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 OBJECTIVE

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 and Video Games include the design and production of 2D and 3D animation, stopmotion animation, motion graphics, previsualization, comics and graphic novels, as well as video games.

The objective of these courses is to educate and train students to develop content across the digital platform in these areas for diverse applications in entertainment, education, medicine, architecture, e-commerce and other areas.

This is a unique multi-dimensional course. 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 course in Animation offers concentrations in

  1. 2D Animation
  2. 3D Animation
  3. Stopmotion Animation
  4. Comics
  5. Game Design
  6. Motion Graphics and
  7. 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 course informs students about art in various cultures, music, production design, 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 instruction, film screenings and analyses, workshops and interaction with industry professionals.

They receive intensive theory and practical instruction in digital 2D and 3D animation, previsualisation techniques, 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 preproduction, production and postproduction pipeline of their chosen area of concentration.

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

 

Course Structure

This is a unique multi-dimensional 4-year, 8-semester course in Animation. This intensive course 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 their own courses of interest. This provides a framework in which students acquire skillsets that are unique and suited to their individual interests and strengths.

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, photography, urban mythology and digital art etc. These are 24 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 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 and hands-on learning and practice through exercises and assignments form the major part of the course. These are 82 credits in total of which 25 are obtained during the first year Foundation and 57 credits need to be obtained in semesters 3, 4,6 and 7.
  4. Projects – There is a project in semester 5 leading to the capstone project in semester 7 and 8. These are simulated real-world situations where students work individually or in teams to conceptualise, write proposals and design documents and execute (within given constraints of time and resources) a project of their choosing. Faculty and resource persons mentor these projects.
Curriculum

The Curriculum in each of the years of the programme is a mix of general education and skill development components.

General Education and Theory Component:

The general education and theory component emphasises and offers courses that provide holistic development. However, it will not exceed 40% of the total curriculum.

Skill Development Components:

(i) The focus of skill development components shall be to equip students with appropriate knowledge; practice and attitude, so as to become work ready. The skill development components should be relevant to the industry as per its requirements.

(ii) The curriculum will necessarily embed within itself, National Occupational Standards (NOSs) of specific job roles within the industry. This would enable the students to meet the learning outcomes specified in the NOSs.

(iii) The overall design of the skill development component along with the job roles selected will be such that it leads to a comprehensive specialization in one or two domains.

(iv) The curriculum will focus on work-readiness skills in each of the three years.

 

Adequate attention will be given in curriculum design to practical work, on the job training, development of student portfolios and project work.

The curriculum will be designed in a manner that at the end of year-

1, year-2 and year-3, students are able to meet below mentioned level descriptors for level 5, 6 and 7 of NSQF, respectively:

 

Level Process required  

 

Professional knowledge  

 

Professional skill  

 

Core skill Responsibility
Level

5

Job that requires well developed skill, with clear choice of procedures in familiar context Knowledge of facts, principles, processes and general concepts, in a field of work or study A range of cognitive and practical skills required to accomplish tasks and solve problems by selecting and applying basic methods, tools materials and information Desired mathematical skill, understanding of social, political and some skill of collecting and organizing information, communication. Responsibility for own work and learning and some responsibility for other’s works and learning
Level

6

Demands wide range of specialized technical skill, clarity of knowledge and practice in broad range of activity involving standard/

non-standard practices

Factual and theoretical knowledge in broad contexts within a field of work or study A range of cognitive and practical skills required to generate solutions to specific problems in a field of work or study Reasonably good in mathematical calculation, understanding of social, political and, reasonably good in data collecting organizing information, and logical communication Responsibility for own work and learning and full responsibility for other’s works and learning
Level

7

 

Requires a command of wide ranging specialized theoretical and practical skill, involving variable routine and non-routine context Wide ranging, factual and theoretical knowledge in broad contexts within a field of work or study Wide range of cognitive and practical skills required to generate solutions to specific problems in

a field of work or study

Good logical and mathematical skill understanding of social political and natural environment good in collecting and organizing information, communication and presentation skill      Full responsibility    for output of group and development

 

  1. Professional knowledge is what a learner should know and understand with reference to the subject.
  2. Professional skills are what a learner should be able to do.
  3. Core skills refer to basic skills involving dexterity and use of methods, materials, tools and instruments used to perform the job including IT skills needed for that job.
  4. Responsibility aspect determines the (i) nature of working relationship, (ii) level of responsibility for self and others, (iii) managing change and (iv) accountability for actions.
Examination and Assessment

Assessment of students will be done both on a continuous basis as well as at the end of the semester.

