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BMM - ANI MATI ON & MULTI MEDI A
2 016 - 19
S
No
Subje c t Code Subje c t Ti tle
1 16UMM1MC01 PRINC IP LE S O F AN IM AT ION
2 16UMM1MC02 GRAPH IC DE S IGN AN D
MU LT IME DIA
3 16UMM1MC03 CONCE PT DE VE LOPM E NT
4 16UVC1A L01 ANIMAT IO N FIGURE D RA WING
5 16UMM2MC01 2D ANIMAT ION AND
CART OONIN G
6 16UMM2MC02 MODE LING FOR AN IM AT ION
7 16UMM3MC01 3D SE T - MODE LLING,
8 16UMM3MC02 CHARACT E R DE SIGN - 2D AND
3D
9 16UMM3MC03 FILM NARRAT IVE ST RUCT URE
10 16UCO3A L04 ME DIA MAR KE T ING
11 16UMM4MC01 3D CHARACT E R MODE LLING
12 16UMM4E S01 ST ORY - BOARD AND
CHARACT E R DE SIGN ING
13 16UMM4E S02 ADVANCE D 2D AN IM AT ION
14 16UMM4E S03 BG, LAYOUT AN D
COMPOS IT ING
15 16UMM5MC01 3D ANIMAT ION WIT H VOICE -
OVE R
16 16UMM5MC02 ADVANCE D 3D DYN A MICS
17 16UMM5MC03 PRODUCT IO N MANA G E ME NT
18 16UCO3A L04 ME DIA MAR KE T ING
19 16UMM4MC01 3D CHARACT E R MODE LLING
20 16UMM4E S01 ST ORY - BOARD AND
CHARACT E R DE SIGN ING
21 16UMM4E S02 ADVANCE D 2D AN IM AT ION
22 16UMM4E S03 BG, LAYOUT AN D
COMPOS IT ING

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23 16UMM5MC01 3D ANIMAT ION WIT H VOICE -
OVE R
24 16UMM5MC02 ADVANCE D 3D DYN A MICS
25 16UMM5MC03 PRODUCT IO N MANA G E ME NT
26 16UMM5MC04 DOCUME NT AT ION A N D
PRE SE NT AT ION SK ILL S
27 16UMM5E S01 MODE LING AN D T E XTURING
28 16UMM5E S02 RIGG IN G AND A N IMA T ION
29 16UMM5E S03 RIGG IN G AND A N IMA T ION
30 16UMM5SK01 V FX AND E D IT ING
T E CHNIQUE S
31 16UMM6MC01 ART AND AE ST HE T ICS
32 16UMM6MC02 ADVANCE D 3D MODE LING
33 16UMM6MC03 GAM ING AN D APP S D E SIGN
34 16UMM6PJ 01 FIN A L PR OJ E CT
35 16UMM6T P01 INT E RNSH IP
36 16UMM6MS01 PRO FE SS IONA L SK ILL S FOR
ANIMAT IO N

