2017 – 2018
Florida Department of Education
Curriculum Framework 

Program Title:	Animation and Game Art
Career Cluster:	Arts A/V Technology and Communication

AS	
CIP Number	1610030400	
Program Type	College Credit	
Standard Length	60 credit hours	
CTSO	PBL	
SOC Codes (all applicable) 	27-1011 - Art Directors
27-1014 - Multi-Media Artists and Animators
27-1024 - Graphic Designers
27-2012 - Producers and Directors
27-3099 - Media and Communication Workers, All Other	
CTE Program Resources 	http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml	

Purpose

This program offers a sequence of courses that provides coherent and rigorous content aligned with challenging academic standards and relevant technical knowledge and skills needed to prepare for further education and careers in the Arts A/V Technology and Communication career cluster; provides technical skill proficiency, and includes competency-based applied learning that contributes to the academic knowledge, higher-order reasoning and problem-solving skills, work attitudes, general employability skills, technical skills, and occupation-specific skills, and knowledge of all aspects of the Arts A/V Technology and Communication career cluster. 

The purpose of this program is to teach students the fundamentals of Animation and Game Art as a viable career option.  The program will also give students an opportunity to evaluate their potential as animators and game designers.  Coursework covers all aspects of animation, character design, motion capture, production & editing, and various multi-media skills needed for success.

The content includes but is not limited to The content includes but is not limited to practical experiences in modeling and simulation conceptualization, design, storyboarding, development methodologies, essential programming techniques, prototype development, production processes and implementation challenges. Science, Computer Programming, Math, 2D and 3D Art are embedded throughout the program to emphasize the relationship between these areas and the field of Modeling and Simulation.  

The content includes but is not limited to rendering three-dimensional forms into two-dimensional drawings, digital art and design, narrative storytelling, storyboarding, basic computer animation skills, 3D animation modeling, rendering and character animation, character design, development, rigging and animation, motion graphics, designing and implementing computer animation projects, and producing a 3D animated short film, Gaming and Animation, Robotics and/or Geospatial/Geographic Information Systems Technology.

Additional Information relevant to this Career and Technical Education (CTE) program is provided at the end of this document.

Program Structure

This program is a planned sequence of instruction consisting of 60 credit hours.

Standards

After successfully completing this program, the student will be able to perform the following:

01.0	Render three-dimensional forms into two-dimensional drawings.
02.0	Demonstrate proficiency in digital art and design.
03.0	Demonstrate proficiency in narrative storytelling.
04.0	Demonstrate proficiency in storyboarding.
05.0	Demonstrate proficiency in basic computer animation skills.
06.0	Demonstrate proficiency in 3D animation modeling, rendering and character animation. 
07.0	Demonstrate proficiency in character design, development, rigging and animation.
08.0	Demonstrate proficiency in motion graphics.
09.0	Demonstrate proficiency in designing and implementing computer animation projects. 
10.0	Produce a 3D animated short film. 

2017 – 2018
Florida Department of Education
Student Performance Standards

Program Title:	Animation and Game Art
CIP Number:		1610030400
Program Length:	60 credit hours
SOC Code(s):		27-1011, 27-1014, 27-1024, 27-2012 and 27-3099

