UT Dallas 2023 Undergraduate Catalog

Animation and Games

ANGM 2303 Project Management for Arts, Technology, and Emerging Communication I (3 semester credit hours) Introduction to project management and professional practice. Course examines various aspects of project management in the digital age, including team building, group dynamics, communication, collaborative practice, pipeline development, and presentation. (0-3) S

ANGM 2305 Programming for Digital Arts (3 semester credit hours) This course introduces the foundations of programming to solve problems and generate art for applications in graphics, animation, film, games, and visualization. Topics include foundational coding skills to read, modify, and write code from scratch. (1-1) S

ANGM 2309 Drawing for Animation (3 semester credit hours) This course will introduce students to basic principles and techniques relating to drawing for animation and entertainment. Introductory aspects of 1, 2, and 3 point perspective will be discussed. The basics of image composition, environment and object turns will also be demonstrated as students learn the process of ideation and presentation. (0-3) S

ANGM 2310 Animation and Game Fundamentals (3 semester credit hours) This course will provide students a foundation in the practices and methods of computer animation and games. Students will gain exposure to the various areas of production pipelines through lectures supported by hands-on lab sessions. Topics may include the state of the industry, non-traditional applications, basic project management, and future directions. (3-0) S

ANGM 2315 Animation Origins and Techniques (3 semester credit hours) This course investigates the historical development of animation as a worldwide medium from its origins to contemporary times. In each class, pioneering commercial and experimental animations, their artists and studios are showcased, studied, and analyzed, considering their relevance and influence on current-day animation practices and techniques. (3-0) Y

ANGM 2325 History of Visual Effects (3 semester credit hours) This course will focus on the creative history of Visual Effects in live-action films and feature animation. The course material will cover the origins of traditional VFX techniques all the way up to modern contemporary visualization methods. We will study the evolution of Visual Effects through the work and influence of VFX pioneers, creative visionaries, and landmark films. (3-0) Y

ANGM 2335 History of Audio Technology in Media (3 semester credit hours) This course examines the cultural, social, and economic influence audio recording technology has had on all forms of visual media. Students will discover the linear development of the recording process, learn how each technological breakthrough impacted media as an industry, and discuss the influence of current technology on media. (3-0) Y

ANGM 2345 Introduction to Audio Production (3 semester credit hours) This course will provide students with a foundation in audio recording, editing, mixing, and in concepts of sound design related to animation, video games, movies, and other multimedia productions. (0-3) S

ANGM 2375 History of Games (3 semester credit hours) Exploration of the history and culture of digital and analog games, from the early days of the computer industry to the beginning of the 21st century. Students in the course will investigate the origins of game design principles and mechanics that influence modern game design philosophy and the field of game studies. (3-0) Y

ANGM 3305 Computer Animation I (3 semester credit hours) This course presents the concepts, tools and techniques used in 3D key frame animation. Topics will cover the 12 principles of animation including squash and stretch, anticipation, overlapping motion, timing, and more. Students will learn to animate using per-existing rigs and set-ups. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) S

ANGM 3306 Modeling and Texturing I (3 semester credit hours) This course presents the basic concepts and fundamentals of computer modeling and texture creation. The principles and techniques covered are universal and can be applied to animation and gaming, as well as other visualization areas. This course does not require any previous 3D animation experience and will assume all students are new to 3D modeling and texturing, and industry professional software. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) S

ANGM 3307 Lighting and Composition I (3 semester credit hours) This course presents basic concepts and fundamentals of digital lighting and basic composition. The principles and techniques covered are universal and can be applied to both animation and gaming, as well as other visualization areas. This course does not require previous 3D animation experience and will assume all students are new to 3D lighting and industry professional software. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) S

ANGM 3308 Rigging I (3 semester credit hours) This course presents the concepts, tools, and techniques used in 3D animation for setting up clean and efficient 3D rigs that are easily able to be animated. Topics will include hierarchical structures, joints and bones, constraints, creating useful and predictable deformations, and setting up simple and intuitive control structures for use in animation. Introductory animation techniques will also be covered. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) S