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16UMM1M C01 PRINC IPL E S O F ANI MAT IO N
S em est er : I C redi t s : 3
C at ego r y : M C Hours/ W eek : 3
O b jecti ves:
1. To provi de an ove rvi ew of t he hi st or y o f Ani m at i on
2. Int rodu ct i on t o t he fundam ent al s of Ani m at i on -
Tradi t i onal Ani m at i on t o C G I Ani m at i on t i l l dat e, T yp es
& P ri nci pl es of Ani m at i o n
Con ten t:
Un i t - 1: In trod u cti on to An i ma ti on & H i sto ry of An i mati on :
W hat i s Ani m at i on, Hi st or y of Ani m at i on  S t art i ng f rom Ea rl y
approach es t o m ot i on i n art , Ani m at i on befo re fi l m , Tradi t i onal
Ani m at i on  The si l ent e ra, W al t Di sne y & W arn er Bros., S now
W hi t e & t he se ven dwa rfs, The T el evi si on er a, S t op - m ot i on,
C G I Ani m at i on - t i l l dat e . Di ffer ent T ypes of Ani m at i on:
1. Tradi t i onal Ani m at i on - C el Ani m at i on or hand drawn
Ani m at i on
2. S t op M oti on Ani m at i on  P uppet Ani m at i on, C l a y
Ani m at i on, C ut - out Anim at i on, S i l houet t e Anim at i on,
M odel Ani m at i on, Obj ec t Ani m at i on et c.
3. C om put er Ani m at i on  2D Ani m at i on, 3D Ani m at i on
Un i t - 2: T h e 12 b asi c Pr i n ci p l es of An i mati on : The basi c rul es
of ani m at i on i ncl udi ng S quash and st ret ch, Ant i ci pat i on,
S t agi n g, S t rai ght Ah ea d Act i on and P ose t o P ose, Fol l ow
Through and Ove rl appi n g A ct i on, S l ow In and S l ow Out , Arc,
S econdar y A ct i on, Ti m i ng, Ex agge rat i on, S ol i d drawi ng,
Appeal
Un i t - 3: T i mi n g f or An i ma ti on : Ease i n & Eas e out , X - S heet
handl i ng, Fi el d C hart usage, C am er a P anni ng, Zoom - i n &
Zoom - out , C ut - shot , Di ssol ve t ransform , t ri ck shot , hook - up
shot et c. How t o cre at e hook - up poses fo r ani m at i on. How t o
use cam e ra an gl es t o em phasi z e perform an ce

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Un i t - 4: An i mati on Prod u cti on Proces s: Underst an d
Ani m at i on R equi rem en t s, Basi c st eps i n P re - P roduc t i on,
P roduct i on and P ost - P roduct i on.
Un i t - 5: B asi c T rad i ti onal An i mati on S amp l es: To appl y t he
pri nci pl es of ani m at i on, P osi ng and char act er em ot i on. How t o
observe and st ud y hum an behavi or and ex pres si ons t o hel p
vi sual i z e concept s.How t o ena c t and em o t e. S am pl e
ani m at i ons - Bounci n g B al l Ani m at i on, W al k C ycl e, R un
C ycl e, 4 Le g W al k c ycl e, Fl y C ycl e
Assi gn men ts:
Fl i p book ani m at i on, C el ani m at i on sam pl es - B ounci ng Bal l ,
W al k c ycl e et c. Ani m at i on M ovi e S t udi es  Anal yz i n g
Tradi t i onal Ani m at i on M ovi es  S now W hi te and S even
Dwarfs, Bam bi , P ocohon t as, M ul an, P ri nce of E g ypt et c.
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
Tradi t i onal Ani m at i on S essi ons usi ng Li ght - box , W orkshops &
S em i nars, Guest Lect u res, Indust r y Ex pert s, Assi gnm ent s,
Indust r y Vi si t s, M ovi e Showcase
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. The Il l usi on of Li f e: Di sne y Ani m at i on - Frank T hom as
and Ol l i e J ohnst on
2. C art oon Ani m at i on - P re st on Bl ai r
3. The Ani m at or 's S urvi val Ki t - R i chard W i l l i am s
4. Hi st or y of Ani m at i on -
ht t ps: / / en.wi ki pedi a.org/ wi ki / Hi st or y_of_ani m at i on
5. P ri nci pl es of Ani m at i on -
ht t ps: / / en.wi ki pedi a.org/ wi ki / 12_basi c_pri nci pl es _of_an
i m at i on

