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BA Animation and Graphic Design Program File

The document outlines the Department of Animation and Graphic Design, detailing its vision, mission, and the programs offered, including a Bachelor of Arts and a Master of Arts in Graphic Design. It describes the curriculum structure, course objectives, and the skills students will acquire, preparing them for various careers in the industry. The document also includes specific program outcomes and a comprehensive course plan across six semesters.
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0% found this document useful (0 votes)
56 views117 pages

BA Animation and Graphic Design Program File

The document outlines the Department of Animation and Graphic Design, detailing its vision, mission, and the programs offered, including a Bachelor of Arts and a Master of Arts in Graphic Design. It describes the curriculum structure, course objectives, and the skills students will acquire, preparing them for various careers in the industry. The document also includes specific program outcomes and a comprehensive course plan across six semesters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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1

Index

Content Page No.

1 Department Profile 3

1.1 Vision of the Department 3


1.2 Mission of the Department 3
2 Programmes offered by the department 4-6

2.1 Programme Outcomes (PO) 7

2.2 Programme Specific Outcome (PSO) 7


3 Programme Structure 8

3.1 Programme Structure at a Glance 8 - 10

3.2 Courses in Detail 10 - 15


4 Course Plan in Detail 16
4.1 Semester I 16 - 30

4.2 Semester II 31 - 44

4.3 Semester III 45 - 59

4.4 Semester IV 60 - 74

4.5 Semester V 75 - 92

4.6 Semester VI 93 - 108

5 Assessment and Evaluation 109 - 116

2
1. Department Profile

About the Department

The goal of the Department of Animation and Graphic Design is to develop innovative
ideas in the visual arts and creative skills. The information, abilities, and practical
experience that students need to succeed in the fast-paced industries of graphic design
and animation are all part of our curriculum. We empower our students to succeed in
a range of creative careers by combining theoretical education with real-world, hands-
on learning experiences.

Our department has state-of-the-art facilities with specialized labs for stop-motion,
photography, and 3D and 2D animation, giving students access to the latest tools and
technology. Our emphasis is on a comprehensive approach to education, wherein
students are encouraged to engage with modern design challenges, explore their
creativity, and enhance their technical abilities.

1.1. Vision of the Department

To be a global forge of empathetic communicators, where design meets purpose to


bridge the divisions, ignite social progress and empower future leaders who shape a
more equitable and information-rich world.

1.2. Mission of the Department

To equip students with the knowledge, skills and ethical grounding to become
impactful visual communicators.

3
2. Programmes Offered by the Department

Programme Names:
• Bachelor of Arts (BA) Animation and Graphic Design
• Master of Arts (MA) Graphic Design

Details of undergraduate programme offered by the department


Programme Name: BA Animation and Graphic Design (Model III)

Core Courses: Animation and Graphic Design

Complementary Courses: Photography, Planning for Animation, Basic


Compositing and Visual Effects, Typography,
Interaction Design, Publication Design, Advertising
Design
Common courses: Model III English I, Model III English II

Open course: Computer Fundamentals Internet and MS Office


(offered from BCA Program) OR Any course
offered by the College other than core course.
Choice based courses: Elective course (UI Design, Animation Effects,
Painting with Pixels)

Internship/OJT: Internships offer students a period of practical


experience in the industry relating to their field of
study (Animation/Graphic Design).

4
The programme contains:

Core courses: 20

Complementary courses: 7

Common courses: 2

Open course: 1

Internship: 1

Course curriculum Structure:

• Choice Based Credit System 2017 (UG CBCSS 2017)

Programme Objectives
The Programme begins with design/animation history, theory and traditional hand
skills, then progresses to current design/animation practices and technology.
Students create animations, logos, multimedia/interactive applications, packaging,
posters, publications, web pages and more. The programme encourages innovation
while stressing strong technical and presentation skills. Students gain a background
in design/animation history and theory and then experiment and develop their own
creative approaches. The candidates become eligible for a degree after six-semesters
of study, spanning over a period of 3 years and successful completion of the
examinations.

The Animation and Graphic Design Programme prepares graduates for a wide range
of careers in the industry such as publication design, advertising design, broadcast
design, interactive design, illustration, concept art, effects and animation etc. The skills
taught in the programme encompass craft at a technical level; yet also include design,
drawing, critical thinking, creativity, daring, collaboration, and a fundamental
awareness of theory and history. Throughout the programme, students are engaged

5
in all aspects of animation/graphic design production, from concept development
and production design to the completion of finished segments.

Course Objectives
The objective of the BA Animation and Graphic Design programme is to equip
students with the creative, technical, and professional skills required to excel in the
dynamic fields of animation and graphic design.

By the end of the first year (2nd semester), students should have attained a common
level in basic mechanics, established a secure foundation in visual perception,
languages, Software tools and other relevant subjects to complement the core of their
future courses, and developed their artistic abilities through theoretical and practical
experiences.

By the end of the second year (4th semester), students should have been introduced
to various advanced animation and graphic design software tools for tackling a wide
range of topics, including 3D animation, compositing and visual effects, web design,
branding system design, and typography. They should also be familiar with classical
animation, stop motion animation, and advanced cell animation.

The final year of the Animation and Graphic Design programme (6th Semester)
propels students towards professional readiness. By honing their core animation and
graphic design skills, encompassing advanced techniques and software proficiency,
students gain mastery in their chosen field. This mastery is further solidified through
the opportunity to undertake a self-directed major project, allowing them to showcase
their creative vision and project management abilities. To bridge the gap between
academics and the industry, the curriculum integrates an internship program,
equipping students with real-world experience and preparing them to meet industry
standards. Graduates will leave the programme not only with a strong creative
foundation and a polished portfolio, but also with the confidence and skills to launch
successful careers in the ever-evolving world of animation and graphic design.

6
2.1 Programme Outcomes (PO)

PO No Programme Outcomes (POs)


Domain Knowledge: Our graduates will be able to apply knowledge
PO1
with practicality and conceptual clarity.
Reflective Response to Socio-Ethical Issues: Our graduates will be
PO2
able to identify and solve socio-ethical challenges.
Entrepreneurship: Our graduates are influenced to invent and build
PO3
their firm.
Problem-Solving: Our graduates can evaluate and solve complex
PO4
situations by acquiring knowledge.
Decision Making: Our graduates will apply critical thinking and
PO5
logical reasoning to assess the potential outcomes of different choices.
Communication: Our graduates can make use of effective

PO6 communication skills for interaction in personal and professional


environments.
Creative Thinking: Our graduates will develop an ability to think
PO7
creatively.

2.2 Programme Specific Outcome (PSO)

PSO NO Programme Specific Outcomes (PSOs)

PSO1 Our graduates are able to analyse artworks and artistic movements.
Our graduates are able to design and create solutions for various visual
PSO2
communication problems.

Our graduates can adapt to the technological advancements and


PSO3 ongoing industrial changes for actively participating in lifelong
learning.

7
3. Programme Structure
3.1. Programme Structure at a Glance

Programme Duration 6 Semesters

Total Credits required for successful completion of the Program 120

Credits required from Common Course I 8

Credits required from Core + Complementary + Vocational


109
Courses including Project

Open Course (Credits) 3

Minimum attendance required 75%

Programme Structure Details


Course Course Course Hrs /
Course Title Credit
Code Type Category Week
Semester I
EN1CCT01 1-1 Model III English I Theory Common 4 5
1-2 History of Art and
AG1CRT01 Theory Core 4 5
Design
1-3 Elements of Graphic
AG1CRP02 Practical Core 4 5
Design
1-4 Rudiments of
AG1CRP03 Practical Core 4 5
Animation Drawing
1-5 Techniques of
AG1PRP01 Project Complim. 4 5
Photographic Composition

20 25

Semester II
EN2CCT03 2-1 Model III English II Theory Common 4 5

8
2-2 History of Animation
AG2CRT04 Theory Core 4 5
and Visual Effects
2-3 Planning for
AG2PRP02 Project Complim. 4 5
Animation
AG2CRP05 2-4 Raster Graphics Practical Core 4 5
AG2CRP06 2-5 Vector Graphics Practical Core 4 5

20 25

Semester III
3-1 Character Designing
AG3CRP07 Practical Core 4 5
for Animation

AG3CRP08 3-2 Basics of 3D Animation Practical Core 4 5

AG3PRP03 3-3 Classical Animation * Project Core 4 5

3-4 Basic Compositing and


AG3CMP09 Practical Complim. 4 5
Visual Effects

AG3CRP10 3-5 Branding Design Practical Core 4 5

20 25

Semester IV
AG4CRP11 4-1 Design for Web Practical Core 4 5
AG4PRP04 4-2 Stop Motion
Project Core 4 5
Animation
AG4CMP12 4-3 Typography Practical Complim. 4 5
AG4PRP05 4-4 Advanced Cel
Project Core 4 5
Animation
AG4CRP13 4-5 Techniques of 3D
Practical Core 4 5
Animation

20 25

Semester V
AG5CRT14 5-1 Environmental Studies
Theory Core 4 5
and Human Rights

9
AG5CMP15 5-2 Interaction Design Practical Complim. 4 5
AG5CRP16 5-3 Digital Illustration Practical Core 4 5
AG5CRP17 5-4 Advanced 3D
Practical Core 4 6
Animation Techniques
5-5 Open Course Theory Open 3 4

19 25

Semester VI
AG6OJP01 6-1 Internship OJT 2

AG6PRP06 6-2 Animation Project Project Core 4 5

AG6CMP18 6-3 Publication Design Practical Complim. 4 5

AG6PRP07 6-4 Design Project Project Core 4 5

6-5 Choice Based Course Core 3 5

AG6CBP1.1 A. UI Design Project Project

AG6CBP1.2 B. Animation Effects Project

AG6CBP1.3 C. Painting with Pixels


Project

AG6PRP08 6-6 Advertising Design Project Complim. 4 5

21 25

120

3.2 Courses in Detail


Common Course I: English (Course offered by Department of English)

Course Title Total Hrs / Examination


Hrs /
Semester Credit Marks
Week Semester Duration

Int Ext

1 1-1 English I 5 4 90 3 Hrs 20 80

10
2 2-1 English II 5 4 90 3 Hrs 20 80

Core Course: Animation and Graphic Design

Total Marks
Hrs/ Examination
Semester Course Title Credit Hrs/
Week Duration Ex
Semester Int
t

1-2 History of
1 Art and 5 4 90 3 Hrs 20 80
Design

1-3 Elements
1 of Graphic 5 4 90 5 Hrs 20 80
Design

1-4
Rudiments of
1 5 4 90 5 Hrs 20 80
Animation
Drawing

2-2 History of
Animation
5 4 90 3 Hrs 20 80
2 and Visual
Effects

2-4 Raster
2 5 4 90 5 Hrs 20 80
Graphics

2-5 Vector
2 5 4 90 5 Hrs 20 80
Graphics

11
3-1 Character
3 Designing for 5 4 90 5 Hrs 20 80
Animation

3-2 Basics of
3 5 4 90 5 Hrs 20 80
3D Animation

3-3 Classical
3 5 4 90 5 Hrs 20 80
Animation

3-5 Branding
3 5 4 90 5 Hrs 20 80
Design

4-1 Design for


4 5 4 90 5 Hrs 20 80
Web

4-2 Stop
4 Motion 5 4 90 Project 20 80
Animation

4-4 Advanced
4 Cel 5 4 90 Project 20 80
Animation

4-5
4 Techniques of 5 4 90 5 Hrs 20 80
3D Animation

5-1
Environment
5 5 4 90 3 Hrs 20 80
al Studies and
Human

12
Rights

5-3 Digital
5 5 4 90 5 Hrs 20 80
Illustration

5-4 Advanced
5 3D Animation 5 4 90 5 Hrs 20 80
Techniques

6-2
6 Animation 5 4 90 Project 20 80
Project

6-4 Design
6 5 4 90 Project 20 80
Project

6-5 Choice
Based Course
6 5 3 90 Project 20 80
(Painting
with Pixels)

Complementary Course: Animation and Graphic Design

Hrs/ Total Hrs/ Examination


Semester Course Title Credit Marks
Week Semester Duration

Int Ext

1-5 Techniques
1 of Photographic 5 4 90 Project 80 20
Composition

2-3 Planning for


2 5 4 90 Project 80 20
Animation

13
3-4 Basic
Compositing
3 5 4 90 5Hrs 80 20
and Visual
Effects

4 4-3 Typography 5 4 90 5Hrs 80 20

5-2 Interaction
5 5 4 90 5Hrs 80 20
Design

6-3 Publication
6 5 4 90 5Hrs 80 20
Design

6-6 Advertising
6 5 4 90 Project 80 20
Design

Open Course (Offered by Department of Computer Science)

Hrs / Total Hrs / Examination


Semester Course Title Credit Marks
Week Semester Duration

Int Ext

Computer
Fundamentals
5 5 3 90 3 Hrs 20 80
Internet and
MS Office

14
Internship/OJT

Total
Course Minimum Examination
Semester Credit Hrs/ Marks
Title Duration Duration
Semester

Int Ext

6-1 Report 100


6 1 month 2
Internship Submission

15
4. Course Plan in Detail
4.1 Semester I
Common Course: English Paper 1

Course Code EN1CCT01

Course Title English- Fine tune Your English

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 1

Course Type Common Course

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Define strategic difference between
CO1 R PO6
spoken and written language.
Illustrate adequate linguistic
competence to communicate in U
CO2 PO1
accurate English.
Choose grammar as a tool in devising
appropriate oral and written R
CO3 PO6
discourse in real life or specific
contexts.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

16
Course Description:

The course is intended to introduce the students to the basics of grammar, usage and
effective communication.