ANGM 3310 Introduction to Proceduralism (3 semester credit hours) This course introduces procedural methods and techniques used to create 3D graphics for film, motion graphics, real-time experiences and visualization. Topics include procedural assets, environments, animation, lighting and compositing. Students learn foundational Houdini skills to create procedural art. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) Y

ANGM 3311 Scripting for Animation (3 semester credit hours) Exploration of processes and practices in tools, engine, and pipeline development for games, animation, and other digital media. Prerequisites: (ANGM 2305 or CS 1335 or CS 1337) and (ANGM 2310 with a grade of B or better). (0-3) S

ANGM 3312 Surfacing and Shading (3 semester credit hours) This course introduces advanced techniques for surfacing and materials creation used in both film and games. Specific techniques may include UVing, procedural shaders, and look development using image editing and animation software. Students will also gain experience developing shaders inside a game engine. Prerequisite: ANGM 3306. (0-3) R

ANGM 3313 2D Animation (3 semester credit hours) This course will introduce students to traditional 2D digital animation approaches. Focuses will include production methodologies related to animation design, layout, editing, and cinematography. (0-3) R

ANGM 3315 Animation Studies (3 semester credit hours) This course offers an overview of the academic field of animation studies, approaching it through key pillars: theory and concepts; form and genres; diversity and representation. Students learn to watch and write about animation critically, discussing its content and production process while critically reflecting upon the industry's current state. Prerequisite: ANGM 2315 or ATCM 2321 or ATCM 3301. (3-0) Y

ANGM 3320 Stop Motion Animation (3 semester credit hours) Course offers introductory Animation principles while exploring stop frame animation including techniques and stylized principles utilized in this unique animation style and its various types and processes. Sections may be devoted to a single form of stop frame animation or to a variety of subjects in the field. (0-3) R

ANGM 3338 Motion Design I (3 semester credit hours) This course is an introduction to the concepts, tools, and techniques used in animated graphic design to enhance a communicated message through motion. Students will work with image, text, audio, and movement to create dynamic visual communication pieces. Prerequisite: ATCM 2301. (0-3) S

ANGM 3365 Game Design I (3 semester credit hours) This course presents principles and techniques of interactive game design, including but not limited to game mechanics, player dynamics, social and multiplayer structures, statistics and game theory, and systems analysis. Students will work individually and in teams to create original interactive games as well as learn the fundamentals of focus testing, usability testing, and critique. Course focuses on both analog and digital games. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) Y

ANGM 3366 Game Studies I (3 semester credit hours) Introduction to critical game studies, including analysis of digital and analog games as cultural artifacts, material technologies, and social practices. This course presents the fundamentals of academic writing and research practices in game studies. Prerequisite: ANGM 2310 or ATCM 2320 or ATCM 2321. (0-3) Y

ANGM 3367 Level Design I (3 semester credit hours) This course focuses on theory and practice for extended game experiences in digital game development. Students will experiment with mechanics, design level maps, and build playable prototypes in a modern game engine. Concepts will explore challenge scaffolding, player guidance, collisions, and event scripting. Prerequisite: ANGM 2310 with a grade of B or better. (0-3) S

ANGM 3368 Scripting for Games I (3 semester credit hours) This course explores concepts and practices in scripting for digital game development. Students will learn proper syntax and code structure as well as how to manipulate objects during run-time to create playable, digital prototypes. Concepts will explore basic game state, feedback systems, object interactions, and asset management. Prerequisite: ANGM 2310 with a grade of B or better or Instructor consent required. (0-3) Y

ANGM 3369 Games and Narrative I (3 semester credit hours) This course explores the unique challenges of storytelling in games through practical techniques for narrative creation. Students in this course will analyze game design principles, storytelling structures across media, and traditional writing processes to improve their understanding of narrative structures for games. Course covers both experimental and traditional interactive forms. Prerequisite: ANGM 3365. (3-0) Y

ANGM 3370 Virtual Environments I (3 semester credit hours) This course explores methods and techniques used in the design, development, and implementation of virtual environments for use in real-time experiences and simulations. Topics include aesthetics, architecture, and deployment, which can utilize a wide variety of applications. Prerequisite: ANGM 3306 or instructor consent required. (0-3) Y