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6. YouTube Vi deo -
ht t ps: / / www. yout ube.co m / wat ch? v=haa7n3UG yDc& fea
t ure= yout u.be
16UMM1M C02 G RA PH IC DE S IGN & MUL T IME DIA
S em est er : I C redi t s : 3
C at ego r y : M C Hours/ W eek : 3
O b jecti ves:
1. To provi de an ov ervi ew of D rawi n g and Desi gn & i t s
P ri n ci pl es
2. Underst andi n g of C om pu t er Graphi cs & M ul t i m ed i a
3. Int rodu ct i on t o t he b as i cs of S oft wa re P a cka ges for
Desi gn.
Con ten t:
Un i t - 1: P ri nci pl es of Drawi n g - Int rodu ct i on t o Drawi ng,
Vari ous dr awi n g m edi um s, S i ght i ng & M eas uri ng obj ect s,
S ki l l s i n C om posi t i on, Thum bnai l sket ches, Form , Overl appi n g,
S i z e & S pace vari at i o n, Fre e fl owi n g desi gns, Geom et ri c
Desi gns
Un i t - 2: El em ent s of De si gn & P ri nci pl es of De si gn: El em ent s
of Desi gn - Dot , Li n e, S hape, Val ue/ Tone, T ex t ure, S pace,
C ol or. P ri nci pl es of Desi gn - Bal an ce - S ym m et ri c al or
As ym m et ri c al , R epet i t i on / R h yt hm , Focus / Em phasi s /
Dom i nance, Uni t y / H arm on y, S c al e, P roport i on, C ont rast ,
M ovem ent , Dept h.
Un i t - 3: C om posi t i on and C oncept C reat i on - P i ct ure P l ane,
C l osed & Open C om posi t i on, Gest al t , P osi t i ve & Ne gat i ve
S pace, P oi nt of Vi ew. C oncept C re at i on based o n t he El em ent s
and P ri nci pl es of Desi gn
Un i t - 4: Int roduct i on t o C om put er Graphi cs / C G I &
M ul t i m edi a: W hat i s C om put er Graphi cs ? , W hat i s
M ul t i m edi a? , It s Appl i cat i ons  P resent at i on Graphi cs 

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R esol ut i on and Fi l e For m at s, W eb / M obi l e based cat e gori es,
C om put er Ai ded Desi gn (C AD ) i n Educat i on, Trai ni ng,
Ent ert ai nm ent et c. D es i gn S t andards and S peci fi cat i ons -
In cl udi ng t hei r Fi nal out put Form at s, Input and O ut put Devi ces,
Di gi t al Im a ge Edi t i ng.
Un i t - 5: Int rodu ct i on t o Graphi cs S oft w are - Ho w t o work wi t h
gr aphi cs soft war e i nc l udi ng Adobe P hot oshop, Adobe
Il l ust rat or and underst an d t hei r speci fi cs
Assi gn men ts:
C oncept Desi gns i n col or, Abst ract desi gns represent i n g
P ri nci pl es & El em ent s of Desi gn, C G I - S oft war e out put s
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, C om put er La b sessi ons, W orkshops & S em i nars,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. R awson, P hi l i p, Desi gn, P rent i ce Hal l , 1987.
2. Br yson, Norm an, Ann Hol l y, M i chael , M ox e y, Kei t h,
Vi sual Theor y: P ai nt i ng and Int erpr et at i on,  Harpe r
C ol l i ns, 1991.
3. R ose Gi l l i an, Vi sual M e t hodol ogi es, S a ge, 2006 .
4. S t urken, M ari t a, The P ract i ces of Looki n g,  OUP ,
2009.
5. C ooper, Al an et .al , A bout Fa ce: The Essent i al s of
Int e ra ct i on Desi gn,  W i l e y, 200 7.
6. C om put er Graphi cs and M ul t i m edia -
ht t p: / / www.academ i a. ed u/ 6709255/ LEC TUR E_ NOTES
_on_C om put er_Graphi cs _and_M ul t i m edi a_Tabl e _of_C
ont ent s