Detailed Syllabus

Module I (18 Hours)


The Sentence and Its Structure - How to Write Effective Sentences – Phrases -What
Are They? - The Noun Clauses - The Adverb Clause...... - ―If All the Trees Were Bread
and Cheese‖ - The Relative Clause - How the Clauses Are Conjoined -
Word-Classes and Related Topics - Understanding the Verb - Understanding the
Auxiliary Verb - Understanding the Adverbs - Understanding the Pronoun - The
Reflexive Pronoun – The Articles I - The Articles II - The Adjective - Phrasal Verbs -
Mind Your Prepositions

Module II (18 Hours)


To Err Is Human - Concord - A Political Crisis - Errors, Common and Uncommon –
False Witnesses - The Anatomy of Mistakes- A Fault-finder Speaks - A Lecture on
AIDS - A Test for You, Reader - Ungrammatical Gossip - Round Circles and Equal
Halves: A Look at Tautology - Comparisons are Odious - In Defence Of A Friend - An
Invitation
Spelling and Pronunciation - Pronunciation: Some Tips - More Tips on Pronunciation
–Spelling - An Awesome Mess? - Spelling Part II

Module III (18 Hours)


Singleness of Meaning - Shades of Meaning - Confusing Pairs - What Is the Difference?
- Mismatching Mars the Meaning
The Tense and Related Topics –‘Presentness‘ and Present Tenses- The ‘Presentness‘ of
a Past Action - Futurity in English - Passivization
Idiomatic Language-‘Animal‘ Expressions - Idiomatic Phrases – ‘Heady‘ Expressions
– Body Language

17
Module IV (18 Hours)
Interrogatives and Negatives - Negatives- How to Frame Questions -What ‘s What?
The Question Tag
Conversational English - Polite Expressions - Some Time Expressions - In
Conversation – Is John There Please?
Miscellaneous and General Topics - On Geese and Mongooses - Pluralisation - On
Gender and Sexisms
Reading – Kinds of Reading – Recreational Reading – Study-type Reading Survey
Reading –The Process of Reading – Readability – The Importance of Reading –
Previewing - Skimming

Module V (18 Hours)


The world of words- have a hearty meal- word formation-Use the specific word-
word games-the irreplaceable word- Let‘s play games- body vocabulary
Very Good but Totally Incompetent - Long Live the Comma - The Possessive Case-
Letter Writing- Academic Assignments

Get your doubts cleared

Core Text: Fine-tune Your English by Dr Mathew Joseph. Orient Blackswan

18
Core Course: History of Art and Design

Course Code AG1CRT01

Course Title History of Art and Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 1

Course Type Theory-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate various art forms across
CO1 U PO1
historical and cultural contexts.
Compare developments in art of

CO2 printing and impact of technology An PO5


upon graphic design.
Evaluate the impact of key artists,

CO3 designers, and artworks on the E PSO1


development of visual culture.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

19
Course Description:

The course will examine the role and development of the visual arts in past and
present cultures throughout the world. This is designed to help students to develop
art application, aesthetic judgment, and to increase visual perception and critical
thinking skills.

Detailed Syllabus

Module I (10 Hours)


Prehistoric visual representations -Paleolithic to the Neolithic Period-Lascaux,
Altamira, Indian evidences. The earliest writing-Mesopotamian visual identification,
Egyptian hieroglyphs, Chinese calligraphy, Pictographs to Alphabets

Module II (20 Hours)


Development of art from the time of Civilizations up to the age of enlightenment –
Mesopotamian, Egyptian, Indian, Chinese, Greek & Roman civilizations, Byzantine,
Gothic, Renaissance era and Baroque.

Module III (25 Hours)


Development of the art of printing – the invention of paper and discovery of printing,
the invention of movable type. Early European block printing, Copperplate engraving
etc. Illuminated Manuscripts & German illustrated books. Graphic design of the
Rococo Era
Development of art from imaginative to ideological – Romanticism, Impressionism,
Expressionism and Cubism.

Module IV (25 Hours)


Twentieth Century graphic design- Industrial Revolution-Impact of technology upon
visual communication - revolution in printing-development of photography as a
communication tool- Victorian era graphic design- development of Lithography

20
Module V (10 Hours)
Art and Craft movements - Art Nouveau, Modernism, Art Deco, Bauhaus, Organic
design, Minimalism, Pop art, Postmodernism, American Kitsch, Conceptual art.

Reference

1. Buzin, G. A Concise History of Art. 1965, ISBN 978-0714812345.


2. Encyclopedia of World Art. Vols. I & II, McGraw Hill, 1959, ISBN 978-
0070794305.
3. Fischer, Ernst. The Necessity of Art. 1963, ISBN 978-0140138320.
4. Meggs, Philip B., and Alston W. Purvis. Meggs' History of Graphic Design. 6th
ed., 2016, ISBN 978-1118772058.
5. Drucker, Johanna, and Emily McVarish. Graphic Design History: A Critical
Guide. 2nd ed., 2013, ISBN 978-0205219469.
6. Thompson, Philip, and Peter Davenport. The Dictionary of Visual Language.
1980, ISBN 978-0913720577

21
Core Course (Practical): Elements of Graphic Design

Course Code AG1CRP02

Course Title Elements of Graphic Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 1

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understanding Elements & Principles
of graphic design after comparing
CO1 U
various examples from visual PO1
communication.
Construct various concepts and plan

CO2 design methodologies using Ap PSO2


thumbnails for design issues.

Design Creative solutions after C


CO3 PSO3
identifying the given design problem.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

22
Course Description:

Elements of graphic design provide the students with the initial information to help
understand how to design what is seen in a frame and to understand basic elements
and principles in design.

Detailed Syllabus

Module I (20 Hours)


Introduction to basic elements of graphic design: Line– line direction and meanings-
quality of lines- implied lines and line of forces, Shape- organic shape and geometric
shapes-nonrepresentational shape and representational shape, Forms-relationship
with 2d shape and 3d forms, Space –negative space and positive space-figure/ground
relation, Colour-subtractive and additive colour-primary, secondary in both modes-
Colour wheel-what is hue, saturation and what is shade, tint and tones-colour
schemes – monochromatic, analogous, complementary, split complementary, triadic
colour, double complementary etc. - Colour meaning in various contexts such as
culture, religion, gender and emotional factor, texture – visual texture and tactile
texture, texture and light value, pattern etc. Type: typeface, typeface family etc.-
Typeface as a graphical element- selection of a type family in design.

Module II (20 Hours)


Basic principles of design: balance, proportion, rhythm, emphasis, unity etc. Laws of
perception -Gestalt theory: similarity, proximity, continuity, closure etc. Scale and
proportion in design-Mathematical ratios and proportional systems: Fibonacci
numbers, The Golden Ratio.

Module III (18 Hours)


Concepts of visual design: Design methodology, problem-solving -Visual structure
and visual Interest, visual analysis and refinement of visual representations. Exercises
on visual composition and layout: Hierarchy-Centre of visual Impact - How to read a
page: active and Passive areas of design - How we view a screen:

23
F Pattern - Inverted pyramid methods. The use of grids in graphics composition. Grid
types – Symmetrical- Asymmetrical - Backwards movement - Formats - Margins – slug
– Bleed - Columns –Gutters - The relationship of visual form to meaning - Type, Image,
Shape relationships.

Module IV (10 Hours)


Exercise based on nature study: Patterns, colour schemes, shapes etc. from nature

Module V (22 Hours)


Brainstorming: How we can make a solution for creative problem-identifying needs
and target - development of concept-Selection of elements- drafting ideas Tessellation
of shapes (geometric and organic) with various colour schemes Exercise on logo
design: size matters, selection of colours, typographic selections etc. Poster Design/
Advertisement design: design various type of posters- Propaganda posters, Event
posters, campaign posters etc.- application of grid system in layout.

Reference

1. White, Alexander W. The Elements of Graphic Design: Space, Unity, Page


Architecture, and Type. 2nd ed., Allworth Press, 2011, ISBN 978-1581157628.
2. Thomas, Mark A., and Poppy Evans. Exploring the Elements of Design. Cengage
Learning, 2012, ISBN 978-1111645489.

24
Core Course (Practical): Rudiments of Animation Drawing

Course Code AG1CRP03

Course Title Rudiments of Animation Drawing

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 1

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Explain the use of various drawing

CO1 materials and tools to create diverse U PO1


animation drawings.
Develop the ability to draw from
observation and imagination,

CO2 employing basic shapes, forms, and Ap PSO1


perspectives to develop animated
characters and scenes.
Apply principles of lighting and
shading to enhance the three-
CO3 Ap PO7
dimensionality and emotional tone of
animation drawings.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

25
Course Description:

Rudiments of Animation Drawing is intended to provide the student an


understanding of basic drawing techniques for animation.

Detailed Syllabus
Module I (5 Hours)
Introduction to Different Drawing Materials and Tools - Dry Media (Pencils,
Charcoals, Chalks, Crayons, Pastels, Erasers, Smudging Tools) - Wet Media (Dip Pens,
Disposable and Cartridge Pens – Brushes) – Inks (Water Based, Alcohol Based,
Indian/Chinese Ink) – Paints (Water Based, Acrylic, Oil) - Drawing Surfaces – (Papers
– Newsprint, Watercolor Paper, Charcoal Paper, Canvas) - Tools for Erasing and
Sharpening –Palettes – Knives - Easels.

Module II (5 Hours)
Doodling and Noodling (Drawing Straight Lines, Drawing Curved Lines, Free Hand
Drawing) – Holding the Pencil – Angle and Direction of Lines (Drawing Lines, Circles,
Ovals, Scribbles, Patterns Etc.) - Shapes and Forms – Memory and Imagination
Drawing - Drawing with Grids

Module III (25 Hours)


Drawing from Observation –Still-life Drawing – Use of Basic Shapes and Forms –
Sketching Poses –Study of Live Models - Rapid Sketching from Live Models - Attitude
- Gestures - Line Drawing - Quick Sketches - Thumbnails - Stick Figures - Line of
Action – Balance – Rhythm – Positive and Negative Spaces - Silhouettes - Caricaturing
Fundamentals – Exaggeration

Module IV (30 Hours)


Perspective Drawing – Vanishing Points – Orthogonal Lines – Horizon –Eye Level –
One Point Perspective – Two Point Perspective - Three Point Perspective – Multi- Point
Perspective - Overlapping and Intersection of Shapes in One Point, Two Point and
Three Point Perspective Views - Foreshortening

26
Module V (25 Hours)
Tones - Lighting and Shading – Basic 3Dimensional Light Set Up – Several Types of
Shadows – Cast Shadow – Contact Shadow – Contour Shadow – Reflected Light –
Overhang Shadow – Highlight – Core Shadow – Objects and Shapes in Perspective
with Light and Shade.

Reference

1.Thomas, Mark A., and Poppy Evans. Exploring the Elements of Design. Cengage
Learning, 2012, ISBN 978-1111645489.
2.Jacobs, Michael. The Art of Composition. Harper & Row, 1974, ISBN 978-0064333179.
3.Wolohonok. The Art of Pictorial Composition. Kessinger Publishing, 2005, ISBN 978-
1417940653.
4.Herbers, Dr. Kurt. Complete Book of Artist's Techniques. Chartwell Books, 1994,
ISBN 978-0785800784.
5.Garcia, Claire Watson. Drawing for the Absolute and Utter Beginner. Watson-
Guptill, 2003, ISBN 978-0823013951.
6.Norling, Ernest R. Perspective Made Easy. Watson-Guptill, 1999, ISBN 978-
0823026654.
7.D'Amelio, Joseph. Perspective Drawing Handbook. Dover Publications, 2004, ISBN
978-04864320

27
Complementary Course: Techniques of Photographic Composition

Course Code AG1PRP01

Course Title Techniques of Photographic Composition

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 1

Course Type Project-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Evaluate the principles of visual
perception, aesthetics and the art of
CO1 E PO1
filmmaking to analyse photographic
compositions.
Create innovative solutions for visual
communication challenges using

CO2 DSLR camera features, compositional C PSO2


techniques and principles of image
formation.
Apply the grammar of motion
pictures including camera shots that
CO3 Ap PO4
effectively communicate ideas and
emotions.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

28
Course Description:

Techniques of Photographic Composition is intended to help students understand the


basic knowledge of image making using a digital camera. Students will be introduced
to basic picture composition.

Detailed Syllabus

Module I (16 Hours)


The Psychology of Visual Perception – Visual Aesthetics – Art of Film Making – Stages
in Brief.

Module II (18 Hours)


Photography as communication tool – Basics of visual composition – Visuals – Image
Sizes – Camera Angles – Elements and Principles of picture composition – Balance
and Structure –composing movement, rule of space – rule of odd – rule of third –
golden triangle etc – Perspective and depth of field – foreshortening.

Module III (20 Hours)


Basic features of DSLR camera – human eye and camera – Principles of Image
formation – Properties of light and its control – Shutter – Lenses and exposure controls
– Aperture, focus and depth of field, depth of focus. Colour Temperature, Direction,
and Quality of Light Etc. Measurement of light – light meters. Histogram –
understanding basics of the histogram.

Module IV (18 Hours)


Grammar for motion picture: Camera Movements – Principle of continuity – action,
look, movement, tonal, emotion etc. – Imaginary line concept-crossing the line –
30degree rule – 180degree rule etc. – meaning and aesthetic aspects of angle selection.

Module V (18 Hours)


Exercise: Project work based on the syllabus and parameters of the course under the
guidance of supervising faculty.