Continuous Assessment

Theory courses will be assessed through given assignments and exercises given to the students during the course of the semester.

Practical courses will be assessed on students demonstration of the required skill in the practical exercises given by concerned faculty.

End of Term Assessment

Theory courses may be assessed by means of a written exam or a written submission and viva.

Practical courses will be on the submission of the student project and presentation of student learning in a viva conducted by at least 2 faculty members.

 

Semester-wise distribution of Credits

 

Sem Theory Credits Hours Practical Credits Hours GE Credits Hours Total Credits Total Hours
1 6 90 15 450 2 30 23 570
2 4 60 15 450 4 60 23 570
3 4 60 16 480 4 60 24 600
4 4 60 17 510 2 30 23 600
5 2 30 17 510 4 60 23 600
6 4 60 15 450 4 60 23 570
7 0 0 18 540 4 60 22 600
8 0 0 20 600 0 0 20 600
TOTAL 24 360 133 3990 24 360 181 4710

 

Theory             1 credit = 15 hours

Practical           1 credit = 30 hours

 

Programme Syllabus

Semester I Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 3201 GE Folk Art of India 2 0 30
Total GE 2 0 30
ANBC 1102 Core Introduction to Sequential Art 2 0 30
ANBC 1202 Core Character Design 2 0 30
ANBC 1203 Core Imaginary World of the Story 2 0 30
ANBC 1113 Core Drawing and Character Fundamentals 0 4 120
ANBC 1111 Core Introduction to Motion Graphics 0 3 90
ANBC 1106 Core Introduction to 2D Animation 0 3 90
ANBC 1112 Core Comic Book Design 0 3 90
ANBD 1101 Core Designing Board Games 0 2 60
Elective Total 6 15 540
Semester Total 8 15 570

Semester II Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 2201 GE Classical Indian Art 2 0 30
ANGE 1204 GE Art of Colour 2 0 30
Total GE 4 0 60
ANBC 1101 Core Screenwriting for Animators 1 2 0 30
ANBC 1103 Core Introduction to Game Design 2 0 30
ANBC 1204 Core Stop Motion Animation 0 4 120
ANBC 1205 Core Introduction to 3D Animation 0 3 90
ANBD 1201 Core Introduction to Game Engines 0 3 90
ANBC 1211 Core Foundation Project 0 5 150
Total Core 4 15 510
Semester Total 8 15 570

Semester III Course Structure

Course Code Type Course Name Theory Credits Practical Credits Total Hours
ANGE 2102 GE Western Art 2 0 30
ANGE 2103 GE The Philosophy of Aesthetics 2 0 30
Total GE 4 0 60
Theory Elective: Any one of the following 2 0 30
ANBA 2202 Elective Project Management for Animation Films
ANBD 2101 Elective Study of Video Games
ANBN 2202 Elective Comics and Reality
Theory Elective: Any one of the following 2 0 30
ANBA 2101 Elective Writing for Animation
ANBN 2101 Elective Writing for Comics
ANBD 2121 Elective Creating Game Design Documents
Practical Electives: Any 2 of the following 0 4 120
ANBA 2105 Elective Character Concept Art
ANBP 2102 Elective Previs for Animation and Games 1
ANBD 2122 Elective Game Programming Basics
Practical Electives: Any one of the following 0 2 60
ANBN 2105 Elective Typography (PSP/Illustrator)
ANBA 2104 Elective Sound and Music Design
Practical Electives: Any one of the following 0 10 300
ANB2 2114 Elective 2D Animation Studio 201
ANB3 2112 Elective 3D Animation Studio 201
ANBS 2101 Elective Stopmotion Studio 201
ANBN 2114 Elective Comic Book Design Studio 201
ANBP 2101 Elective Previsualization Studio 201
ANBD 2103 Elective Game Design and Development Studio 201
ANBD 2121 Elective Motion Graphics Studio 201
ANBI 2101 Elective Interdisciplinary Studio 201
Elective Total 4 16 540
Semester Total 8 16 600