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7. Gr aphi c D esi gn -
ht t p: / / www.sl i deshare.ne t / AfshanKi rm ani / an -
i nt roduct i on - t o - graphi c - d esi gn - p resent at i on
8. M ul t i m edi a -
ht t p: / / www.sl i deshare.ne t / kenshi n1017/ i nt roduct ion - t o -
m ul t i m edi a - 4663053
9. El em ent s & P ri nci pl es of Desi gn -
ht t p: / / t eachi ng.el l enm uel l er.com / drawi n g -
i / resources/ el em ent s - pri n ci pl es - of - 2d - d esi gn/
10. Desi gn P ri nci pl es - ht t p: / / www.desi gn -
ski l l s.org/ desi gn_p ri nci pl es_g ui del i nes.ht m l
16UMM1M C03 CO NC E PT DE VE L O PME NT
S em est er: I C redi t s : 3
C at ego r y: M C Hours/ W eek : 3
O b jecti ves:
1. Int rodu ce st udent s t o C reat i ve Thi nki ng t echni qu es and
i nvol ve t hem i n t he t hi nki ng proc ess
2. C oncept Devel opm ent an d S t or y - t el l i n g
3. C reat i ve ex erci ses t o equi p st udent s on out - of - box
t hi nki ng.
Con ten t:
Uni t - 1: S t or y Tel l i n g: C reat i ve t hi nki ng t echni ques and
ex erci ses, Teachi n g st ud ent s how t o narrat e a st or y, How t o use
real l i fe si t uat i ons t o cr eat e a st or y. C r eat i n g a scrap book t o
r ecord ever yd a y h appe ni ngs and ar eas of i nt erest , How t o
devel op a st or y - pl ot from t he col l ect i ons.
Un i t - 2: S t or y - Board C r e at i on: S cri pt i ng & S t or y boardi n g fo r
ani m at i on: C reat i on and Devel opm ent . S t andard st or y - bo ard
t em pl es and underst and t he el em ent s i n t he t em pl at e. How t o
i ncl ude di al ogu es and Vo i ce and t i m i ng t o sc reens.
Un i t - 3: C oncept Devel opm ent - C oncept Dev el opm ent and
R eal i z at i on - C oncept Generat i on, R esea rch & P re - produ ct i on -

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S creen Adapt at i on: C oncept s & Anal ysi s. C reat i ve t hi nki ng of
concept s and cre at i ve ass i gnm ent s
Un i t - 4: Int roduct i on t o C reat i ve wri t i ng: W ri t i ng - S cri pt
wri t i ng: Te chni ques, Id eas & D evel opm ent - S t or y D esi gn,
Anal ysi s, C re at i ve P rese nt at i on - C reat i ve S ki l l s Devel opm ent
Un i t - 5: C re at i ve Thi nk i ng T echni ques: Di f fer e nt t echni qu es
avai l abl e on C reat i ve t hi nki ng l at eral t hi nki ng l i ke six hat s
t hi nki ng et c.
Assi gn men ts:
Own st or y cre at i on, st or yt el l i n g, C onc ept Des i gns i n col or,
Abst ract desi gns bas ed o n m usi c, gi ven t hem e et c. ,
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, Group di scussi ons, W orkshops & S em i nars, Guest
Le ct ures, Indust r y Ex pert s, Assi gnm ent s, Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  1 00 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. The New Ox ford Gui de t o W ri t i ng - Thom as S .Ka ne
2. C reat i ng C ha ra ct ers: Dwi ght V.S wai n.
3. The El em ent s of S t yl e: W i l l i am S t runk& E.B. W hi t e.
16UVC1AL 01 ANIM A T IO N FIG URE DRAW ING
S em est er: I C redi t s : 3
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
1. To i nt roduce st udent s t o t he pri n ci pl es of Li fe d rawi n g
b y ex pl ori ng t he obs ervat i on of t he hum an form .