29
Reference

1. Millerson, Gerald. Basic Principles of Photography. Hastings House, 1979, ISBN


978-0803870977.
2. Thompson, Roy. Grammar of the Shot. 2nd ed., Focal Press, 2009, ISBN 978-
0240521213.
3. Monaco, James. How to Read a Film: Movies, Media, and Beyond. 4th ed., Oxford
University Press, 2009, ISBN 978-0195321050.
4. Zetti, Herbert. The Television Production Handbook. Wadsworth Publishing,
1992, ISBN 978-0534189144.
5. Bobker, Lee R. Elements of Film. Harcourt Brace Jovanovich, 1971, ISBN 978-
0155229723.
6. Wolohonok. The Art of Pictorial Composition. Kessinger Publishing, 2005, ISBN
978-1417940653.

30
4.2 Semester II
Common Course: English- Issues That Matter

Course Code EN2CCT03

Course Title English- Issues That Matter

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 2

Course Type Common Course

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate an understanding of

CO1 national and global issues of U PO2


contemporary significance.
Explain the role of government in
providing public facilities and PO2
CO2 U
regulating economic disparities.
Infer the social and environmental
CO3 U PO6
structure of the world economy.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

31
Course Description:

To sensitize the learners to contemporary issues of concern.

Detailed Syllabus

Module I (18 Hours)


Luigi Pirandello: War
Judith Wright: The Old Prison
Arundhati Roy: Public Power in the Age of Empire

Module II (18 Hours)


Bertolt Brecht: The Burning of the Books
W. H. Auden: Refugee Blues
Romila Thapar: What Secularism is and Where it Needs to be Headed

Module III (18 Hours)


Zitkala- Sa: A Westward Trip
Bandhumadhav: The Poisoned Bread
Temsula Ao: The Pot Maker

Module IV (18 Hours)


Khushwant Singh: A Hosanna to the Monsoons
Ayyappa Paniker: Where are the woods, children?
Sarah Joseph: Gift in Green [chapter 2] - Hagar: A Story of a Woman and Water

Module V (18 Hours)


Ghassan Kanafani: Six Eagles and a Child
Sanchari Pal: The Inspiring Story of How Sikkim Became India‘s Cleanest State
Indrajit Singh Rathore: Hermaphrodite

Core Text: Issues that Matter

32
Core Course: History of Animation and Visual Effects

Course Code AG2CRT04

Course Title History of Animation and Visual Effects

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 2

Course Type Theory-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Recognize the early attempts to make

CO1 animations and the importance of R PO1


early animation devices.
Correlate the history of animation and

CO2 different techniques developed along An PSO1


the timeline.
Appraise different major animation
E PSO3
CO3 and visual effects studios around the
world.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

33
Course Description:

This Course should enlighten the students on the advancement made in the field of
animation and visual effects so as to appreciate and understand where the technology
used today developed from. It also inspires students to experiment with different
types of animation and visual effects techniques so as to think of process
improvements ideas for animation and visual effects.

Detailed Syllabus

Module I (20 Hours)


Early attempts for Animation: - Early attempts to imitate and reproduce motion –
Cave Paintings - Persistence of Vision and Phi Phenomenon - Early Animation
Devices – Initial Attempts to Make Animation – Photography – Motion Picture

Module II (18 Hours)


Birth of Animation: - Experimental Animations (Drawn, Stop motion) All Over the
World – Pioneer Animators - Major Animation Studios

Module III (20 Hours)


Animation Techniques and Advancements: -Animation Techniques (Timelapse, Stop
motion, Cut-out, Silhouette, Cel etc.) - Inventios and Technical Advancements (Layer,
Cel, Peg bar, Combining Live Action with Cartoon Characters, Synchronized Sound,
Technicolor Process, Multi-plane Camera, CGI etc.)

Module IV (22 Hours)


Visual Effects: -Use of Miniatures in Early Films - Use of Makeup, Rear Projections,
Pyrotechnics and Matte Paintings Before the CGI Era – Stereoscopic 3D - Realistic
Puppets and Stop Motion Photography – Split Screen Technology – Space Vision 3D
– Stereovision 3D - Motion Controlled Camera – CGI Effects – Digital Compositing -
Animatronics - Motion Capture – High Speed Cameras - The Fusion Camera System
– Major Visual Effects Studios

34
Module V (10 Hours)
Animation & VFX Around the World: - American, Canadian, European, Indian,
Japanese Studios.

Reference

1. Solomon, Charles. Enchanted Drawings: The History of Animation. Knopf, 1989,


ISBN 978-0394546845.
2. Cavalier, Stephen. The World History of Animation. University of California Press,
2011, ISBN 978-0520261129.
3. Bendazzi, Giannalberto. Cartoons: One Hundred Years of Cinema Animation.
Indiana University Press, 1994, ISBN 978-0253209376.
4. Maltin, Leonard. Of Mice and Magic: A History of American Animated Cartoons.
Plume, 1987, ISBN 978-0452259935.
5. Crafton, Donald. Before Mickey: The Animated Film, 1898-1928. University of
Chicago Press, 1993, ISBN 978-0226116676.
6. Clements, Jonathan, and Helen McCarthy. The Anime Encyclopedia: A Guide to
Japanese Animation Since 1917. 3rd ed., Stone Bridge Press, 2015, ISBN 978-
1611720181.
7. Rickitt, Richard. Special Effects: The History and Technique. Billboard Books, 2006,
ISBN 978-0823084081.
8. Willard, Robert G. Special Effects: How They Are Done in Hollywood. TAB Books,
1980, ISBN 978-0830697251.
9. Pinteau, Pascal. Special Effects: An Oral History. Abrams, 2004, ISBN 978-
0810955915.

35
Complementary Course: Planning for Animation

Course Code AG2PRP02

Course Title Planning for Animation

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 2

Course Type Project- Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate how animations are
planned and executed, helping them
CO1 U PO1
to solve visual communication
problems effectively.
Analyse stories and characters for

CO2 animation projects, enabling them to An PO5


create effective visual solutions.
Create animatics that synchronize
visuals with sound, demonstrating
CO3 C PSO2
their ability to tell stories digitally and
adapt to technological advancements.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

36
Course Description:

Planning for animation is meant to guide the student through the various stages of
pre-production before the production starts of an animation project. It starts from
developing an idea through to selling of a story using storyboards and Animatics.

Detailed Syllabus

Module I (3 Hours)
Techniques of Animation – Different Types of Animation - Workflows of Different
Types of Animation - Preproduction, Production and Post-Production Stages - Types
of Animation - Experimental Animations.

Module II (3 Hours)
Developing Idea/ Concept - Story - Basic Elements of a Story – Types of Stories -
Creating Story Ideas - Sources of Story Line - Adaption - Character Roles -
Characterization– Dialogues – Basic Structure Of A Story – Old and Modern
Structures – Concept of Acts –Theme – Subplots – Tone – Genre - Writing for Different
Types and Groups of Audience – Animation Script - Animation Script Vs. Live Action
Movie Script – Shot – Scene – Sequence – Screenplay Format – Elements of Screenplay
Format –Montage

Module III (8 Hours)


Character Designing - Features of a Character – Types/Kinds of Characters –
Designing Props and Assets of Character – Creating Turn Arounds / Character Model
Sheets – Blueprints - Character Size Comparison Charts – Character Attitude Poses

Module IV (45 Hours)


Story Board - Definition - Importance of Story Boarding - Different Types of Story
Boards - Story Board Formats - Elements of Storyboarding (Design, Color, Light and
Shadow, Perspective, Staging, Composition Rules) - Concept of Panels and Its Usages
Floor Plans - Storyboarding Movements - Illustrating Camera Techniques in a Story
Board - Visual Continuity – Transitions - Digital Storyboarding

37
Module V (31 Hours)
Introduction to the creation of Animatic – Scanning Storyboard panels and
synchronizing it with the sound tracks.

Reference

1. Taylor, Richard. The Encyclopedia of Animation Techniques: A Comprehensive


Step-By-Step Directory of Techniques, with an Inspirational Gallery of Finished
Works. Running Press, 1996, ISBN 978-1561385314.
2. Scott, Jeffrey. How to Write for Animation. Overlook Press, 2003, ISBN 978-
1585673698.
3. Marx, Christy. Writing for Animation, Comics, and Games. Focal Press, 2006, ISBN
978-0240805825.
4. Wright, Jean Ann. Animation Writing and Development: From Script
Development to Pitch. Focal Press, 2005, ISBN 978-0240805498.
5. Hart, Christopher. How to Draw Animation: Learn the Art of Animation from
Character Design to Storyboards and Layouts. Watson-Guptill, 1997, ISBN 978-
0823023653.
6. Hart, John. The Art of the Storyboard: Storyboarding for Film, TV, and Animation.
Focal Press, 1999, ISBN 978-0240803296.
7. Tumminello, Wendy. Exploring Storyboarding. Thomson Delmar Learning, 2004,
ISBN 978-1401840410.
8. Bluth, Don. Don Bluth's Art of Storyboard. Watson-Guptill, 2004, ISBN 978-
0823023943.

38
Core Course (Practical): Raster Graphics
Course Code AG2CRP05

Course Title Raster Graphics

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 2

Course Type Practical -Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Analyse different file formats and
CO1 compression techniques used in raster An PSO3
graphics for various media formats.
Understand the principles of raster
CO2 graphics and their applications in U PSO2
digital imaging.
Create visually appealing
compositions by effectively applying
CO3 C PSO2
selection tools, retouching techniques
and blend modes.
Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,
E-Evaluate, C-Create

39
Course Description:

Raster Graphics delves into the creation and manipulation of pixel-based images,
covering color theory, resolution, and various image formats. Students will master
software tools to edit and enhance digital photos, illustrations, and textures. The
course emphasizes practical applications in design and multimedia projects, making
it vital for aspiring digital artists and graphic designers.

Detailed Syllabus

Module I (18 Hours)


Digital Image- Pixels – Bit Depth – DPI – LPI - Resolution - File Formats (Print and
screen media Formats - GIF, JPEG, TIFF, etc.) - Compression: Lossy - Lossless - Colour:
Colour Coding - Process colour (CMYK) - RGB - Spot Colour - Colour systems.
Duotones - Tritones – Quadratones etc.

Module II (16 Hours)


Selection Tools, Retouching Tools, Path Making Tools, Image Adjustment Options.
Processing Camera RAW Layer, Channel, Mask, Path, Layer Comp, Paragraph &
Character, Swatches, Adjustment Layers

Module III (20 Hours)


Preference Settings, Colour Settings, Assign Profile Automate, Script. Proof Setup,
Gamut Warning, Bit Preview, Screen Mode Show, Pixel Aspect Ratio

Module IV (16 Hours)


Saving with Clipping Path and alpha Channel, PSD, PDF, EPS, TIFF, JPEG. Camera
RAW.

Module V (20 Hours)


What is the use of blend modes? How to apply blend modes? Different types of blend
modes - Normal modes - Darken modes, Lighten modes, Contrast modes,
Comparative modes and Color modes.

40
Application of blend modes - Creating custom textures for 3D models, Blending
modes for compositing etc.

Exercise A: Project based on poster design (exercises should be conducted from


manual scribbles to digital approach)
Exercise B: Project based on colour correction and photo restoration

Reference

1. Adobe Creative Team. Adobe Photoshop Classroom in a Book. Adobe Press, 2012.
ISBN 9780321827333.
2. Lecarme, Olivier, and Karine Delvare. The Book of GIMP: A Complete Guide to Nearly
Everything. No Starch Press, 2013. ISBN 9781593273835.

41
Core Course (Practical): Vector Graphics

Course Code AG2CRP06

Course Title Vector Graphics

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 2

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand vector graphics basics for
CO1 U PSO2
creating illustrations.
Analyse fundamental vector graphic

CO2 principles to create unique and An PO7


visually appealing designs.
Create original designs with advanced

CO3 techniques, showcasing creativity and C PSO2


technical skill.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

42
Course Description:

The objective of this course is to equip students with proficiency in the most popular
illustration programs used by graphic designers. Students will explore the diverse
applications of these programs, ranging from creating detailed illustrations to
executing successful typographic projects.

Detailed Syllabus

Module I (5 Hours)
Introduction What is Vector? Technical Differences of Vector& Raster Imaging, Adobe
llustrator /Inkscape, Document Profile, Artboards, File Size, Page Orientation, Units,
Bleed, Colour Mode, Raster Effects Resolution.

Module II (20 Hours)


Tools: Stroke & Fills, Basic Shape Tools, Pen Tool, Transformation, Rotation,
Perspective, Grid, Guides. Type Tool: Character & Paragraphs, Type Controls, Path &
Area Typing, Paragraph Styles. Glyphs.

Module III (10 Hours)


Panels: Work Space, Tools & Control, Align & Pathfinder, Appearance, Artboards,
Brushes, Color, Color Guide, Radient, Layers, Links, Stoke Options, Symbols
Transparency.

Module IV (10 Hours)


Advanced Options & Settings: Preference Settings, Color Settings, assign Profiles
Expand, Envelop Distort, Colour Guide, Perspective Grid Smart Guide, Live Paint,
Image Trace, Wrap, Clipping Mask, Path. Preview: Outline, Over Print, Pixel Preview,
Proof Setup -Export: AI, EPS, PDF, SVG, SVGZ & Other Raster Formats

Module V (45 Hours)


Design Exercises: Logo or corporate identity design
Designs based on typography
Symbols or Icons Designs

43
(All design exercises should be conducted from manual scribbles to digital approach)

Reference

1. Adobe Creative Team. Adobe Photoshop Classroom in a Book. Adobe Press, 2012.
ISBN 9780321827333.
2. Lecarme, Olivier, and Karine Delvare. The Book of GIMP: A Complete Guide to
Nearly Everything. No Starch Press, 2013. ISBN 9781593273835.