ANGM 3372 Sound Design for Games (3 semester credit hours) Exploration of sound design principles, soundscapes, voice acting, and music as they relate to digital game development. Students in the course will examine key concepts of sound design for games within the constraints of interactive media, gameplay requirements, and virtual environments. Prerequisite: ANGM 2345. (0-3) T

ANGM 3373 Field Audio Recording Techniques (3 semester credit hours) This course covers the theoretical and practical processes of recording audio outside of the studio. Students will perform multi-track recordings of live performances, film-style audio recordings, ambisonic/surround recordings, and gain valuable hands-on experience with a multitude of audio equipment. May be repeated for credit (6 semester credit hours maximum). Prerequisite: ANGM 2345. (0-3) S

ANGM 3380 Virtual Reality (3 semester credit hours) This course is designed for students who are new to virtual reality and want to learn about the principles and history of VR technology including optics, haptics, locomotion, displays, stereopsis, tracking, and major hardware platforms. No programming experience is required. Knowledge of one or more current game engines is preferred. By the end of this course, students will have created and deployed a VR application. Prerequisite: ANGM 2310. (0-3) Y

ANGM 4305 Computer Animation II (3 semester credit hours) This course is a further exploration of ideas and principles and concepts utilized in the Computer Animation I course. This class will focus on mechanics, movement of the human body and translation into believable performances through animation. Prerequisite: ANGM 3305 with a grade of B or better. (0-3) Y

ANGM 4306 Modeling and Texturing II (3 semester credit hours) This advanced level course is a continuation of the topics and techniques taught in Modeling and Texturing I. This course will further examine best practices for 3D modeling and texturing pipeline-ready assets, both hard-surface and organic. Special attention will be given to character creation, emphasizing proper mesh flows for animation deformation. Additional techniques covered include 3D painting applications and sculpting details for baked texture maps. Prerequisite: ANGM 3306 with a grade of B or better. (0-3) S

ANGM 4307 Lighting and Composition II (3 semester credit hours) This advanced level course builds on the topics and workflows presented in Lighting and Composition I. Advanced lighting and compositing fundamentals are discussed and examined. The principles and techniques covered are geared towards feature film and television work. Areas covered include Global Illumination, image-based lighting (IBL), and node-based compositing. Registration for this course will be based on the faculty's review of the student's portfolio. Prerequisite: ANGM 3307 with a grade of B or better. (0-3) Y

ANGM 4308 Rigging II (3 semester credit hours) This course is a continuation of the Rigging I course and will continue with concepts, tools, and techniques used in 3D animation for setting up clean and efficient 3D rigs that are easily and intuitively animated. Topics will include squash and stretch capabilities in rigs, basic MEL scripting, simple dynamics, facial rigs, and basic animation principles for complex rigs. Registration for this course will be based on the faculty's review of the student's portfolio. Prerequisite: ANGM 3308 with a grade of B or better. (0-3) Y

ANGM 4309 Storyboarding (3 semester credit hours) This course focuses on the creation of story reels and animatics for an animation production. Topics will include creation of character artwork, set and prop designs, color keys, and other pre-production elements. Emphasis will be placed on creating production ready assets able to be used by production artists. (0-3) T

ANGM 4310 Motion Capture Animation (3 semester credit hours) In this group project-based course, students practice the motion capture pipeline from calibrating the system to editing data and applying data to 3D characters and follow the 3D computer animation production process to complete short animations. End products are expected to be high quality animations appropriate for professional demo reels. Prerequisite: ANGM 3305 or ANGM 3306 or ANGM 3307 or ANGM 3308. (0-3) Y

ANGM 4311 Experimental Lab (3 semester credit hours) Students will apply animation creation practices to new and developing applications. Experimental approaches are taken to create animated projects that combine different methodologies and skill sets to create time-based media. (0-3) R

ANGM 4312 Digital Sculpting (3 semester credit hours) This advanced level course takes an artistic and organic approach to the creation of digital 3D polygonal geometry with an emphasis on art and design principles. This class examines how to translate 2D art into 3D models while maintaining the original character and appeal of the art. Various tools and techniques will be discussed allowing students to explore digital sculpting software. Prerequisite: ANGM 3306 with a grade of B or higher. (0-3) Y