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2. S t ud y focus es on t he p r i nci pl es of m ovem ent , wei ght ,
bal ance, shap e, and anat om y t h rou gh gest ure dr awi ng,
l ong fo rm poses, and hu m ans i n m ot i on. The pr a ct i ce of
observat i on and appl i c at i on i s t he foundat i on from
whi ch st udent s appl y t h e se pri nci pl es.
3. S t ud y i n shadi n g, shad ow, foreshort eni ng, and act i on
anal ysi s furt h er al l ow st udent s t o ex pl ore t he i m port ance
o f observi n g t he hum an f orm and anat om y.
Con ten t:
Un i t - 1: Basi c Li fe Dra wi ng S ki l l s - Li f e dr a wi ng i n cl udi ng
hum an anat om y, em ot i ons, act i ons and ex pressi ons. S t i ck
Fi gu res, Li ne of act i on , Basi c Hum an, Ani m a l s and Bi rds
Anat om y
Un i t - 2: Basi c P erspe ct i ve Drawi n gs  How t o draw S hapes,
Bui l di ngs and Fi gu res i n 1 poi nt , 2 poi nt and 3 poi nt
perspect i ves, W orm s E ye Vi ew, Bi rd s E ye Vi ew  Out - doo r
st ud y
Un i t - 3: Li ght & S hade i n Drawi ngs  Ba si c Drawi n gs
i ncl udi ng Hum ans, Ani m al s, Bi rds et c . wi t h Li ght & S hade,
S t i l l - l i fe st ud y
Un i t - 4: Basi c An at om y Drawi n gs - B asi c An at o m y D rawi n gs
i ncl udi ng Hum ans, Ani m al s, Bi rds et c.  usi n g M ann equi ns,
Group fi gure st udi es
Un i t - 5: Act i ons & M ovem ent s, Em ot i ons, P ost ures& G est ures
i n Drawi n gs: Li ve A ct i o n / M ot i on Drawi ngs i ncl udi n g
Hum ans, Ani m al s, Bi rd s et c. Incl udi n g em ot i on s, act i ons and
ex pressi ons, at t i t ude, post ures and gest ur es, F aci al ex pressi ons
Assi gn men ts:
S t i l l Li fe S t ud y - S hap es, Organi c & In - or gani c st udi es, Indoo r
and Out door S t ud y, Li gh t & S hade, P ersp ect i ve a nd Anat om y.

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Meth od ol ogy:
Ex t ensi ve P ract i cal se ssi ons, Drawi n g S essi ons, Indust r y
Ex pert s, Assi gnm ent s, Fi el d Vi si t s for out - door st udi es  Zoo,
P ark et c.
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
E x t ernal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. Thom as, Fr ank; Ol l i e J ohnst on (1997) [ 1981]. The
Il l usi on of Li fe: Di sn e y Ani m at i on.
2. Al l an, R obi n. "W al t Di sne y's Ni ne Ol d M en &T he Art
Of Ani m at i on". Ani m at i o n W orl d Net work.
3. S ol om on, C harl es, Enc hant ed Dra wi ngs: Th e Hi st or y
of Ani m at i on . R andom House, 1994.
4. Beck, J err y, Ani m at i on Art : From P enci l t o P ixel , The
worl d of C art oon, Ani m e and C G I.  C ol l i ns, 2004.
5. Lot m an, J eff and S m i t h, J onat han, Ani m at i on Art : The
Earl y Ye ars 1911 - 1953  S chi ffer, 1995.
6. Lent , J ohn, Ani m at i on i n Asi a and P aci fi c.  J oan
Li bbe y, 2010.
7. C l em ent s, J onat han and M cC art h y, Hel en, Th e Ani m e
Enc yc l opedi a, S t one Bri dge P r ess. 2001.
8. R yder, Ant hon y, Th e A rt i st s C om pl et e Gui de t o Fi gu re
Dr awi n g,  W at son  Gup t i l l , 1999.
9. Gol dfi nger, El i ot , Hu m an Anat om y for Art i s t s: The
El em ent s of Form , OU P , 1991.8. R ockm an, D eborah,
The Art of Tea chi n g Art ,  OUP , 2000.
10. Hi st or y of Ani m at i on -
ht t ps: / / en.wi ki pedi a.org/ wi ki / Hi st or y_of_ani m at i on

