ANIMATION PRINCIPLES - 2028/9
Module code: DMA1024
Module Overview
Animation is fundamental to video games, breathing life into characters and environments. This module will introduce you to essential principles of 2D and 3D animation, including timing, squash and stretch, anticipation, and more. You will explore how these core principles were established in early animated films and consider how they continue to inform contemporary practice in modern video games. The module includes practical workshops and guided projects, through which you will learn foundational skills in keyframe animation, basic rigging, and the use of industry-standard software. Weekly lab exercises will allow you to gradually build your animation skills from the ground up, as you apply the core principles of animation through a series of guided projects. By the end of the module, you will have developed a portfolio of short animation exercises and small-scale projects and be able to discuss how they implement the core animation principles explored in the lectures. This foundation in animation will provide the bedrock that supports your work on other modules during your degree, where you will often be creating game art assets with movement, interaction and storytelling are key.
Please note that the information detailed within this record is accurate at the time of publishing and may be subject to change. This record contains information for the most up to date version of the programme / module for the 2028/9 academic year.
Module provider
Music & Media
Module Leader
BROADHEAD Martyn (Music & Med)
Number of Credits: 15
ECTS Credits: 7.5
Framework: FHEQ Level 4
Module cap (Maximum number of students): N/A
Overall student workload
Independent Learning Hours: 96
Lecture Hours: 24
Laboratory Hours: 12
Guided Learning: 12
Captured Content: 6
Module Availability
Semester 1
Prerequisites / Co-requisites
None
Module content
Indicative content includes:
- Introduction to the role of animation in video games
- Historical development of animation principles
- Core animation principles (e.g. timing, squash and stretch, anticipation, and others)
- Using reference imagery to inform creative processes in animation
- Basic rigging concepts for 2D and 3D animation
- Foundation in industry-standard animation software
- Small-scale animation tasks and exercises
- Use of animation states and looping in video games
- File formats and assets used in animation for video games
- Reflective documentation of creative animation work
Assessment pattern
| Assessment type | Unit of assessment | Weighting |
|---|---|---|
| Coursework | ANIMATION PORTFOLIO | 100 |
Alternative Assessment
N/A
Assessment Strategy
The assessment strategy is designed to give students the opportunity to demonstrate their
understanding and ability to apply the fundamental animation principles. Students will develop
both creative and technical skills through animation exercises related to the animation
principles, building a small portfolio over the course of the module.
Assessment 1: Animation Portfolio
Students will be given a structured set of guided animation exercises, developing their animation
skills. The portfolio will be accompanied by reflective commentary that documents their work.
Formative assessment will be provided throughout the module during lectures and lab sessions,
where students will present and discuss their animation work-in-progress. Students will be required
to upload examples of their work at key points throughout the module via the SurreyLearn platform,
which will support the process of providing formative feedback during the lectures and lab
sessions, as this can be tailored to address any challenges or difficulties that individuals may be
facing with their work. As students will receive formative feedback on their work-in-progress at
regular stages throughout the module, they will be able to improve their work in advance of the
main coursework deadline, and the tutor will be able to address any problems earlier on in the
module. As the main assessment deadline approaches, students will also have dedicated
coursework support workshops ensuring they are able to deliver their projects within scope and on
time.
Module aims
- Introduce students to the fundamental principles of 2D and 3D animation.
- Develop an understanding of how animation principles have evolved from early animated films to modern video games.
- Provide students with a foundation in the use of animation software packages used in the games industry.
- Encourage the development of observational skills and use of reference imagery to support the creation of animations.
- Support the development of creative and technical skills through guided animation exercises and projects.
- Develop skills in documenting and critically reflecting on creative portfolio work.
Learning outcomes
| Attributes Developed | ||
| 001 | Demonstrate foundational knowledge of 2D and 3D animation principles | KP |
| 002 | Apply core animation principles in creative exercises using appropriate digital tools and software | CPT |
| 003 | Produce a portfolio of short animation exercises that demonstrate technical and creative skills | CP |
| 004 | Develop reflective skills through the evaluation of a small portfolio of creative animation work | KCT |
Attributes Developed
C - Cognitive/analytical
K - Subject knowledge
T - Transferable skills
P - Professional/Practical skills
Methods of Teaching / Learning
The learning and teaching strategy for this module is designed to develop foundational
skills and knowledge in 2D and 3D animation for video games. It supports students in
building both creative and technical competencies by introducing core animation principles.
Students will explore how these principles have evolved from early animated films to
contemporary video games. Through the course of the module, students will learn about
various theoretical and practical approaches related to animation and will be guided to
apply these as they create a portfolio of small-scale animations.
The learning and teaching methods primarily use a combination of lectures and labs.
Lectures will deliver new theoretical concepts, analyse examples and investigate practical
animation techniques, providing space for discussion. Workshops and labs will provide
guided exercises that support students to develop foundational animation skills with
industry standard software packages. They will be given some opportunities to incorporate
their own creativity in these tasks and will develop reflective documentation skills.
Indicated Lecture Hours (which may also include seminars, tutorials, workshops and other contact time) are approximate and may include in-class tests where one or more of these are an assessment on the module. In-class tests are scheduled/organised separately to taught content and will be published on to student personal timetables, where they apply to taken modules, as soon as they are finalised by central administration. This will usually be after the initial publication of the teaching timetable for the relevant semester.
Reading list
https://readinglists.surrey.ac.uk
Upon accessing the reading list, please search for the module using the module code: DMA1024
Other information
The school/department of School of Arts, Humanities & Creative Industries is committed to
developing graduates with strengths in Employability, Digital Capabilities, Global and Cultural
Capabilities, Sustainability, and Resourcefulness and Resilience.
Digital capabilities: Students develop digital skills through the use of industry-standard
creative animation software used in digital production pipelines used in game art and interactive
media.
Employability: Students gain skills in animation workflows relevant to the games and related
digital media industries.
Global and cultural capabilities: Students explore the global cultural contexts of animation,
analysing how visual styles, themes, and narratives emerge from diverse creative traditions.
Resourcefulness and Resilience: Through studio-based learning and project work students
develop independence, experimentation and resilience in solving creative and technical
challenges.
Sustainability: Students are encouraged to consider sustainable creative practices including
efficient asset production, digital workflows and responsible use of resources in media
production.