmotion Animation, Motion graphics, previsualisation and Video Game Design. This provides a framework in which students acquire skillsets that are unique and suited to their interests and strengths. Semester Five is a project Semester that enables students to acquire an hands-on understanding of collaboration, production issues, schedules and the challenges of problem solving crisis management and the need to meet deadlines.

The fourth year encourages students to focus and dive deep in their area/s of interest to achieve professional production level skills as well as complete their final graduating project.

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 programme. Students need to complete the balance credits – 14 in semester 3, 4, 5 and 7 each 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 Folk Art of India 2 0 30
Total GE 2 0 30
2 Core Introduction to Sequential Art 2 0 30
3 Core Character Design 2 0 30
4 Core Imaginary World of the Story 2 0 30
5 Core Drawing Fundamentals and Character Studies 0 4 120
6 Core Introduction to Motion Graphics 0 3 90
7 Core Introduction to 2D Animation 0 3 90
8 Core Comic Book Design 0 3 90
9 Core Designing Board Games 0 2 60
Total Core 6 15 540
Semester Total 8 15 570

Semester II Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1 GE Classical Indian Art 2 0 30
2 GE Art of Colour 2 0 30
Total GE 4 0 60
3 Core Screenwriting for Animators 1 2 0 30
4 Core Introduction to Game Design 2 0 30
5 Core Stop Motion Animation 0 4 120
6 Core Introduction to 3D Animation 0 3 90
7 Core Introduction to Game Engines 0 3 90
8 Core Semester II Project 0 5 150
Total Core 4 15 510
Semester Total 8 15 570

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 Theory Elective: Any one of the following 2 0 30
Elective Project Management for Animation Films
Elective Study of Video Games
Elective Comics and Reality
4 Theory Elective: Any one of the following 2 0 30
Elective Writing for Animation
Elective Writing for Comics
Elective Creating Game Design Documents
Practical Electives: Any 2 of the following 0 4 120
5 Elective Character Concept Art
6 Elective Previs for Animation and Games 1
Elective Game Programming Basics
Practical Electives: Any one of the following 0 2 60
7 Elective Typography (PSP/Illustrator)
Elective Sound Design for Animation
8 Practical Electives: Any one of the following 0 10 300
Elective 2D Animation Studio I
Elective 3D Animation Studio I
Elective Stopmotion Studio I
Elective Comic Book Design Studio I
Elective Previsualization Studio I
Elective Game Design and Development Studio I
Elective Motion Graphics Studio I
Elective Interdisciplinary Studio I
Elective Total 4 16 540
Semester Total 8 16 600

Semester IV Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1 GE Superhero 2 0 30
Total GE 2 0 30
2 Core World Building 4 0 60
Total Core 4 0 60
3 Practical Electives: Any 2 of the following 0 4 120
4 Elective Environment Concept Art
Elective Previs for Animation and Games 2
Elective Game Programming Intermediate
5 Practical Electives: Any one of the following 0 13 390
Elective 2D Animation Studio II
Elective 3D Animation Studio II
Elective Stopmotion Studio II
Elective Comic Book Design Studio II
Elective Previsualization Studio II
Elective Game Design and Development Studio II
Elective Motion Graphics Studio II
Elective Interdisciplinary Studio II
Elective Total 0 17 510
Semester Total 6 17 600

Semester V Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1 GE Japanese and Chinese Art 2 0 30
2 GE Digital Art 2 0 30
Total GE 4 0 60
3 Core Project 0 17 510
Total Core 0 17 510
4 Theory Elective: Any one of the following 2 0 30
Elective Animation Development
Elective Comics and Cinema
Elective Writing Game Narratives
Elective Total 2 0 30
Semester Total 6 17 600

Semester VI Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1 GE Still Photography 2 0 30
2 GE Culture Studies I 2 0 30
Total GE 4 0 60
3 Core Alternative Technologies and Platforms 2 0 30
Total Core 2 0 30
4 Theory Elective: Any one of the following 2 0 30
Elective Business of Video Games
Elective Business of Animation
5 Practical Elective: Any one of the following 0 15 450
Elective 2D Animation Studio III
Elective 3D Animation Studio III
Elective Stopmotion Studio III
Elective Comic Book Design Studio III
Elective Previsualization Studio III
Elective Game Design and Development Studio III
Elective Motion Graphics Studio III
Elective Interdisciplinary Studio III
Elective Total 2 15 480
Semester Total 8 15 570

Semester VII Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

1 GE 20th Century and Contemporary Art 2 0 30
2 GE Culture Studies II 2 0 30
Total GE 4 0 60
3 Core Semester 8 Project Development 0 8 240
Total Core 0 8 240
4 Practical Elective: Any one of the following 0 10 300
Elective 2D Animation Studio IV
Elective 3D Animation Studio IV
Elective Stopmotion Studio IV
Elective Comic Book Design Studio IV
Elective Previsualization Studio IV
Elective Game Design and Development Studio IV
Elective Motion Graphics Studio IV
Elective Interdisciplinary Studio IV
Elective Total 0 10 300
Semester Total 4 18 600

Semester VIII Course Structure

#

Type

Course Title

Theory Credits

Practical Credits

Total Hours

3 Core Semester 8 Project 0 20 600
Total Core 0 20 600
Semester Total 0 20 600
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