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16UMM2M C01 2D AN IMAT IO N AND CA RT O O NING
S em est er: II C redi t s : 5
C at ego r y: M C Hours/ W eek : 5
O b jecti ve:
1. To i nt roduce st udent s about t he fundam ent al pri nci pl es
and basi c t echni qu es of 2 D ani m at i on.
2. S t udent s wi l l l earn advanced t i m i ng and wei ght t hrough
a seri es of proj ect s desi gned t o dem onst ra t e t he
pri nci pl es of ani m at i on.
3. Issu es such as ke y f ram i ng, i n - bet w eeni n g and c yc l i ng
wi l l be addressed and rei nforced.
Con ten t:
Un i t - 1: Basi c C art oo ni ng: S ha pes, Unders t and C art oon
C haract e rs and t hei r shapes, Anal yz e di f ferent c art oon
chara ct ers and t hei r at t i t udes, t hei r rel at i ve prop s, C reat e your
own cart oon ch ara ct er, i s t urn - around, l i p - s ynch e t c. P osi ng and
C haract e r em ot i on - At t it udes, ex pressi ons, po ses and gest ures,
em ot i ons et c.
Un i t - 2: Act i n g S ki l l s for Ani m at i on: How t o observe, a ct and
em ot e. Underst and and d evel op act i n g ski l l s
Un i t - 3: S t or y, Voi ce - O ver and S t or y - Boa rd C reat i on: S t or y
devel opm ent , S cri pt W rit i ng, S t or y - t el l i ng, Voi c e m odul at i on,
Act i ng S ki l l s, C haract er descri pt i ons, Di al ogue W ri t i ng, Voi ce -
Over c reat i on, R e cordi n g, S cen e b y sc ene edi t i ng usi n g S ound
For ge, W hat i s a S t or y - B oard, El em ent s i n a S t or y - Boa rd, W hat
i s Ani m at i cs
Un i t - 4: Fl ash - BG & La yo ut C r eat i on: Back grou nd Desi gni n g,
La yout C reat i on, Ov er - l a ye rs cre at i on i n Fl ash. Learn about
vect or and bi t m ap gr ap hi cs - Fl ash dr awi n g m ode - About
overl appi n g shapes Usi ng Fl ash dr awi n g and p a i nt i ng t ool s -
Draw wi t h t he penci l t o l l s - Dr aw st r ai ght l i nes  R eshapi n g
l i nes and sh ape out l i ne s - S nappi n g (obj ect snappi ng, pi x el

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snappi ng, snap al i gnm e nt )  W orki ng wi t h col or, st rokes and
fi l l s. S el ect i on obj ect s - M ovi ng, cop yi n g and d el et i ng obj e ct s -
Arran gi n g obj e ct (S t ack, Al i gn, Group, Br eak ap art groups and
obj ect ) - Transfo rm i ng obj ect - Usi ng s ym bol s, i nst ances and
l i brar y asset s - S ym bol s overvi ew - T ypes of s ym bol s - C reat e
s ym bol s - C onvent ani m at i on on t he S t age i nt o a m ovi e cl i p .
Un i t - 5: Advanc ed Fl a sh Ani m at i on: Ani m ati on basi cs -
C reat i ng m ot i on - C r ea t i ng ke y fr am es - R e pr esent at i ons of
ani m at i on i n t he Tim el i ne - Fram e r at es - Fr am e - b y - f ram e
ani m at i on - Oni on ski nni ng - Ex t end st i l l i m a ges - M ask l a ye rs -
Usi ng Ti m el i ne e ffe ct s - Twi nned ani m at i on - S peci al ef fe ct s -
Fi l t er  Ani m at i on Fi l t er s - C re at e pr eset fi l t er l i bra ri es - Bl end
m odes i n Fl ash - W orking wi t h t ex t - W orki ng wi t h sound -
W orki ng wi t h vi deo.
Assi gn men ts:
Ani m at i cs C reat i on wi t h S ound, C haract er Bi bl e cre at i on,
C haract e rs and P rops cre at i on i n Fl ash, Back grou nd wi t h over -
l a ye rs cr eat i on i n Fl ash, C haract e r and P rops R i ggi n g, S t agi n g,
C haract e r Ani m at i on i n Fl ash, Ani m at i on wi t h EFX, 2D
C om posi t i ng i n Fl ash
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. W el l es, P aul et al . Drawi n g for Ani m at i o n, Ava
P ubl i shi ng, 2008.
2. C hong, Andre w, Di gi t a l Ani m at i on, Ava Academ i a,
2008.