ANGM 4313 Digital Effects (3 semester credit hours) This course explores methods and techniques used in the design and development of digital effects for naturalistic phenomena used in films, motion graphics and visualization. Topics include instancing, particle systems, volumes, dynamics and simulation. Students learn to produce and direct realistic digital effects using Houdini. Prerequisite: ANGM 3305 or ANGM 3306 or ANGM 3307 or ANGM 3308 or ANGM 3310 with a grade of B or better. (0-3) Y

ANGM 4314 Character Effects (3 semester credit hours) Students learn the principles of designing and executing character grooms using the latest tools and techniques common in major film studios today. They will also develop technical skills in cloth simulation and a deeper understanding of fluid cloth simulation of fabric-based materials. Lab fee of $30 required. Prerequisites: (ANGM 3305 or ANGM 3306 or ANGM 3307 or ANGM 3308) and instructor consent required. (0-3) R

ANGM 4315 Computer Animation III (3 semester credit hours) In this course, students will establish an understanding of acting and body language as it pertains to animation. Students will continue to build a vocabulary of terms and concepts and develop their constructive, technical, and aesthetic ability to critique as it relates to animation as an art form. Students will continue to develop a practical understanding of the specific computers and software used in the course as it pertains to the animation workflow. Prerequisite: ANGM 4305 with a grade of B or higher. (0-3) Y

ANGM 4316 Animation Lab I (3 semester credit hours) This advanced course mimics an animation studio environment. All major areas of production are represented and work together to create a fully realized 3D animated short. This course utilizes various aspects of all areas of computer animation including story development, layout, modeling, texturing, rigging, animation and lighting, rendering/compositing, sound design, and project planning and management. This is a two-semester sequence course. May be repeated for credit as projects vary (6 semester credit hours maximum). Department consent required. (0-3) Y

ANGM 4317 Animation Lab II (3 semester credit hours) This course is a continuation of the Animation Lab I course. The course mimics an animation studio environment where all major areas of production are represented and work together to create a fully realized 3D animated short. This course utilizes various aspects of all areas of computer animation including story development, layout, modeling, texturing, rigging, animation and lighting, rendering/compositing, sound design, and project planning and management. May be repeated for credit as projects vary (6 semester credit hours maximum). Department consent required. (0-3) Y

ANGM 4318 Motion Capture Lab (3 semester credit hours) This course mimics an animation studio environment were motion capture technology is used to create a fully realized 3D animated short. This production will require students to work in all areas of computer animation, including story development, layout, modeling, texturing, rigging, key-frame animation, procedural animation, lighting, rendering/compositing, sound design, and project planning and management. (0-3) R

ANGM 4320 2D Animation Lab (3 semester credit hours) This course will introduce students to the process of creating digital 2D character animation. Topics include story reel creation, background layout and design, basic character design principles, and animation and rigging basics in Toon Boom Harmony. May be repeated for credit as projects vary (6 semester credit hours maximum). (0-3) R

ANGM 4321 Collaborative Modeling (3 semester credit hours) This advanced level course explores collaborative design through 3D modeling. Students will work in teams to create visually appealing 3D scenes and illustrations. Topics will include pre-production and organization, pipeline procedures, and methods for ensuring unity across a collective project. Prerequisite: ANGM 3306 with a grade of B or higher. (0-3) Y

ANGM 4322 Experimental Animation (3 semester credit hours) Experimental animation is a field of animation practice that explores techniques and processes beyond traditional 2D animation and 3D computer-generated animation. This is a practical course in which students will experiment with different animation techniques and create unique work inspired by class discussions and insightful assignments. Some of the techniques used are sand animation, painting on glass, pixilation (frame-by-frame animation of human subjects), stop-motion (objects and puppets), cutouts, and clay. These diverse techniques aim to help reconnect animation to material processes, giving students a tangible, physical opportunity to "get their hands dirty" and create original work. Students who are not currently in the Animation and Games Pathway need to submit for a portfolio review prior to enrollment in the course. May be repeated for credit as projects vary (6 semester credit hours maximum). (0-3) Y

ANGM 4323 Real Time Texturing (3 semester credit hours) This course will introduce students to the basics of creating real-time textures for use in 3D applications. Topics will include texturing, physically based rendering, and procedural patterns. Prerequisite: ANGM 2310. (0-3) Y