44
4.3 Semester III

Core Course (Practical): Character Designing for Animation

Course Code AG3CRP07

Course Title Character Designing for Animation

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 3

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand the basic principles of
CO1 U PO1
character design.
Analyse character design elements
such as anatomy, expression, and
CO2 An PO5
personality traits to develop
characters for storytelling purposes.
Create characters for the different

CO3 narrative genres like fantasy, cartoon C PSO2


and funny.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

45
Course Description:

Character design for animation is intended to provide the student with an


understanding of the anatomy of a human, a creature or a cartoon character.

Detailed Syllabus

Module I (20 Hours)


Human Anatomy – Anatomy of Different Age Groups (Babies, Kids, Teens, Young
Adults, Aged) - Basic Proportions – Basic Understanding of the Skeletal and Muscle
System – Human Forms in Perspective.

Module II (20 Hours)


Male and Female Anatomy - Body Structure, Proportion and Construction of Body
Parts (Torso, Face, Eyes, Nose, Ears, Mouth, Hand, Feet Etc.) – Motion Analysis - Study
of Poses

Module III (15 Hours)


Anatomy of Animals, Birds, Reptiles: Body Structure - Basic Forms, Proportion and
Construction of Body Parts, Head, Legs, Tails - Use of Perspectives While Drawing
Animals, Birds, Reptiles and Insects. - Understanding Motion and Grace

Module IV (20 Hours)


Cartoon Characters -Understanding Cartoon Characters - Cartoon Constructions –
Character Development - Drawing from Basic Shapes - Distortion of Proportions -
Cartoon Faces, Eyes, Mouths, Hairs, Nose, Hands, Feet - Facial Expressions

Module 5 (15 Hours)


Classic Cartoon Characters (Humans, Animals, Birds, Reptiles –Cute, Screwball,
Goofy, Heavy, Pugnacious –Fairy Tale Characters, Gnomes, Elves, Dwarfs, Witches) -
Manga Style

46
Reference

1. De Reyna, Rudy. How to Draw What You See. Watson-Guptill, 1996. ISBN
9780823023752.
2. Chari, Aditya. Figure Study Made Easy. Grace Prakashan, 2005. ISBN
9788190206811.
3. Tiner, Ron. Figure Drawing Without a Model. David & Charles, 1992. ISBN
9780715306460.
4. Winslow, Valerie L. Classic Human Anatomy: The Artist's Guide to Form,
Function, and Movement. Watson-Guptill, 2008. ISBN 9780823024155.
5. Simblet, Sarah. Anatomy for the Artist. DK Publishing, 2001. ISBN
9780789480453.
6. Hultgren, Ken. The Art of Animal Drawing: Construction, Action, Analysis,
Caricature. Dover Publications, 1993. ISBN 9780486274263.
7. Knight, Charles R. Animal Drawing: Anatomy and Action for Artists. Dover
Publications, 2012. ISBN 9780486141008.
8. Goldfinger, Eliot. Animal Anatomy for Artists. Oxford University Press, 2004.
ISBN 9780195142143.
9. Balo, Natalia. Bird Anatomy for Artists. CreateSpace Independent Publishing
Platform, 2017. ISBN 9781542468728.
10. Blair, Preston. Cartoon Animation. Walter Foster Publishing, 1994. ISBN
9781560100843.
11. Thomas, Frank, and Ollie Johnston. Disney Animation: The Illusion of Life.
Disney Editions, 1995. ISBN 9780786860708.
12. Hart, Christopher. How to Draw Animation: Learn the Art of Animation from
Character Design to Storyboards and Layouts. Watson-Guptill, 1997. ISBN
9780823023653.

47
Core Course (Practical): Basics of 3D Animation

Course Code AG3CRP08

Course Title Basics of 3D Animation

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 3

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate understanding of the
fundamentals of 3D animation,

CO1 including the production pipeline, U PO1


software tools, and basic
manipulation of 3D objects.
Apply modelling techniques such as
spline, NURBS, and polygon

CO2 modelling to create detailed 3D Ap PO4


models of various objects and
characters.
Analyse and implement shading,
texturing, and lighting techniques to
CO3 An PSO2
enhance the visual quality of 3D
models and scenes.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

48
Course Description:

This course is meant to introduce the student to the world of 3D. In this course, the
student will learn about how to work in 3D space, model, texture, apply lights and
finally take a render output of his/her creation.

Detailed Syllabus

Module I (5 Hours)
Introduction to 3D animation, its uses and scope, 3D production pipeline, various 3D
software -Different file types used in 3D animation and their applications- Basic skills
for handling the selected software like transforming objects, object properties,
hierarchies, pivots, etc.

Module II (22 Hours)


Modeling techniques like Spline, NURBS, Polygon and SubD - Various tools and their
applications, Detailed modeling of furniture, instruments, character props, etc.

Module III (18 Hours)


Shaders and Materials, 2D and 3D textures, Texturing with HDR images, Different
Types of Material Creation, Normal and Artificial Lighting – 1 Point, 2 Point, 3 Point
Lighting In 3D Space, Common Light Attributes, Shadows and its attributes.

Module IV (20 Hours)


Introduction to Animation, Key frame creation, Animation curves - Animating
through paths, Application of basic animation principles: Squash & Stretch – Timing
& Spacing – Anticipation – Slow-In & Slow- Out.3D Cameras, Creating Camera
movements.

Module V (25 Hours)


Exterior Modeling: - Environments- Buildings, Hills, City Etc. - Interior Modeling: -
Architectural / Industrial Structures - Exterior Lighting – Interior Lighting, Rendering
basics, Global illumination, Final gather.

49
Reference

1. Kerlow, Isaac. The Art of 3D Computer Animation and Effects. Wiley, 2009. ISBN
9780470084908.
2. Derakhshani, Randi L., and Dariush Derakhshani. Autodesk 3ds Max 2014
Essentials. Sybex, 2013. ISBN 9781118575147.
3. Naas, Paul. Autodesk Maya 2014 Essentials. Sybex, 2013. ISBN 9781118574874.
4. Simonds, Ben. Blender Master Class: A Hands-On Guide to Modeling, Sculpting,
Materials, and Rendering. No Starch Press, 2013. ISBN 9781593274771.
5. Mullen, Tony, and Claudio Andaur. Blender Studio Projects: Digital Movie
Making. Sybex, 2010. ISBN 9780470496664.
6. Avgerakis, George. Digital Animation Bible: Creating Professional Animation
with 3ds Max, LightWave, and Maya. McGraw-Hill, 2003. ISBN 9780071406857.
7. Gahan, Andrew. 3D Automotive Modeling: An Insider's Guide to 3D Car
Modeling and Design. Focal Press, 2011. ISBN 9780240813697.

50
Core Course (Project): Classical Animation

Course Code AG3PRP03

Course Title Classical Animation

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 3

Course Type Project-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate understanding of
animation principles and techniques,
CO1 U PSO2
plan animated scenes, and create
visually compelling animations.
Analyse and use composition and
visual storytelling principles in

CO2 animation, showcasing effective An PO4


communication through character and
scene design.
Create animations using basic
principles and techniques, reflecting

CO3 on their creative decisions and C PO7


problem-solving methods, and
demonstrating critical thinking skills.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

51
Course Description:

This course aims to provide a robust understanding of animation principles,


complemented by observational studies crucial for animation students. Drawing from
life, including models and animals, helps students grasp gesture, poses, and
movement. By the course's end, participants will be able to visually plan their
animated scenes, exhibit an understanding of composition and visual storytelling, and
demonstrate a basic comprehension of character and scene design.

Detailed Syllabus

Module I (3 Hours)
Animation Equipments – Cels - Light Box– Peg Holes and Peg Bars – Line/Pencil Tests
- Field Charts - Rostrum Camera - The Exposure Sheet (X Sheet) – Concepts Of: -
Soundtrack, Track Breakdown, Key Frames, In-Betweens, Clean-Up etc.

Module II (3 Hours)
Line of Action - Path of Action – Maintaining Volume - Key Drawings – Extremes and
Breakdowns - In- Betweens – Timing Ladder and Numberingof Animation Drawings
– Flipping Key Drawings - Animation Methods: - Straight Ahead, Pose to Pose,
Combination of Both.

Module III (8 Hours)


Acting for Animators – Character Acting - Difference between Acting for Drama and
Acting for Animation - Studies from movies - Motion Analysis - Basics of Animation
Acting - Posing, Timing, Staging - Voice Acting –Facial Expressions - Body Language.

Module IV (45 Hours)


Experiments with Basic Principles of Animation (Squash and Stretch, Anticipation,
Staging, Straight Ahead and Pose to Pose Animation, Follow Through and
Overlapping Action, Slow Out and Slow In, Arcs, Secondary Action, Timing,
Exaggeration, Solid Drawing, Appeal).

52
Module V (31 Hours)
Animating Walks – Normal and Stylized Walks – Walks of Different Types of Human
Characters - Runs - Different Types of Runs – Runs of Different Types of Human
Characters - Jumps – Skips – Leaps - Takes and Double Takes – Anticipation –
Overlapping Actions – Mass and Weight.

Reference

1. Johnston, Ollie, and Frank Thomas. The Illusion of Life: Disney Animation. Disney
Editions, 1995. ISBN 9780786860708.
2. Williams, Richard. The Animator's Survival Kit. Faber & Faber, 2001. ISBN
9780571202287.
3. Blair, Preston. Cartoon Animation. Walter Foster Publishing, 1994. ISBN
9781560100843.
4. Whitaker, Harold, and John Halas. Timing for Animation. Focal Press, 2002. ISBN
9780240521608.
5. White, Tony. How to Make Animated Films. Focal Press, 2009. ISBN
9780240810337.
6. White, Tony. Animation from Pencils to Pixels: Classical Techniques for the Digital
Animator. Focal Press, 2006. ISBN 9780240806705.
7. White, Tony. The Animator's Workbook: Step-By-Step Techniques of Drawn
Animation. Watson-Guptill, 1988. ISBN 9780823002290.
8. Muybridge, Eadweard. The Male and Female Figure in Motion. Dover
Publications, 1985. ISBN 9780486249118.

53
Complementary Course (Practical): Basic Compositing and Visual
Effects

Course Code AG3CMP09

Course Title Basic Compositing and Visual Effects

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 3

Course Type Practical-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate proficiency in using
compositing software to create
CO1 Ap PSO2
visually appealing compositions and
motion graphics.
Analyze and evaluate different
compositing techniques and their
CO2 An PSO3
applications in creating impactful
visual effects.
Create a comprehensive VFX demo

CO3 reel showcasing various compositing C PSO2


techniques and visual effects.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

54
Course Description:

The Basic Compositing and Visual Effects course introduces students to compositing
software, highlighting the possibilities in today's media landscape. The objective is to
provide foundational skills in creating seamless visual effects for film, television, and
multimedia projects.

Detailed Syllabus

Module I (18 Hours)


What is Compositing? Introduction to After Effects Interface Create a new
composition, Timeline panels, Adding footage, Resolution, Quality.

Module II (18 Hours)


Adjustment layers, Solid layers, Pre-Composition, Layers, Basic Animation Rotation,
Scale, Transform, Anchor point, Key frames, Text animation, Easy Ease

Module III (16 Hours)


Layer Management Selecting - Moving layers, Trim in and out points, Motion blur,
Masking Create Masks - Transforming masks, Mask points, Feather - Animating
masks, Blending modes, Track mattes luma, Alpha matte, Animated mattes

Module IV (20 Hours)


Effects and Presets Applying effects, Effects and preset panel, Garbage mattes to
support keying, Chroma Keying, Colour correction

Module V (18 Hours)


Tracking Motion tracking, Motion stabilization, Time warp, Creating a VFX Demo
Reel.

55
Reference

1. Wright, Steve. Compositing Visual Effects. Focal Press, 2010. ISBN 9780240813097.
2. Brinkmann, Ron. The Art and Science of Digital Compositing. Morgan Kaufmann,
2008. ISBN 9780123706386.
3. Kelley, Doug. Digital Compositing in Depth. Coriolis Group Books, 2000. ISBN
9781576104440.
4. Curran, Steve. Motion Graphics: Graphic Design for Broadcast and Film. Rockport
Publishers, 2000. ISBN 9781564967688.
5. Green, David. How Did They Do That? Motion Graphics. Rockport Publishers,
2000. ISBN 9781564967145.
6. Meyer, Trish, and Chris Meyer. Creating Motion Graphics with After Effects. Focal
Press, 2010. ISBN 9780240814155.

56
Core Course (Practical): Branding Design

Course Code AG3CRP10

Course Title Branding Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 3

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90


Expected Course Outcomes
Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Apply the fundamental principles of

CO1 design to effectively solve branding Ap PSO1


system design.
Choose diverse concepts to visualise
style guides and utilise semiotic

CO2 principles for effective E PSO2


communication across various
environments.
Create a branding system for a
CO3 C PSO3
particular brand.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

57
Course Description:

In this course, students will develop creative problem-solving strategies and explore
various design challenges, with an emphasis on establishing effective design methods.
The course aims to provide a comprehensive understanding of branding and the
preparation of style guides.

Detailed Syllabus

Module I (26 Hours)


Common terms in design: Measurements-Absolute and Relative. Standard Sizes:
Paper Sizes-Book and Poster Sizes-Screen Sizes Etc. Page Layout: Working of a Grid
System- Column, Margin, Gutter Spaces, Bleed, Registration and Trim. Paper: Paper
Qualities, Paper Types and Print Quality. Binding/Folding: Types of Binding, Type of
Folds.

Module II (4 Hours)
Corporate Identity: Creation of corporate Logo, visual identity, Logo type: Style
guide-importance of style guide, Selection of colours, typefaces, element placement
etc. stationary designs: Letter head, business card, envelopes etc. –Semiotic designs:
Symbols and Signage for various environments.