The AS degree requires the inclusion of a minimum of 15 credits of general education coursework according to SACS, and it must be transferable according to Rule 6A-14.030 (2), F.A.C. At the completion of this program, the student will be able to:	
01.0	Render three-dimensional forms into two-dimensional drawings – the  student will be able to:	
01.01	Define the elements of art as they relate to drawings.	
01.02	Create solutions to assigned drawings problems directed to specific elements.	
01.03	Describe the effects of specific drawings in critique discussion.	
01.04	Define the principles of design related to drawing.	
01.05	Identify and describe the key principles of scene composition.	
01.06	Create solutions to assigned drawing problems as they relate to composition.	
01.07	Observe and translating of three-dimensional live models into two-dimensional gesture drawings as quick and direct impressions of the subject.	
01.08	Construct the figure starting from simple shapes to complex organic forms.	
01.09	Draw parts of the figure in correct proportion.	
01.10	Apply knowledge of skeletal, muscular, and surface anatomy.	
01.11	Draw the figures in relation to mass and plane by using value and/or line.	
01.12	Draw parts of the figure in relation to foreshortening and overlapping shapes.	
01.13	Draw the figure as a three dimensional rendering through light and shadow in developing value scale	
01.14	Design characters and objects for animation based on the building blocks of drawing and design.	
01.15	Explore historical and contemporary design styles and techniques.	
01.16	Develop a wide range of character types, traits, mood, personalities, and attitudes for visually realizing an animated character.	
01.17	Create model sheets.	
02.0	Demonstrate proficiency in digital art and design – the  student will be able to:	
02.01	Define perspective in a composed scene.	
02.02	Create a one, two, and three point perspective in a composition.	
02.03	Create drawings that employ basic compositional devices, including focal point, balance, unity, scale, proportion, contrast, movement, variety, and dominance.	
02.04	Acquire digital images utilizing hardware and software related to digital image acquisition.	
02.05	Edit and recreate images.	
02.06	Apply color management basics to enhance images.	
02.07	Work with available tools like masking, layering, retouching, scanning to recreate, edit, or enhance acquired images.	
02.08	Output the final image.	
02.09	Identify design and color terminology, traditional and electronic.	
02.10	Discuss the application of color theory to the graphic environment.	
02.11	Analyze target audience preferences and cultural influences as they impact design decisions (e.g., various color responses based on gender, age, education, earning levels and culture).	
02.12	Use software tools to express visual ideas digitally.	
02.13	Create digital media from existing images and elements.	
02.14	Create a digital image based on a descriptive narrative.	
02.15	Utilize perspective as a tool to depict the illusion of three-dimensional space on a two-dimensional surface.	
02.16	Translate and apply hand skill techniques into a digital environment.	
02.17	Create a finished digital environment that exhibits sound composition and design principles.	
03.0	Demonstrate proficiency in developing and writing a story – the  student will be able to:	
03.01	Define the 12 basic principles of animation.	
03.02	Describe real-world movements and how to adapt them to the animation medium.	
03.03	Define the timing and length of a movement or sequence.	
03.04	Identify and discuss the key dynamic elements of storytelling in film, television and animation media.	
03.05	Develop stories and write scripts for multi-media platform.	
03.06	Create a screenplay in which structure, character development, dialogue, tone, and theme are incorporated and clearly demonstrated.	
03.07	Compare and contrast the historical perspective of both traditional and computer animation.	
03.08	Create and produce an animated sequence of events/movements.	
03.09	Produce a breakdown dialogue and/or audio.	
03.10	Animate interactions between characters and objects.	
03.11	Develop a character, its physical attributes and environments and apply them onto moving or still backgrounds.	
03.12	Animate images utilizing the concept of in betweening and including: charts and breakdown drawings, slowing in and slowing out, thirds, key points, superimposition, arcs, and tracebacks.	
03.13	Characterize head turns and eye movements.	
03.14	Create walks and runs to include: passing position, walk cycles, background pans, front on walks, animated and sill backgrounds, adding arms and legs and feet, introducing personality, double bounces walk timing, anticipation, and exaggerated action.	
03.15	Add realistic touch to include: weight in movement, anticipation and weight, flexibility, overlapping action, animated effects, such as wind, water, fire, and solid objects.	
03.16	Create and design camera movements, pans and zooms.	
03.17	Write and create all digital elements of an original story.	
03.18	Insert audio, music and sound effects.	
03.19	Perform final edit to include color correction, and adding titles and credits.	
03.20	Render the final product.	
04.0	Demonstrate proficiency in storyboarding – the  student will be able to:	
04.01	Translate gestures and emotions into still digital images.	
04.02	Create logical sequences to portray a character’s emotional state.	
04.03	Create logical sequencing to portray continuity.	
04.04	Add character, object and background, and movement indicators to specify actions.	
04.05	Portray different camera angles.	
04.06	Indicate movement of the camera throughout the sequences.	
04.07	Indicate camera cuts and scene transitions.	
04.08	Pair dialogue with digital images.	
04.09	Write the actions of each board to complement the digital images.	
04.10	Indicate placement of sound effects and original music.	
05.0	Demonstrate proficiency in basic computer animation skills – the  student will be able to:	
05.01	Create geometric utilizing points, vectors and polygons and curves.	
05.02	Discuss the application of Open GL and how pixels, light and RGB colors are displayed on a computer screen.	
05.03	Manipulate objects quickly in perspective, top, side and front views simultaneously.	
