Drawing Theory :
The course is designed to understand the form by learning to see and utilize light, shadow, and basic perspective. And to build the ability to focus and analyse complex subject matter through long, in-depth, sustained drawing projects rendered in different black and white media.
Colour Design
Enables students to produce successful visuals through an in-depth study of the elements, principles, concepts of colour and design. Principles will include contrast, balance, unity, rhythm, symmetry/ asymmetry, and visual emphasis to gain the ability to harmonize colour through colour schemes, and an understanding the influence of light on forms. All projects incorporate colour and design principles covered to emphasize craftsmanship and clean presentation.
History Of Animation
History of animation is a survey of the heritage of art & architecture. The methodology to analyze the language of the creative process and the principles of design, as well as techniques and materials. Examining the major monuments and artwork in a chronological sequence, focusing on those from each period, which give the essence of their time, place, function, intent, and the aspirations of the culture and the artist, In short, historical context will be equally as important as style.
Pre-Production
Enables students to produce successful visuals through story Board Designs , layout design.
2D Character Design involves developing the appearance and features of Biped and Quadruped characters in Animation. Model sheets and Expressison Sheets are produced to help students be consistent with appearance of characters. Background Design , like prop designing , thumbnail designs for concept , learning difference between Realistic , Hyper Realistic , Semi- Realistic , Cartoony and stylized .
Basic Key Frame Animation
Key frame animation is a technique that works a little like storyboarding (a comic strip series of images illustrating a sequence of events). It enables us to choreograph and build an animation by arranging objects and taking snapshots of them at key moments during a sequence of movement or change. These key moments or key frames become the fixed points in time through which the animation passes. Animation between these key frames is calculated by the application.