Module III (45 Hours)


Posters and promotional designs: Concept creation, application of various design
principles such as emphasis, hierarchy etc. Campaign posters - event posters.
Advertising technique - Advertisement- Objectives, Creative strategy, message
appeals, target market, creative use of images or illustrations. Advertisement for
newspaper- magazine - online promotion etc. Pamphlets and brochures: What is a
Brochure? - Content management, Design Concepts, Selection of typefaces, Page Size,
different methods of folding.

Module IV (10 Hours)


Package Design: 3D Forms and Surface Graphics, Create Cartons, Containers and
Wrappers for Verity of products.

58
Module V (5 Hours)
Reproduction Techniques: History of Printing, Different Printing and Printmaking
Techniques. Exercise: - Visualize a comprehensive style guide, stationeries,
campaign posters, advertisements and package for a particular brand.

Reference

1. Hurlburt, Allen. Layout: Design of the Printed Page. Watson-Guptill, 1981.


ISBN 9780823071661.
2. Cullen, Kristin. Layout Workbook: A Real-World Guide to Building Pages
in Graphic Design. Rockport Publishers, 2007. ISBN 9781592533527.
3. Carter, David E. The Big Book of Layouts. Harper Design, 2009. ISBN
9780061704388.
4. Kompella, Kartikeya, editor. The Definitive Book of Branding. Sage
Publications Pvt. Ltd, 2014. ISBN 9788132117735.
5. Clifton, Rita, et al. Brands and Branding. Profile Books, 2009. ISBN
9781846681133.
6. Weill, Alain. Graphics: A Century of Poster and Advertising Design. Harry
N. Abrams, 2004. ISBN 9780810946358.
7. Gimenez, Marc. Poster Design: Big Size Visuals. Feierabend Unique Books,
2006. ISBN 9783899852673.
8. DuPuis, Steven, and John Silva. Package Design Workbook: The Art and
Science of Successful Packaging. Rockport Publishers, 2008. ISBN
9781592537082.
9. Ellicott, Candace, and Sarah Roncarelli. Packaging Essentials: 100 Design
Principles for Creating Packages. Rockport Publishers, 2010. ISBN
9781592537082.

59
4.4 Semester IV

Core Course (Practical): Designing for Web

Course Code AG4CRP11

Course Title Designing for Web

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 4

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90


Expected Course Outcomes
Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Illustrate UI/UX design principles to
create user-centred website
CO1 U PO1
prototypes using industry-standard
tools.
Analyze engaging and eye-catching

CO2 existing websites using HTML5 and An PO5


CSS3.
Create responsive web design layouts

CO3 using HTML5 and CSS3 properties for C PSO2


different range of screen sizes.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

60
Course Description:

Students are introduced to new media and web authoring techniques and
technologies, learning to create and develop basic interactive projects. Additionally,
they will explore the concept of Responsive Web Design (RWD) and its features on
the Internet.

Detailed Syllabus:

Module I (10 Hours)


Study of how an interactive system to be used to form an effective User interface and
user Experience Design. Interaction Design Principle.

Module II (10 Hours)


Utilization of Design concepts, Colors, Typography, Layout & Digital Imaging to form
an effective interface system for Internet Media. Using Photoshop makes it possible to
form an aesthetic Layout.

Module III (30 Hours)


Introduction to HTML, a language which is used to display & information from the
World Wide Web through a browser. Introduction to Notepad++ (An application
professionally used to code or script web-based content widely)

Module IV (30 Hours)


Advanced web coding using HTML5 & CSS3 in Dreamweaver. Intro to animation,
transition, font & - webkit- techniques in the advanced version of HTML.

Module V (10 Hours)


Introduction to Responsive Webpage Design (RWD) Layout in connection with 960GS
(Grid System) which is used to access the information from web through different
devices. Explore the unique layouts in accordance with content, purpose, device, user
etc.

61
Reference

1. Iuppa, Nicholas V. Interactive Design for New Media and the Web. Focal Press,
2001. ISBN 9780240804954.
2. Graham, Lisa. Principles of Interactive Design. Thomson Learning, 2003. ISBN
9781401832918.
3. Norman, Donald A. The Design of Everyday Things. Basic Books, 2013. ISBN
9780465050659.

62
Core Course (Project): Stop Motion Animation

Course Code AG4PRP04

Course Title Stop Motion Animation

Department Animation And Graphic Design

Programme BA Animation & Graphic Design

Semester 4

Course Type Project-Core

Credit 4 Hrs/Week 5 Total Hours 90


Expected Course Outcomes
Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand the various Stop motion
CO1 U PSO1
techniques.
Apply advanced stop motion

CO2 techniques including lighting, camera Ap PSO2


movement, and continuity.
Create innovative stop motion
animations by developing advanced
CO3 C PO7
techniques and creative storytelling
approaches.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

63
Course Description:

Stop motion animation is a powerful animation technique that makes static objects
appear to be moving. Stop motion animation draws attention to placement, framing,
direction and speed of movement and is an excellent platform to study composition
and experiment with the art of storytelling.

Detailed Syllabus:

Module I (10 Hours)


Difference Between Time-Lapse and Stop Motion Animation Techniques – Time
Lapse Animation Set Ups – Creation of Time-Lapse Animations.

Module II (20 Hours)


Brief History of Stop Motion Photography - General Workflow of Stop Motion
Animations - Procedures and Techniques: – Choosing Camera, Tripods, Lights,
Software Etc. – Preparation Of: - Script, Storyboard, Character Designs Etc. - Character
and Props Creation for Stop Motion Animation – Set Designing for Stop Motion
Animation – Lighting - Post Production

Module III (20 Hours)


Cutout Animation Project - Preparation of Characters/ Models – Finding Suitable
Materials for Making Characters – Different Medium for Adding Details ona Model -
Set Designing – Lighting

Module IV (20 Hours)


Puppet Animation /Clay Animation Project – Types of Puppets: –Simple Clay
Models, Toys, Maquette, Armature, Simple Wire and Plasticine Puppets, Clothed
Puppets - Preparation of Models – Colouring – Costumes - (Clay Modeling) – Set
design for animation

64
Module V (20 Hours)
Pixilation Project - Preparation Of: - Script, Storyboard, Models Etc. - Set Designing -
Lighting - Animation - Post Production. Sand Animation

Reference

1. Laybourne, Kit. The Animation Book. Crown Publishing Group, 1979. ISBN
9780517549145.
2. Taylor, Richard. The Encyclopedia of Animation Techniques: A Comprehensive
Step-By-Step Directory of Techniques, with an Inspirational Gallery of Finished
Works. Running Press, 1996. ISBN 9780762409391.
3. Shaw, Susannah. Stop Motion - Craft Skills for Model Animation. Focal Press, 2008.
ISBN 9780240520557.
4. Purves, Barry J. C. Stop Motion Passion, Process, and Performance. Taylor &
Francis, 2007. ISBN 9780240520557.
5. Williams, Richard. The Animator's Survival Kit. Faber & Faber, 2001. ISBN
9780571202287.

65
Core Course (Practical): Typography

Course Code AG4CMP12

Course Title Typography

Department Animation And Graphic Design

Programme BA Animation & Graphic Design

Semester 4

Course Type Practical-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Evaluate use of different typefaces
and fonts in typographic designs
CO1 E PSO2
based on their anatomy and historical
context.
Apply advanced typographic

CO2 principles to optimize readability and Ap PSO2


legibility in design compositions.
Create innovative typographic

CO3 designs that effectively convey C PSO1


concepts.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

66
Course Description:

The objective of this typography course is to empower students to craft typographic


designs at a professional level.

Detailed Syllabus:

Module I (16 Hours)


Art of Writing: Calligraphy: basic tools and instruments: dip pens, brushes, nibs etc.
Application of calligraphy in designs: Logo designs, announcements, thematic posters
etc. Understanding difference between Calligraphy and Typography

Module II (20 Hours)


Understanding typeface: Typefaces and fonts, Anatomy: Apex, Beak, Arm, tail, serif,
X height etc. Measurements: relative and absolute, point, pica etc. Em space and En
space. Majuscule and minuscule – display type and text types

Module III (18 Hours)


Classification of type - old style, transitional period, modern, slab serif, sans serif,
script, decorative etc.

Module IV (20 Hours)


Selection of a type face in design: point size, line length, leading, tracking, and kerning.
Readability and legibility, integration with visuals, concept, theme etc. 3D type –
application of perceptive etc.

Module V (16 Hours)


Express the meaning or idea of a word by use of size, spacing or placement of letters.
Pattern poems or Concrete poetry, Typo grams, Calligramme etc.

Reference

1. Lupton, Ellen. Thinking with Type, 2nd Revised and Expanded Edition. Princeton
Architectural Press, 2010. ISBN 9781568989693.

67
2. McDevitt, Mary Kate. Hand-Lettering Ledger. Chronicle Books, 2015. ISBN
9781452125426.
3. Heller, Steven, and Gail Anderson. The Typographic Universe: Letterforms Found
in Nature, the Built World and Human Imagination. Thames & Hudson, 2014.
ISBN 9780500241487.
4. Heller, Steven, and Louise Fili. Shadow Type: Classic Three-Dimensional
Lettering. Princeton Architectural Press, 2013. ISBN 9781616892042.
5. Fowkes, Alex. Drawing Type: An Introduction to Illustrating Letterforms.
Princeton Architectural Press, 2014. ISBN 9781616891946.

68
Core Course (Project): Advanced Cel Animation

Course Code AG4PRP05

Course Title Advanced Cel Animation

Department Animation And Graphic Design

Programme BA Animation & Graphic Design

Semester 4

Course Type Project-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand the basics tools and
CO1 U PSO1
principles of digital cell animation.
Apply advanced cell animation

CO2 techniques to create smooth and Ap PSO2


expressive character movements.
Develop aesthetic and quality
animation projects by considering the
CO3 C PSO1
animation principles and audience
engagement.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

69
Course Description:

The objective of the Advanced Cel Animation course is to refine students' skills in
traditional animation techniques, focusing on the intricacies of hand-drawn frame-by-
frame animation. Students will delve into advanced principles of movement, timing,
and character development, culminating in the creation of polished animated
sequences.

Detailed Syllabus:

Module I (10 Hours)


Animation of Four Legged and Two Legged Animals - Normal and Stylized
Movements of animals

Module II (10 Hours)


Bird Flight / Movements in Different Stages - Movements of Reptiles - Animating
Insects and Fishes

Module III (20 Hours)


Phonetics – Standard Mouth Shapes - Dialogue Animation – The Sound Track -
Phrasing – Accents – Attitudes – Recoding of Dialogues and Voice-Over –Marking in
X Sheets – Synchronizing Sound. - Dialogue Animation of Humanoid Characters

Module IV (10 Hours)


Animating Special Effects: - Cloth, Sky, Lightening, Rainfall, Snow, Water Drops,
Water Ripples, Waves, Smokes, Fire, Explosions Etc.

Module V (40 Hours)


Project: Creation of a digital 2D animation short film with proper use of (digital) ink
and paint, sound synchronization etc.

70
Reference

1. Williams, Richard. The Animator's Survival Kit. Faber & Faber, 2001. ISBN
9780571202287.
2. Blair, Preston. Cartoon Animation. Walter Foster Publishing, 1994. ISBN
9781560100843.
3. Whitaker, Harold, and John Halas. Timing for Animation. Focal Press, 2002.
ISBN 9780240521608.
4. White, Tony. How to Make Animated Films. Focal Press, 2009. ISBN
9780240810337.
5. Roberts, Steve. Character Animation: 2D Skills for Better 3D. Focal Press,
2012. ISBN 9780240525903.
6. Muybridge, Eadweard. Horses and Other Animals in Motion. Dover
Publications, 1985. ISBN 9780486249118.
7. Johnston, Ollie, and Frank Thomas. The Illusion of Life: Disney Animation.
Disney Editions, 1995. ISBN 9780786860708.
8. White, Tony. Animation from Pencils to Pixels: Classical Techniques for the
Digital Animator. Focal Press, 2006. ISBN 9780240806705.
9. White, Tony. The Animator's Workbook: Step-By-Step Techniques of
Drawn Animation. Watson-Guptill, 1988. ISBN 9780823002290.

71
Core Course (Practical): Techniques of 3D Animation

Course Code AG4CRP13

Course Title Techniques of 3D Animation

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 4

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate understanding of
advanced 3D modelling techniques,

CO1 including modelling automobiles, U PO1


human body parts, and creating blend
shapes.
Apply texture mapping techniques
using UV coordinates and procedural
CO2 Ap PSO2
texturing to enhance the visual quality
of 3D models.
Analyze and implement rigging
techniques such as skeleton setups,

CO3 deformers, and animation constraints An PSO2


to support character animations
effectively.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

72
Course Description:

Techniques of 3D Animation is a specialty course for the 3D Animation curriculum.


This course provides students technical skills needed to model, texture, rig, alter and
support character animations effectively.

Detailed Syllabus:

Module I (18 Hours)


Modeling Automobiles - Modeling of Human Body Parts (Head, Ear, Mouth, Limbs,
Torso, Etc.), Creation of Blend Shapes, Creating good mesh topology, Mesh Clean-Up.

Module II (18 Hours)


Materials Through Nodes – Material Utilities – Applying UV Coordinates for
Texturing, various techniques of Editing UV Layouts, Importing 3D Objects Directly
into Texture Painting Softwares – Painting UV Map – Application of the Texture -
Procedural Texturing.

Module III (18 Hours)


Study of skeleton Setups – Skeleton Creation – IK and FK –Attribute Controls –
Expressions and basic Scripting for Rig –Rig Controls. Constraints – Locking and
Hiding Animation Channels – Custom Attributes – Driven Keys, Creating Rigs for
Props and two legged characters.