ANGM 4338 Motion Design II (3 semester credit hours) This course builds on the principles introduced in Motion Design I. Students will continue to explore techniques used in graphic design to enhance a communicated message through a variety of animation techniques. Students will work with image, text, audio, and movement to create dynamic visual communication pieces. Prerequisite: ANGM 3338 with a grade of B or better. (3-0) Y

ANGM 4365 Game Design II (3 semester credit hours) Advanced study of interactive game design, focusing on methods and techniques for rapid digital prototyping, mechanical iteration, tuning, and balancing. Students in the course will examine both successes and failures to improve on successive iterations of a game mechanic, concept, or experience. Prerequisite: ANGM 3365. (0-3) Y

ANGM 4366 Game Studies II (3 semester credit hours) Advanced research in game studies with a focus on critical analysis, research methodologies, and the application of principles from related academic fields. Students in this course will explore an original research topic in game studies. Prerequisite: ANGM 3366. (3-0) T

ANGM 4367 Level Design II (3 semester credit hours) Exploration of advanced methods and techniques in level design for interactive games, including contextual player guidance, challenge scaffolding, indexical storytelling, complex event scripting, and asset management. Prerequisite: ANGM 3367 with a grade of B or better. (0-3) T

ANGM 4368 Scripting for Games II (3 semester credit hours) This course explores advanced concepts and practices in scripting for digital game development. Students will build more complex game systems and mechanics while learning best practices in modern game development. Concepts will explore player input, game control systems, and team collaboration practices. Prerequisite: ANGM 3368 with a grade of C or better. (3-0) Y

ANGM 4369 Games and Narrative II (3 semester credit hours) This course explores intermediate and advanced storytelling challenges in digital and analog games through the application of practical techniques and creative practice. Students in the course will pitch, prototype, develop, and launch a single narrative-heavy game or narrative-heavy prototype of an original design, developed in one or more professional-level game engines or tools. The course covers both experimental and traditional interactive forms. Prerequisite: ANGM 3369. (3-0) R

ANGM 4370 Virtual Environments II (3 semester credit hours) Exploration of advanced methods and techniques used in virtual environments for real-time experiences and simulations. Topics may include composition, style adherence, shader development, vertex painting, indexical storytelling, and pipeline optimization. Prerequisite: ANGM 3370 with a grade of B or higher. (0-3) R

ANGM 4373 Animation for Games (3 semester credit hours) This course builds upon the foundational principles explored in Animation I. Students will learn and practice animation processes, from preparation and planning to animating a fully rigged character using key frame animation, to implementation into a game engine to create a real-time, immersive user experience. Prerequisite: ANGM 3305. (3-0) Y

ANGM 4374 Mobile Game Development (3 semester credit hours) This course explores development practices for building games on hardware with non-traditional input systems. Experimental approaches are taken to account for device inputs and restrictions, while building playable prototypes on handheld devices. Concepts will explore touch-based input systems, device limitations, and experimental game design. Prerequisite: ANGM 3368 with a grade of C or better. (0-3) R

ANGM 4376 Game Production Lab I (3 semester credit hours) This course functions as a simulation of the game development industry and is intended for students who have completed substantial coursework in game development and design. Students in the course develop selected original game concepts through multiple iterations and milestones, culminating in a professional-level release. Registration for this course will be based on the faculty's review of the student's portfolio. May be repeated for credit as topics vary (6 semester credit hours maximum). Department consent required. (0-3) Y

ANGM 4377 Game Production Lab II (3 semester credit hours) This course is a continuation of the Game Production Lab I course. The course simulates the game development industry for students who have completed substantial coursework in game development and design. Students in the course develop selected original game concepts through multiple iterations and milestones, culminating in a professional-level release. Registration for this course will be based on the faculty's review of the student's portfolio. May be repeated for credit as topics vary (6 semester credit hours maximum). Department consent required. (0-3) R

ANGM 4379 Topics in Games (3 semester credit hours) Study of multidisciplinary topics in game design, development, production, and studies. Sections may be devoted exclusively to a single topic or to a variety of topics in the field. May be repeated for credit as topics vary (6 semester credit hours maximum). Department consent required. (0-3) R