Semester IV Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 2202 GE Superhero 2 0 30
Total GE 2 0 30
ANBC 2102 Core World Building 4 0 60
Practical Electives: Any 2 of the following 0 4 120
ANBA 2201 Elective Environment Concept Art
ANBP 2102 Elective Previs for Animation and Games II
ANBD 2206 Elective Game Programming Intermediate
Practical Electives: Any one of the following 0 13 390
ANB2 2201 Elective 2D Animation Studio 202
ANB3 2201 Elective 3D Animation Studio 202
ANBS 2201 Elective Stopmotion Studio 202
ANBN 2201 Elective Comic Book Design Studio 202
ANBP 2201 Elective Previsualization Studio 202
ANBD 2205 Elective Game Design and Development Studio 202
ANBM 2201 Elective Motion Graphics Studio 202
ANBI 2201 Elective Interdisciplinary Studio 202
Elective Total 4 17 570
Semester Total 6 17 600

Semester V Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 3102 GE Japanese and Chinese Art 2 0 30
ANGE 3103 GE Digital Art 2 0 30
Total GE 4 0 60
Theory Elective: Any one of the following 2 0 30
ANBA 2201 Elective Animation Development 0 0 0
ANBN 3101 Elective Comics and Cinema 0 0 0
ANBD 3103 Elective Writing Game Narratives 0 0 0
ANBC 3103 Core Studio 301 0 17 510
Elective Total 2 17 540
Semester Total 6 17 600

Semester VI Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 2203 GE Still Photography 2 0 30
FMGE 1105 GE Culture Studies I 2 0 30
Total GE 4 0 60
ANBD 3101 Core Alternative Technologies and Platforms 2 0 30
Theory Elective: Any one of the following 2 0 30
ANBD 3201 Elective Business of Games
ANBA 3201 Elective Business of Animation
Practical Electives: Any one of the following 0 15 450
ANB2 3103 Elective 2D Animation Studio 302
ANB3 3102 Elective 3D Animation Studio 302
ANBS 3101 Elective Stopmotion Studio 302
ANBN 3101 Elective Comic Book Design Studio 302
ANBP 3101 Elective Previsualization Studio 302
ANBD 3104 Elective Game Design and Development Studio 302
ANBM 3101 Elective Motion Graphics Studio 302
ANBI 3101 Elective Interdisciplinary Studio 302
Elective Total 4 15 510
Semester Total 8 15 570

Semester VII Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANGE 4101 GE 20th Century and Contemporary Art 2 0 30
FMGE 1109 GE Culture Studies II 2 0 30
Total GE 4 0 60
ANBC 4101 Core Graduation Project Development 0 8 240
Practical Electives: Any one of the following 0 10 300
ANB2 4101 Elective 2D Animation Studio 401 0 0 0
ANB3 4101 Elective 3D Animation Studio 401 0 0 0
ANBS 4101 Elective Stopmotion Studio 401 0 0 0
ANBN 4101 Elective Comic Book Design Studio 401 0 0 0
ANBP 4101 Elective Previsualization Studio 401 0 0 0
ANBd 4101 Elective Game Design and Development Studio 401 0 0 0
ANBM 4101 Elective Motion Graphics Studio 401 0 0 0
ANBI 4101 Elective Interdisciplinary Studio 401 0 0 0
Elective Total 0 18 540
Semester Total 4 18 600

Semester VIII Course Structure

Course Code Type Course Theory Credits Practical Credits Total Hours
ANBC 4201 Core Graduation Project 0 20 600
Elective Total 0 20 600
Semester Total 0 20 600
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