Module IV (11 Hours)


Deformers, Skinning, Controlling Skin Weights – Painting skin Weights, Use of Blend
Shapes.

Module V (25 Hours)


Editing Curves, Animation Layering, Animation constrains – Pose creation – linear
and Non-linear animation techniques –Modifiers and Controllers. Planning and
Blocking Animations, Break downs. Cyclic animation: Walk, Run, Jump.

73
Reference

1. Williamson, Jonathan. Character Development in Blender 2.5. CRC Press,


2011. ISBN 9780240817572.
2. Derakhshani, Randi L., and Dariush Derakhshani. Autodesk 3ds Max 2014
Essentials. Sybex, 2013. ISBN 9781118575147.
3. Naas, Paul. Autodesk Maya 2014 Essentials. Sybex, 2013. ISBN
9781118574874.
4. Simonds, Ben. Blender Master Class: A Hands-On Guide to Modeling,
Sculpting, Materials, and Rendering. No Starch Press, 2013. ISBN
9781593274771.
5. Ratner, Peter. 3D Human Modeling and Animation. Wiley, 2003. ISBN
9780471383854.
6. Avgerakis, George. Digital Animation Bible: Creating Professional
Animation With 3ds Max, Lightwave, And Maya. McGraw-Hill, 2003. ISBN
9780071406857.
7. Rodriguez, David. Animation Methods - Rigging Made Easy: Rig Your First
3D Character in Maya. Independently published, 2016. ISBN
9781520296334.
8. Mullen, Tony, and Claudio Andaur. Blender Studio Projects: Digital Movie
Making. Sybex, 2012. ISBN 9781118172713.

74
4.5 Semester V

Core Course: Environmental Studies and Human Rights

Course Code AG5CRT14

Course Title Environmental Studies and Human Rights

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 5

Course Type Theory-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Infer concepts of environmental

CO1 studies, its consequences and impact U PO2


on mankind.
Analyze the influence of media, law
CO2 An PO2
and ethics in environmental issues.
Relate importance of Human Rights in

CO3 international and national R PO2


perspectives.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

75
Course Description:

Environmental Education helps students to understand how their decisions and


actions affect the environment, builds knowledge and skills necessary to address
complex environmental issues, as well as ways we can take action to keep our
environment healthy and sustainable for the future. It encourages character building,
and develop positive attitudes and values.

Detailed Syllabus:

Module I (20 Hours)


Multidisciplinary nature of environmental studies: Definition, scope and importance
- Need for public awareness. Natural Resources: Renewable and non-renewable
resources: Natural resources and associated problems. a) Forest resources: Use and
over-exploitation, deforestation, case studies, Timber extraction, mining, dams and
their effects on forest and tribal people. b) Water resources: Use and over-utilization
of surface and ground water, floods, drought, conflicts over water, dams-benefits and
problems. c)Mineral resources: Use and exploitation, environmental effects of
extracting and using mineral resources, case studies. d) Food resources: World food
problems, changes caused by agriculture and overgrazing, effects of modern
agriculture, fertilizer-pesticide problems, water logging, salinity, case studies. e)
Energy resources: Growing energy needs, renewable and non-renewable energy
sources, use of alternate energy sources, Case studies. f) Land resources: Land as a
resource, land degradation, man induced landslides, soil erosion and desertification -
Role of individual in conservation of natural resources - Equitable use of resources for
sustainable life styles. Ecosystems: Concept of an ecosystem - Structure and function
of an ecosystem - Producers, consumers and decomposers - Energy flow in the
ecosystem - Ecological succession - Food chains, food webs and ecological pyramids -
Introduction, types, characteristic features, structure and function of the given
ecosystem: - Forest ecosystem

76
Module II (20 Hours)
Biodiversity and its conservation: Introduction - Biogeographical classification of
India - Value of biodiversity: consumptive use, productive use, social, ethical,
aesthetic and option values -India as a mega-diversity nation - Hot-sports of
biodiversity - Threats to biodiversity: habitat loss, poaching of wildlife, man-wildlife
conflicts - Endangered and endemic species of India Environmental Pollution:
Definition - Causes, effects and control measures of: - (Air pollution, Water pollution,
Soil pollution, Marine pollution, Noise pollution, Thermal pollution) - Nuclear
hazards - Solid Waste Management: (Causes, effects and control measures of urban
and industrial wastes) - Role of an individual in prevention of pollution - Pollution
case studies - Disaster management: floods, earthquake, cyclone and landslides. Social
Issues and the Environment : Urban problems related to energy - Water conservation,
rain water harvesting, watershed management - Resettlement and rehabilitation of
people: its problems and concerns, Case studies - Environmental ethics: Issues and
possible solutions - Climate change, global warming, acid rain, ozone layer depletion
, nuclear accidents and holocaust, Case studies - Consumerism and waste products -
Environment Protection Act -Air ( Prevention and Control of Pollution) Act - Water
(Prevention and control of Pollution) Act - Wildlife Protection Act -Forest
Conservation Act -Issues involved in enforcement of environmental legislation -
Public awareness

Module III (15 Hours)


Sound pollution: Dynamic range of hearing– Amplitude, frequency, Threshold of
hearing, threshold of pain. Causes of Sound pollution – Industrialization, poor urban
planning, social events, Transportation, Construction activities, Household chores,
Effect of Sound pollution - Hearing problem, Health issue, Sleeping disorder,
Cardiovascular issues, Trouble communicating, Effect on wild life. Prevention of
Sound pollution

77
Module IV (15 Hours)
Media and environment: Media coverage of environmental issues; Agenda setting of
environmental risks and its presentation, Role of various media in establishing and
maintaining perspectives on environment; tendencies and limitations of green
journalism; Media as bridge between science and public.

Module V (20 Hours)


Human Rights– An Introduction to Human Rights, Meaning, concept and
development, Three Generations of Human Rights (Civil and Political Rights;
Economic, Social and Cultural Rights). Human Rights and United Nations –
contributions, main human rights related organs UNESCO, UNICEF, WHO, ILO,
Declarations for women and children, Universal Declaration of Human Rights.
Human Rights in India – Fundamental rights and Indian Constitution, Rights for
children and women, Scheduled Castes, Scheduled Tribes, Other Backward Castes
and Minorities
Environment and Human Rights - Right to Clean Environment and Public Safety:
Issues of Industrial Pollution, Prevention, Rehabilitation and Safety Aspect of New
Technologies such as Chemical and Nuclear Technologies, Issues of Waste Disposal,
Protection of Environment Conservation of natural resources and human rights:
Reports, Case studies and policy formulation. Conservation issues of Western Ghats-
mention Gadgil committee report, Kasthurirengan Report. Over exploitation of
groundwater resources, marine fisheries, sand mining etc.

Internal: Field study

● Visit to a local area to document environmental grassland/ hill /mountain


● Visit a local polluted site – Urban/Rural/Industrial/Agricultural Study of
common plants, insects, birds etc
● Study of simple ecosystem-pond, river, hill slopes, etc

78
Reference

1. Bharucha, Erach. Text Book of Environmental Studies for Undergraduate


Courses. 2nd ed., University Press, 2013. ISBN: 9788173715402.
2. Clark, R.S. Marine Pollution. Clanderson Press, Oxford. ISBN:
9780750632122.
3. Cunningham, W.P., Cooper, T.H., Gorhani, E., and Hepworth, M.T.
Environmental Encyclopedia. Jaico Publishing House, 2001. ISBN:
9788172243746.
4. De, A.K. Environmental Chemistry. Wiley Eastern Ltd. ISBN:
9788122421083.
5. Heywood, V.H., and Watson, R.T. Global Biodiversity Assessment.
Cambridge University Press, 1995. ISBN: 9780521564816.
6. Jadhav, H., and Bhosale, V.M. Environmental Protection and Laws.
Himalaya Publishing House, 1995. ISBN: 9788184880928.
7. McKinney, M.L., and Schoch, R.M. Environmental Science: Systems &
Solutions. Web Enhanced Edition, 1996. ISBN: 9780763709185.
8. Miller, T.G. Jr. Environmental Science. Wadsworth Publishing Co. ISBN:
9780534424199.
9. Odum, E.P. Fundamentals of Ecology. W.B. Saunders Co., USA, 1971. ISBN:
9780721664077.
10. Rao, M.N., and Datta, A.K. Waste Water Treatment. Oxford & IBH
Publishing Co. Pvt. Ltd., 1987. ISBN: 9788120417170.
11. Rajagopalan, R. Environmental Studies: From Crisis to Cure. Oxford
University Press, 2016. ISBN: 9780199465286.
12. Sharma, B.K. Environmental Chemistry. Geol Publishing House, Meerut,
2001. ISBN: 9788176490410.
13. Townsend, C., Harper, J., and Begon, Michael. Essentials of Ecology.
Blackwell Science. ISBN: 9780632043412.

79
14. Trivedi, R.K. Handbook of Environmental Laws, Rules Guidelines,
Compliances and Standards. Vols. I and II, Enviro Media. ISBN:
9788187021441.
15. Trivedi, R.K., and Goel, P.K. Introduction to Air Pollution. Techno-Science
Publication. ISBN: 9788172333681.
16. Wagner, K.D. Environmental Management. W.B. Saunders Co.,
Philadelphia, USA, 1998. ISBN: 9780721664145.

Human Rights Books


1. Amartya Sen. The Idea of Justice. Penguin Books, 2009. ISBN:
9780141037851.
2. K.J.S.Chatrath, editor. Education for Human Rights and Democracy. Indian
Institute of Advanced Studies, 1998. ISBN: 9788185952464.
3. Law Relating to Human Rights. Asia Law House, 2001. ISBN:
9788176738888.
4. Shireesh Pal Singh,. Human Rights Education in the 21st Century.
Discovery Publishing House Pvt. Ltd, New Delhi. ISBN: 9789350562001.
5. S.K. Khanna, Children and Human Rights. Commonwealth Publishers,
1998, 2011. ISBN: 9788171691416.
6. Sudhir Kapoor, Human Rights in 21st Century. Mangal Deep Publications,
Jaipur, 2001. ISBN: 9788175940756.
7. United Nations Development Programme. Human Development Report
2004: Cultural Liberty in Today’s Diverse World. Oxford University Press,
2004. ISBN: 9780195221466.

80
Complimentary Course (Practical): Interaction Design

Course Code AG5CMP15

Course Title Interaction Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 5

Course Type Practical-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Define and differentiate basic internet
terms and concepts to effectively
CO1 R PO1
communicate with technical and non-
technical stakeholders.
Create interactive and dynamic web

CO2 elements that enhance user C PSO2


engagement and functionality.
Design and implement a database
management system (DBMS) for
storing and retrieving data,
CO3 C PSO2
integrating it into a project that hosts
student portfolios to showcase
practical skills in interaction design.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

81
Course Description:

This course introduces students to basic programming concepts, allowing them to


explore and experiment with code to control visual and interactive elements. By the
end of this course, students must showcase their creative and innovative works to the
multimedia industry to secure a high-profile job.

Detailed Syllabus

Module I (10 Hours)


Explore the internet terms like web hosting, web server, client server, domain
registration etc. Explain the difference between static and dynamic Web Sites.

Module II (20 Hours)


Client-Side Scripting Language - Java Script: Creating User Logins and Form
validation using JScript. Introduction to DOM (Document Object Model) concept

Module III (20 Hours)


Server-Side Scripting Language - PHP: Explain how the form data are being sent to
the server and retrieve it from the server to the browser window.

Module IV (20 Hours)


Database Management System (DBMS) - Intro to SQL or MySQL which is used to
create, read, write, delete and update records / data to/from a database from a PHP
file.

Module V (20 Hours)


Project: Hosting of the student's Portfolio Site or Creating a Blog which showcase their
skillset to the realm of multimedia for the job-hunting purpose.

82
Reference

1. Adobe Creative Team. Adobe Flash Professional CC Classroom in a Book.


Adobe Press, 2013. ISBN: 9780321929049.
2. Tickoo, Sham. Adobe Flash Professional CC: A Tutorial Approach (Revised
and Updated Version). CADCIM Technologies, 2014. ISBN: 9781936646929.
3. Shupe, Rich, and Zevan Rosser. Learning ActionScript 3.0: A Beginner's
Guide. O'Reilly Media, 2010. ISBN: 9780596527877.
4. Winnie, Doug. Fundamentals of ActionScript 3.0: Develop and Design.
Adobe Press, 2012. ISBN: 9780321777022.

83
Core Course (Practical): Digital Illustration

Course Code AG5CRP16

Course Title Digital Illustration

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 5

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 90


Expected Course Outcomes
Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand the digital illustration
CO1 U PSO2
techniques.
Apply advanced techniques in digital
illustration and infographic design to
CO2 Ap PSO2
effectively communicate information
through visuals.
Create digital and informative
illustrations into a complete portfolio

CO3 demonstrating the technical skill, C PO7


artistic vision, and flexibility across
different genres and media.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

84
Course Description:

Various tools and techniques in digital illustration and information design are
thoroughly explained. Both vector and raster applications are employed to produce a
variety of styles and effects.

Detailed Syllabus

Module I (10 Hours)


Introduction Digital illustration applications - Creating brush presets - Creating
patterns for colour mixing, Using pen stroke paths. Digital painting techniques –
Using blending modes, Opacity.

Module II (15 Hours)


Concept Art: Character, Costume, Product, Equipment, Background concepts, Speed
painting, Creature Concepts, Flora and Fauna, Comic Book layout & Illustration.

Module III (15 Hours)


Basics of Information Design visualization – translating data into visuals. Designing
statistical information graphics, Semiotics: The representation of objects – the process
of simplification.

Module 4 (15 Hours)


Visualizing complex data – process of converting data into useful information using
graphics, Recreating events in space and time.