05.04	Utilize primitive shapes to model 3D forms.	
05.05	Describe the difference between non-uniform rational B splines (NURBS), polygons and sub division surfaces and apply these techniques to create 3D forms.	
05.06	Use a 3D polygonal modeling toolset (extrude, lattices etc.) to create 3D forms.	
05.07	Manipulate points, vertices, edges and faces to create 3D forms.	
05.08	Create and use loft, planar, lathe and other NURBS surface tools.	
05.09	Create complex geometric forms from curves.	
05.10	Convert curves into polygons and a variety of other objects.	
05.11	Create a digital 3D object from a sketch.	
05.12	Discuss different types of techniques available to apply textures to geometry and how light interplays with a computer surface.	
05.13	Describe how Open GL (high performance graphics) displays works with texture mapping and gaming.	
05.14	Describe the differences between various rendering engines (e.g., Mental Ray, Renderman and VRay).	
05.15	Create 3D cameras to produce depth of field, motion blur and exposure effects.	
06.0	Demonstrate proficiency in 3D animation modeling, rendering and character animation – the  student will be able to:	
06.01	Model geometry and create objects in a 3D environment, based on a 2D render.	
06.02	Utilize Mesh Topology at different mesh resolutions.	
06.03	Distinguish between visimes, animation keys, and graph.	
06.04	Use visimes, animation keys and graph editors to create realistic lip-synced animations.	
06.05	Create blend shapes.	
06.06	Add voice and sounds to animated characters.	
06.07	Interpolate the finished model into a 3D software application.	
06.08	Create a working character rig for animation.	
06.09	Outline the process of binding objects using smooth and rigid binding tools.	
06.10	Create the skeleton rig to work with mesh deformers.	
06.11	Bind the skeleton through the process of painting weights to influence geometry.	
06.12	Use lighting setups to convey mood, story, and feeling.	
06.13	Apply techniques of global illumination and ambient occlusion to light the scene.	
06.14	Work with distributed renderings and render passes.	
07.0	Demonstrate proficiency in character design, modeling, rigging and animation – the  student will be able to:	
07.01	Plan the work flow and troubleshoot challenges and issues with the software.	
07.02	Present concepts of work and character model sheets in a professional manner.	
07.03	Model a highly detailed character in ZBrush.	
07.04	Create and modeling a highly detailed environment.	
07.05	Create highly realistic texture maps (hair, fur).	
07.06	Rig the character using Maya muscle and cloth dynamic caches.	
07.07	Match realistic lighting and 3D lighting.	
07.08	Work with motion control cameras to recreate camera moves with live action actor/actress.	
07.09	Work in teams to perfect live action shots.	
07.10	Utilize Maya live and Apply 3D points to track and recreate 3D camera moves.	
07.11	Submit jobs to the render farm and playing the role of render wrangler.	
07.12	Work with different render passes and layers for color correction.	
07.13	Composite a green screen scene and CGI elements together.	
08.0	Demonstrate proficiency in motion graphics – the  student will be able to:	
08.01	Create new compositions.	
08.02	Work with layers in a project.	
08.03	Animate elements through the use of keyframes.	
08.04	Utilize default effects available with the software.	
08.05	Move objects and elements in 3D space.	
08.06	Import footage into compositions.	
08.07	Pre-compose composition elements in one composition.	
08.08	Re-link missing footage.	
08.09	Import Photoshop documents and Illustrator files.	
08.10	Create typestyles and fonts.	
08.11	Create layer solids and shapes with masks.	
08.12	Build shape layers.	
08.13	Utilize switches and blend modes to alter output.	
08.14	Craft custom shapes and masks.	
08.15	Create variable-width feathered masks.	
08.16	Rotoscope and refine with the roto brush.	
08.17	Control animation with parenting and the pick whip.	
08.18	Create animation paths.	
08.19	Time animation to audio.	
08.20	Trim and sliding edits.	
08.21	Swap images in the timeline.	
08.22	Layer multiple effects.	
08.23	Generate graphic effects with adjustment layers.	
08.24	Build backgrounds with effects.	
09.0	Demonstrate proficiency in designing and implementing computer animation projects – the  student will be able to:	
09.01	Explain the components that compose the story.	
09.02	Define the storytelling structure and character styles.	
09.03	Create a theme that balances realism with imagination.	
09.04	Choose an industry genre.	
09.05	Create structure and pacing.	
09.06	Develop a consistent character for the story.	
09.07	Correlate the appropriate style and story.	
09.08	Create and develop moods.	
09.09	Create character and background connections.	
09.10	Construct and planning scenes.	
09.11	Use the mechanics of storyboarding.	
09.12	Incorporate diagram panels and numbering.	
09.13	Create a production pipeline and analyze a budget.	
09.14	Schedule the project production.	
09.15	Organize assets.	
09.16	Write and record vocal tracks.	
09.17	Create exposure sheets.	
09.18	Create 2D animatics.	
09.19	Assemble scene shots.	
10.0	Produce a short 3D animated film – the  student will be able to:	
10.01	Build a 3D animatic.	
10.02	Set up the stage.	
10.03	Create object and character movement.	
10.04	Manipulate camera direction.	
10.05	Compile reference material.	
10.06	Create Draws and sculptures.	
10.07	Choose modeling techniques.	
10.08	Create necessary blend shapes.	
10.09	Assign materials to geometry.	
10.10	Choose material types.	
10.11	Create original textures.	
10.12	Create background plates.	
10.13	Rig the character.	
10.14	Bind the character.	
10.15	Create facial systems for the character.	
10.16	Set up secondary characters and secondary objects.	
10.17	Define and choosing animation styles.	
10.18	Block the scenes to be animated.	
10.19	Create dope sheets for the project.	
10.20	Animate a character.	
10.21	Apply forward kinematics and inverse kinematics.	
10.22	Animate facial expressions.	
10.23	Choose appropriate lighting attributes for the scene.	
10.24	Choose natural versus artificial lighting.	
10.25	Apply shadows to characters and objects.	
10.26	Choose from available lighting techniques.	
10.27	Render the scenes.	
10.28	Create a lighting and rendering production workflow.	

