Undergraduate Degree




DM3004 Gameplay Motion

[Studio Contact Hours: 39 hours; Pre-requisites: DM3007; Academic Unit: 4.0]




Academic Unit


4 AU

Course Description


Learning Objective

To introduces students through practice-based learning to the subject of animation in a gaming production environment.


This course introduces students to the essentials of animation for gaming. Students will be introduced to various workflows including how to transfer captured 3D motion capture data to a 3D animation package and how then to transfer this into a game engine. The basics of expressive motion will also be covered and different types of motion will be outlined.

Course Outline




• Intro to course

2 - 6

• Initial project planning, development and draft

• Motion capture

- Authored vs real motion

• Rigging

• Implementing motion in gameplay

- Human and animal motion

- Hardbody motion

- 3D modeller to game engine workflow 

- 2D and 3D output


• Mid Sem review of assignments

8 - 12

• Response and action

• Walk / run cycles 

• Interactivity


• Final review of assignments

Learning Outcome

The student will be able to expand the expressive potential of a game by a working knowledge of how animated elements can be integrated into its form.

Student Assessment

  1. Final Assessment: 40%

  2. Continuous Assessment: 60% (of which at least 15% is participation)

Continuous assessment components may include:

  • Studio-based exercises and projects

  • Individual, group and team-based assignments


      1. Albert Menache, Understanding Motion Capture for Animation and Video Games, Morgan Kaufmann Publishers

      2. Midori Kitagawa & Brian Windsor, MoCap for Artists: Workflow and Techniques for Motion Capture, Focal Press

      3. Marcia Kuperberg, Guide to Computer Animation: for TV, Games, Multimedia and Web, Focal Press