Module V (35 Hours)


Project

Reference

1. Hewett, 3D. Digital Painting Techniques: Practical Techniques of Digital Art


Masters. 2nd ed., 3DTotal Publishing, 2016. ISBN: 9780995587021.

85
2. Tufte, Edward R. The Visual Display of Quantitative Information. Graphics
Press, 2001. ISBN: 9780961392147.
3. Gollner, E. The Skillful Huntsman: Visual Development of a Grimm Tale
(Concept Art). 1st ed., The Art of the Tale, 2012. ISBN: 9780984035726.
4. Zeegen, Lawrence. Complete Digital Illustration: A Master Class in Image-
Making. Bloomsbury Publishing, 2011. ISBN: 9781472567616.
5. Caplin, Steve, Adam Banks, and Nigel Holmes. The Complete Guide to
Digital Illustration. Laurence King Publishing, 2011. ISBN: 9781856696537.
6. Jacobson, Robert. Information Design. 3rd ed., Princeton Architectural
Press, 2014. ISBN: 9781616891747.
7. Tufte, Edward R. Envisioning Information. Graphics Press, 1990. ISBN:
9780961392147

86
Core Course (Practical): Advanced 3D Animation Techniques

Course Code AG5CRP17

Course Title Advanced 3D Animation Techniques

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 5

Course Type Practical-Core

Credit 4 Hrs/Week 5 Total Hours 108

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Demonstrate understanding of
advanced 3D modelling techniques,
including modelling various types of
CO1 U PO1
human characters, animals, and birds
with attention to proportions and body
parts.
Apply principles of animation and
body language to animate different

CO2 types of characters effectively, Ap PSO2


incorporating techniques such as lip
sync and facial expressions.
Analyze and implement rigging
techniques for four-legged characters,
CO3 An PSO2
including creating rigs and applying
constraints for realistic animation.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

87
Course Description:

This course will explore advanced topics in 3D modeling, character animation,


rigging, and rendering. It will focus particularly on techniques for giving computer-
generated characters a lifelike quality.

Detailed Syllabus

Module I (18 Hours)


Modeling Different Types of Human Characters (Real, Stylized, Comic, Characters of
Different Age Group Etc.). Modeling Animals and Birds - Basic Proportions, Modeling
of Body Parts (Head, Ear, Horns, Mouth, Limbs, Torso, Tail, Wings Etc.)

Module II (35 Hours)


Animating Different Types of Characters - Applying Principles of Animation - Body
Language – Posing – Action – Reaction – Push and Pull – Lift – Throw – Staging.
Animation of Camera and Light – Animating to Music and Dialogues - Lip Sync –
Facial Expressions – Graph Editor - Dope Sheet - Blend Shapes – Basics of Motion
Capture. Linear and Non-linear Animation Techniques.

Module III (17 Hours)


Creating rigs for four legged characters.

Module IV (10Hours)
Lighting a Character - Lighting a Scene to Matching the Environment - Exterior
Lighting – Interior Lighting. Camera matching techniques.

Module V (10 Hours)


Ray Tracing - Final Gathering – Global Illumination and Caustic Effects - Render
Setups (Single Frame Rendering, Batch Rendering, And Different Rendering Formats)
– Motion Blur – Applying Render Passes for Compositing - Image Based Lighting and
HDRI Rendering.

88
Reference

1. Derakhshani, Randi L., and Dariush Derakhshani. Autodesk 3ds Max 2014
Essentials. Wiley, 2013. ISBN: 9781118773088.
2. Naas, Paul. Autodesk Maya 2014 Essentials. Wiley, 2013. ISBN:
9781118773057.
3. Roberts, Steve. Character Animation: 2D Skills for Better 3D. Focal Press,
2004. ISBN: 9780240806027.
4. Williams, Richard. The Animator's Survival Kit. Faber and Faber, 2009.
ISBN: 9780571202288.
5. Whitaker, Harold, and John Halas. Timing for Animation. Focal Press, 1981.
ISBN: 9780240801435.
6. Avgerakis, George. Digital Animation Bible: Creating Professional
Animation with 3ds Max, LightWave, and Maya. Focal Press, 2004. ISBN:
9780240807918.
7. Birn, Jeremy. Digital Lighting and Rendering. New Riders, 2010. ISBN:
9780321623218.
8. O'Conner, Jennifer. Mastering Mental Ray: Rendering Techniques for 3D
and CAD Professionals. Sybex, 2011. ISBN: 9781118022752.
9. Mullen, Tony, and Claudio Andaur. Blender Studio Projects: Digital Movie
Making. Sybex, 2012. ISBN: 9781118232656.
10. Simonds, Ben. Blender Master Class: A Hands-On Guide to Modeling,
Sculpting, Materials, and Rendering. Focal Press, 2014. ISBN:
9780240819569.

89
Open Course: Computer Fundamentals, Internet and Ms Office

Course Code CA5OPT02

Course Title Computer Fundamentals, Internet and Ms Office

Department Department of English Communication & Journalism

BA English Literature, Communication & Journalism Model III


Programme
(Triple Main)

Semester 5

Course Type Open Course

Credit 4 Hrs/Week 4 Total Hours 60

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Outline history of computers and
CO1 explain the concepts of OS, networks U PSO1
and internet services.
Make use of the features in MS Word
CO2 and MS PowerPoint to develop Ap PSO1
presentations and documents.
Utilise the features of MS Excel to
CO3 organise data and to apply various Ap PSO1
functions.
Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,
E-Evaluate, C-Create

90
Course Description

This course provides a historical overview of computers and explores concepts such
as operating systems (OS), networks, and internet services. Students will utilize MS
Word and MS PowerPoint features to develop presentations and documents, and MS
Excel features for data organization and function application. Practical exercises
enhance proficiency in office productivity tools.

Module I (12 Hours)


Computer Fundamentals: History, Generations, Classifications, Operating Systems,
Types of Networks

Module II (12 Hours)


The Internet, TCP/IP, IP Addressing, Client Server Communication, Intranet, WWW,
Web Browser and Web Server, Hyperlinks, URLs, Electronic Email

Module III (14 Hours)


Word processing: Introduction, Microsoft Word, Basic Menus, Formatting the text &
paragraph, Working with Index

Module IV (18 Hours)


Spreadsheet: Introduction, Microsoft Excel, Basic Menus, Formulas, Basic functions,
Charts and Graphs.

Module V (16 Hours)


Microsoft PowerPoint: Introduction, Basic Menus, Template, Slide Basics, Charts,
Adding Multimedia & Animation.

Books of Study:

1. Dinesh Maidasani, Firewall Media - “Learning Computer Fundamentals, MS Office


and Internet & WebTechnology”, , Lakshmi Publications.

91
References:

1. Harley Hahn - “Internet Complete Reference”, , Second Edition, Tata McGraw Hill
Education
2. Gary B. Shelly, Misty E. Vermaat - “Microsoft Office 2010: Advanced” , CENGAGE
Learning 2010

92
4.6 Semester VI

Course: Internship (OJT)

Course Code AG6OJP01

Course Title Internship

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type OJT

Credit 2

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Apply practical experience in

CO1 animation or graphic design utilizing U PO4


theoretical knowledge.
Assess socio-ethical challenges
encountered during the internship,
CO2 E PO2
effectively communicating their
experiences and solutions.
Analyze the workflow, techniques,
and technologies used in the

CO3 animation or graphic design studio, An PSO3


proposing innovative solutions to
observed challenges.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

93
Course Description:

Internship is on the job training to assimilate the professionalism in a career.


Internships offer students a period of practical experience in the industry relating to
their field of study. The students should have to undergo an Internship at an
Animation Studio/ Graphic Design Studio for one month at the beginning of the sixth
semester.

Detailed Syllabus:

Students are required to prepare individual reports following their internship, which
must be authenticated by the organization where the internship was conducted. The
comprehensive report should then be submitted to the HOD or Guide for evaluation.

94
Core Course: Animation Project

Course Code AG6PRP06

Course Title Animation Project

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type Project-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Develop ideas and project progress
clearly through documentation,
CO1 Ap PSO2
fostering effective communication and
creativity.
Create animated projects using
different techniques, applying their

CO2 knowledge of animation production, C PSO2


and integrating visual effects
effectively.
Evaluate their work, consider its
socio-ethical implications, and solve
CO3 E PSO2
any encountered challenges,
showcasing critical thinking skills.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

95
Course Description:

The course aims to enhance students' creative and technical abilities, preparing them
for professional work in the animation industry.

Detailed Guidelines

Students should create an animation not less than three minutes excluding titles using
any of the following methods for their animation project,
● Full 2D Animation
● Full 3D Animation
● Full Stop-motion Animation
● 2D Animation + 3D Animation
● 3D Animation + Stop-motion Animation
● 2D Animation + Stop-motion Animation
● 2D Animation + Visual Effects
● 3D Animation + Visual Effects
● Stop-motion Animation + Visual Effects
● 2D Animation + 3D Animation + Visual Effects
● 3D Animation + Stop-motion Animation + Visual Effects
● 2D Animation + Stop-motion Animation + Visual Effects
● Live Action + Animation
Project should be worked out through various production stages after the final
approval by the supervising faculty. Students have to complete the final project within
the given time period. Student should keep all the important paper works (script,
storyboard and character designs) along with them. Viva Voce is part of the
examination.

96
Complementary Course (Practical): Publication Design

Course Code AG6CMP18

Course Title Publication Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type Practical-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Illustrate visualisation of layout for
CO1 different publication formats. U PSO1
Recommend layout for print and
digital media using hand drawn /
CO2 digital thumbnails. E PSO2
Produce publication designs utilising
relevant software for layout
CO3 designing. C PSO3

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

97
Course Description:

This course examines the graphic designer’s role in the layout and design of multi-
page publications in print and digital media. Lectures and studio work cover historical
and current practices and technologies used to produce multi-page publications.
Students create visualization for several publications using the
design elements and art skills.

Detailed Syllabus

Module I (17 Hours)


Layout Design: Directing the Eye, Backwards Movement, Application of Design
Principles in Lay Out, Free Style Lay Out, Grid Design etc. understanding of Formats,
Margins, Columns and Gutters.

Module II (20 Hours)


Visualization of various layouts- magazine, newspaper, books, screen media etc.
Creating a Suitable Grid, Title and Cover Policies. Selecting and Using Type family,
White Space, Colour, Headlines, The Masthead etc.

Module III (25 Hours)


Introduction to Adobe InDesign / scribes: Various tools and panels-Character
formatting options and paragraph formatting. Colour and swatches palette,
understanding of swatches exporting. Objects and its treatments: Shapes, Path –
corner options, pathfinder etc. Clipping path and image masking. Page Panel, Insert
Page, Concept of master page- apply Master to Page, Override master Item. Number
& Section Option, Table of Content, Bullets & Numbering etc. Proof setup: - Pre-flight
options, separations preview etc. Exporting of documents, Print booklet options etc.

Module IV (10 Hours)


Multipage publication design exercises: Visualization for various Formats: Magazine,
Newspaper, books etc.

98
Module V (18 Hours)
Electronic Publishing: Interactive PDF and Other E-Pub Formats, Interaction Between
Movies, Sound Clips URL’s And Other E-Books, E-Publication for Various Platforms.

Reference

1. Carter, David E. The Big Book of Layouts. Harper Design, 2002. ISBN:
9780060959833.
2. Tondreau, Beth. Layout Essentials: 100 Design Principles for Using Grids.
Rockport Publishers, 2007. ISBN: 9781592533840.
3. Best of Newspaper Design. Society of News Design, 2009. ISBN:
9780976238521.
4. Frost, Chris. Designing for Newspapers and Magazines. Focal Press, 2008.
ISBN: 9780240809684.
5. Cullen, Kristin. Layout Workbook. Rockport Publishers, 2006. ISBN:
9781592531716.
6. Hochuli, Jost, and Robin Kinross. Designing Books: Practice and Theory.
Hyphen Press, 2006. ISBN: 9781870650671.
7. Kindle Direct Publishing. Building Your Book for Kindle. Amazon, 2015.
ISBN: 9781501010894.
8. Svenonius, Elaine. The Intellectual Foundation of Information
Organization. MIT Press, 2000. ISBN: 9780262194406.

99
Core Course: Design Project

Course Code AG6PRP07

Course Title Design Project

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type Project-Core

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Apply foundational principles of
graphic design to conceptualise and

CO1 execute visually compelling projects Ap PSO1


that effectively communicate intended
messages
Analyse design elements and
techniques used in graphic design

CO2 projects to evaluate their effectiveness An PSO2


in achieving desired aesthetic and
communicative goals.
Create original graphic design
solutions by integrating creative

CO3 concepts, technical skills, and critical C PO3


thinking to meet project objectives
and address client needs.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

100
Course Description:

The Graphic Design Project course enables students to apply design principles to
create innovative visual solutions. Through hands-on projects, students will explore
various mediums and software, enhancing their skills in typography, layout, and
digital illustration. The course aims to develop their portfolio, preparing them for
professional opportunities in the graphic design industry.

Detailed Guidelines

Design project has two parts.

Part A: Graphic Design Project

Part B: Demo reel presentation

Part A
All students develop an original body of work, culminating in a final presentation
accompanied by a written component. This module offers students the opportunity to
develop their own design project focusing on each student’s personal design vision.
Final design outcomes may range from small or large scale printed artefacts. The
project work is carried out under close guidance of a faculty member.

Part B
Demo reel presentation is intended to assist the student to prepare for a job interview.
Student will have to present his/her demo reel which is a culmination of their original
works or of their area of expertise.
The faculty will share tips and strategies to create an engaging demo reel and to face
a job interview successfully. The demo reel should be in Interactive format. The
student is free to use his/her individual creative style to present the final demo reel.