Additional Information

Laboratory Activities

Laboratory investigations that include scientific inquiry, research, measurement, problem solving, emerging technologies, tools and equipment, as well as, experimental, quality, and safety procedures are an integral part of this career and technical program/course. Laboratory investigations benefit all students by developing an understanding of the complexity and ambiguity of empirical work, as well as the skills required to manage, operate, calibrate and troubleshoot equipment/tools used to make observations. Students understand measurement error; and have the skills to aggregate, interpret, and present the resulting data. Equipment and supplies should be provided to enhance hands-on experiences for students.

Career and Technical Student Organization (CTSO)

Phi Beta Lambda (PBL) is the intercurricular career and technical student organization providing leadership training and reinforcing specific career and technical skills. Career and Technical Student Organizations provide activities for students as an integral part of the instruction offered.

Accommodations

Federal and state legislation requires the provision of accommodations for students with disabilities to meet individual needs and ensure equal access. Postsecondary students with disabilities must self-identify, present documentation, request accommodations if needed, and develop a plan with their counselor and/or instructors. Accommodations received in postsecondary education may differ from those received in secondary education. Accommodations change the way the student is instructed. Students with disabilities may need accommodations in such areas as instructional methods and materials, assignments and assessments, time demands and schedules, learning environment, assistive technology and special communication systems. Documentation of the accommodations requested and provided should be maintained in a confidential file.

Additional Resources

For additional information regarding articulation agreements, Bright Futures Scholarships, Fine Arts/Practical Arts Credit and Equivalent Mathematics and Equally Rigorous Science Courses please refer to:
http://www.fldoe.org/academics/career-adult-edu/career-tech-edu/program-resources.stml