101
Tips for Demo reel

What is a demo reel? Tips to create a successful demo reel - Keep it short, Make it
specific, Choose a style - Collage or samples, Put your best work first, Your work only,
Slate it - Include contact details at the start or the end of the demo reel, Showcase your
involvement, Highlight impressive clients, Emphasize technical ability - Before and
after shots of their work, Be mindful of aspect ratios, Say “No” to copyrighted music,
Cut to the beat, Don’t repeat footage, Quality control, Online all the time, DVDs for
delivery, Label with contact info, Active and accessible, Show your personality, Ask a
critic Discuss the importance of self-promotion –

Getting visibility - YouTube, Vimeo, Facebook, Blogs, Web page, Business cards, Job
portals etc.

102
Course (Project): Choice Based Course

Painting With Pixels


Course Code AG6CBP1.3

Course Title Painting with Pixels

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type Project-Choice Based Course

Credit 3 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Analyze various painting techniques
such as digital painting, charcoal
CO1 An PO1
drawings, pastel and apply them
using digital tools.
Apply character design principles and
techniques, including sketching,

CO2 painting, and lighting, to create Ap PSO2


visually appealing characters with
depth and personality.
Develop matte painting including
background plate preparation, matte

CO3 creation, and 3D element integration, C PSO2


to create realistic and fantasy scenes
with visual depth.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

103
Course Description:

This course will introduce the students to the art and craft of painting techniques like
matte painting, rotoscopy, digital paint effects etc. Students apply this technique to
the recreation of both realistic and fantasy scenes and character texturing. Emphasis
also given to visual effect techniques like wire removal, paint animation etc.

Detailed Syllabus

Module I (10 Hours)


Concept of digital painting, Basic tools for painting, Digital creation of charcoal
drawings, pastel, water color and oil painting using Photoshop, Illustration
techniques.

Module II (25 Hours)


Character design: issues and limitations - Creating character history, Designing the
physical look -Drawing, Sketching and painting of the character, Value and color in
character creation. Lighting for a character, Using and blending edges in painting -
Creating textures and patterns - Painting an eye, face and hair, Painting real and
fantasy characters.

Module III (21 Hours)


Matte painting: preparing the background plate, articulated mattes, plate restoration,
plate extension, adding 3D elements, creating sky mattes, static matte and motion
matte painting, color grading, final output.

Module IV (20 Hours)


Wire removal technique using Van bus compositing softwares. Rotoscopy: basics and
examples, Tracing for animation, matting with green screen, Garbage matting, mid
ground Roto, Compositing mid ground, colorizing, and animated wipe.

104
Module V (14 Hours)
Demo reel creation

Reference

1. Tonge, Gary. Bold Vision: A Digital Painting Bible. Focal Press, 2009. ISBN 978-
0240811470.
2. McKenna, Martin. Digital Fantasy Painting Workshop. Collins, 2004. ISBN 978-
0007164099.
3. Seegmiller, Don. Digital Character Design and Painting. Charles River Media,
2003. ISBN 978-1584502326.
4. Cole, David. Complete Digital Painting Techniques. David & Charles, 2009. ISBN
978-0715323100.
5. Burns, Michael. Digital Fantasy Painting. RotoVision, 2003. ISBN 978-2880467208.
6. Caplin, Steve, et al. The Complete Guide to Digital Illustration. Collins & Brown,
2003. ISBN 978-1843401210.
7. Tsan, Francis. 100 Ways to Create Fantasy Figures. Impact Books, 2005. ISBN 978-
1581806892.
8. Alexander, Rob, and Martin McKenna. Drawing and Painting Fantasy Landscapes
and Cityscapes. Barron's Educational Series, 2006. ISBN 978-0764133104.
9. Vaz, Mark Cotta, and Craig Barron. The Invisible Art: The Legends of Movie Matte
Painting. Chronicle Books, 2004. ISBN 978-0811831369.
10. Altiner, Alp, et al. D’artiste Matte Painting. Ballistic Publishing, 2005. ISBN 978-
1921002137.

105
Complementary Course (Project): Advertising Design

Course Code AG6PRP08

Course Title Advertising Design

Department Animation and Graphic Design

Programme BA Animation & Graphic Design

Semester 6

Course Type Project-Complementary

Credit 4 Hrs/Week 5 Total Hours 90

Expected Course Outcomes


Cognitive PO, PSO
CO No. Upon completion of this course
Level No.
students will be able to:
Understand the principles of
CO1 U PSO2
advertising strategy.
Apply creative skills to produce
advertising materials across media
CO2 Ap PO3
and they effectiveness in reaching
target audiences.
Develop compelling advertising
campaigns by integrating creative
CO3 C PO7
concepts and strategic messaging to
effectively engage target audiences.

Cognitive Level: R- Remember, U-Understanding, Ap-Apply, An-Analyze,


E-Evaluate, C-Create

106
Course Description:

This practical course provides to develop the artistic, theoretic and technical skills of
students in advertising as an art director, copywriter, or creative strategist. Solve
creative problems within their field of art and design, including research and synthesis
of technical, aesthetic, and conceptual knowledge. Students will meet the following
performance criteria: Design skills, Problem solving, and conceptual thinking.

Detailed Syllabus

Module I (10 Hours)


Evolution of Modern Advertising - Definitions – Scope and present status- - Industrial
Revolution - Advertising in the 20thCentury. Types of Advertising: Classified -
Display -Campaign ads - public service ads etc. Advertisers and Advertising Agencies
- Structure of advertising Agencies.

Module II (10 Hours)


Persuasive forms of Communication – what is persuasive communication.
Advertising Theories: Hierarchical Effects Theory-Audience Resistance, Resilience
and Selectivity -Marketing Mix -Brand Management and Market Segmentation -
Brand Positioning: Strategies for competitive advantages - product class – consumer
segmentation. Advertising and Media- Media Planning: Research, Frequency
and Continuity, media plan frame work-reach and frequency and GRP goals -
creativity in media planning. Ethics in advertising and other commercial art forms.

Module III (10 Hours)


Copy writing: Headline, sub-headlines, body, logo, copy style. Slogans or taglines-
Writing for print- creative strategy for print media-newspaper, magazine etc.

Module IV (10 Hours)


Lay-out and Design, Lay-out Stages—Thumb-nail Sketches - rough sketch -
comprehensive layout – application of principles of design - balance - contrast -

107
unity - harmony -proportion - eye movement and emphasis; - Art works –
photographs, illustrations, typography, etc.

Module V (50 Hours)


Practical training on advertising design:

Reference

1. Barry, Pete. The Advertising Concept Book. Thames & Hudson, 2008. ISBN 978-
0500516232
2. Millman, Debbie. Brand Thinking and Other Noble Pursuits. Allworth Press,
2011. ISBN 978-1581158649.
3. Fletcher, Alan. The Art of Looking Sideways. Phaidon Press, 2001. ISBN 978-
0714834492.
4. Caples, John, and Fred Hahn. Tested Advertising Methods. Prentice Hall, 1997.
ISBN 978-0132343040.
5. Hopkins, Claude C. Scientific Advertising. Wilder Publications, 2008. ISBN 978-
1604596571.

108
5. Assessment and Evaluation
The evaluation of each paper shall contain two parts:

• Internal or In-Semester Assessment (ISA)


• External or End-Semester Assessment (ESA)

Both internal and external marks are to be rounded to the next integer. All papers
(theory& practical), grades are given on a 7-point scale based on the total percentage
of marks, (ISA+ESA) as given below:

Percentage of Marks Grade Grade Point

95 and above S Outstanding 10

85 to below 95 A+ Excellent 9

75 to below 85 A Very Good 8

65 to below 75 B+ Good 7

55 to below 65 B Above Average 6

45 to below 55 C Satisfactory 5

35 to below 45 D Pass 4

Below 35 F Failure 0

Ab Absent 0

Average Credit Point (CP) of a paper is calculated using the formula:

CP = C × GP, where C is the Credit and GP is the Grade point.

109
Semester Grade Point Average (SGPA) of a Semester is calculated using the formula:

SGPA = TCP/TC, where TCP is the Total Credit Point of that semester.

Cumulative Grade Point Average (CGPA) is calculated using the formula: CGPA
=TCP/TC, where TCP is the Total Credit Point of that programme.

Grade Point Average (GPA) of different category of courses viz. Common Course I,
Common Course II, Complementary Course I, Complementary Course II, Vocational
course, Core Course is calculated using the formula:

GPA = TCP/TC, where TCP is the Total Credit Point of a category of course and TC
is the total credit of that category of course.

Grades for the different courses, semesters and overall programme are given based
on the corresponding CPA as shown below:

GPA Grade

9.5 and above S Outstanding

8.5 to below 9.5 A+ Excellent

7.5 to below 8.5 A Very Good

6.5 to below 7.5 B+ Good

5.5 to below 6.5 B Above Average

4.5 to below 5.5 C Satisfactory

3.5 to below 4.5 D Pass

Below 3.5 F Failure

110
Marks Distribution for External and Internal Evaluations
The external theory examination of all semesters shall be conducted by the University
at the end of each semester. Internal evaluation is to be done by continuous
assessment. For all papers (theory and practical) total percentage of marks of external
examination is 80 and total percentage of marks of internal evaluation is 20 (ie. In the
ratio of 80:20). Marks distribution for external and internal assessments and the
components for internal evaluation with their marks are shown below:

Marks Distribution for all Courses:

• Marks of external Examination: 80


• Marks of internal evaluation: 20

Attendance Evaluation for all Papers

Percentage of Attendance Marks

90 and above 5

85 -89 4

80-84 3

76-79 2

75 1

Theory Paper External Evaluation


The theory question pattern is as follows:

Choice of Total
Part Pattern Marks
Questions Marks

Short Answers (in a 2 marks 10 out of 12


Part A 10 X 2 = 20
paragraph) each questions

111
Short Essay (in one 5 marks 6 out of 9
Part B 6 X 5 = 30
page) each questions

Essay (in two and a half 15 marks 2 out of 4


Part C 2 X 15 = 30
pages) each questions

Total 80

Theory Paper Internal Evaluation


The distribution of marks will be as follows:

Components of Internal Evaluation for Theory Paper Total Marks

Attendance 05

Assignment / Seminar / Viva 05

Test papers (2 X 5) 10

Total 20

Theory with Practical Paper External Evaluation


The distribution of marks will be as follows:

Choice of
Part Pattern Marks Marks
Question

Answers not
A 10 marks 2 out of 3
less than 1 2X10=20
Question (Theory) page
each questions

Paper I
B Drawing Exam 10 marks 2 out of 3
2X10=20
(Practical) on A3 sheets each questions

112
Question C Drawing Exam 40 marks 1 out of 2
1X40=40
Paper II (Practical) on A3 sheets each questions

Total Marks 80

• This practical examination is conducted in two parts, Question paper I and II. Each
question paper has to be completed in 2 1⁄2 hours and is separated by a break.
Question paper I will have Part A and Part B and has to be completed in the first
session and collected for evaluation, after which will not be returned to the
students for any modifications. Question paper II will have Part C and haves to be
completed in the second session.
• The answer books will be evaluated by an external examiner appointed by the
university.

Theory with Practical Paper Internal Evaluation

Components of Internal Evaluation Total Marks

Attendance 05

Record 05

Lab Involvement /Test papers (2 X 5) 10

Total 20

Practical External Evaluation


The distribution of marks will be as follows:

Components of External Evaluation Total Marks

Concept 20

Aesthetic Value 30

113
Technical Perfection 30

Total: 80

• The components of practical external examination may change depending on


subject but marks distribution remains same.

Practical Internal Evaluation


The distribution of marks will be as follows:

Components of Internal Evaluation Total Marks

Attendance 05

Assignments 05

Lab Involvement / Test papers (2 X 5) 10

Total: 20

Project External Evaluation


The distribution of marks will be as follows:

Components of External Evaluation Total Marks

Record Book 10

Project Presentation 60

Viva-Voce 10

Total: 80

Project Internal Evaluation


The distribution of marks for the Internal Evaluation will be as follows:

114
Components of Internal Evaluation Total Marks

Attendance 05

Record 05

Lab Involvement 10

Total 20

OJT EVALUATION
For On-the-Job Training (OJT) there is only internal evaluation.

Components of OJT Evaluation Total Marks

Discussion 40

Presentation 40

Report 20

Total 20

ASSIGNMENTS
Assignments are to be done from 1st to 4th Semesters. At least one assignment
should be done in each semester for all papers.

SEMINAR / VIVA
A student shall present a seminar in the 5th semester and appear for Viva- voce in
the 6th semester for all papers.

Internal Assessment
Two test papers are to be conducted each semester for each course. The evaluations
of all components are to be published and are to be acknowledged by the candidates.

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All documents of internal assessments are to be kept in the college for one year and
shall be made available for verification by the University. The responsibility of
evaluating the internal assessment is vested in the teacher(s), who teach the course.

External Examination
• The external examination of all semesters shall be conducted by the
University at the end of each semester.
• Students having a minimum of 75% average attendance for all the courses
only can register for the examination.
• All students are to do a main project and a mini project in the 5th semester in
the area of complimentary / core course. Project can be done individually or
in groups (not more than five students) for all subjects which may be carried
out in or outside the campus.
• Main project has to be done individually.
• External Project evaluation and Viva / Presentation is compulsory for all
subjects and will be conducted at the end of the programme.

Pattern of Questions
Questions shall be set to assess knowledge acquired, standard and application of
knowledge, application of knowledge in new situations, critical evaluation of
knowledge and the ability to synthesize knowledge. The question setter shall ensure
that questions covering all skills are set. She/he shall also submit a detailed scheme
of evaluation along with the question paper. A question paper shall be a judicious
mix of short answer type, short essay type /problem solving type and long essay
type question.

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