~ 13 ~
3. W el l es, P aul . Funda m ent al s of Ani m at i o n, Ava
P ubl i shi ng, 2006.
4. W i l l i am s, R i chard. The Ani m at or s S urvi val Hi t , Fabe r,
2001.
5. W el l es, P aul . Basi cs Ani m at i on: S cri pt wri t i ng, Ava
P ubl i shi ng, 2007.
6. W hi t e, Ton y, Ho w t o M ake Ani m at ed Fi l m s, Focal
P ress,(re cent edi t i on)
7. P eat y, Kevi n and Ki rk pat ri ck, Gl enn, Fl ash C art oon
Ani m at i on, Frei ndssoft ,2 002
16UMM2M C02 MO DE L L ING FO R ANIMAT IO N
S em est er: II C redi t s : 6
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
1. To provi de an ov er vi e w of cl a y - m od el i ng & st op -
m ot i on ani m at i on
2. Underst andi n g t he pro c ess of cl a y - m od el i ng & st op -
m ot i on ani m at i on
3. Int rodu ct i on t o t echni ques of cl a y - m od el i ng and
soft ware for st op - m ot i on ani m at i on
Con ten t
Un i t - 1: B asi cs of Cl ay Mod el i n g: M odel from a st i l l l i fe set - up
i n t he cl assroom , a scul pt ural equi val ent i n cl a y, em phasi z i ng
i nt er - rel at i onshi ps of fo r m , space and su rfa ce.
Un i t - 2: T yp es of Cl ay Mod el i n g: C reat e di ff ere nt chara ct ers i n
cl a y m odel i n g, C art oons , hum an fi gures, Ani m a l s, P rops et c.
P reparat i on of a prot ot ype work product / pre - vi sual i sat i on for
revi ew. P rep arat i on of t h e fol l owi ng st op m ot i on ani m at i on end -
product s: Fi l m , Tel evi s i on seri es, Advert i sem e nt , Educat i on
cont ent . Appl i cat i on of t he fol l owi ng st op m ot i on ani m at i on
t echni ques:
ð· Tradi t i onal fram e - b y - f ra m e capt ure

~ 14 ~
ð· C l a ym at i on
ð· C ut - out
ð· Usi ng C om put er - gener at ed t ool s
Un i t - 3: Proc ess an d tech n i q u es of stop - moti on an i mati on :
C am era an gl es, C har a ct er posi t i oni ng, Fr am e b y F ram e
cont rol s, P osi t i oni ng an d act i ons o f se condar y chara ct ers and
P rops. C l a y M od el i ng Techni ques: S cul pt i ng t ool s handl i ng,
C l a y h andl i ng t echni qu es, Anal yz i ng and und erst andi n g t he
chal l en ges fa ced duri n g cl a y m odel i n g and shoot i ng, P rops &
l i p - s ynch h andl i ngs
Un i t - 4: Con cep t Cr eati on f or cl ay mod el i n g: How t o creat e
yo ur own concept , under st andi ng t he l i m i t at i ons and chal l en ges
of t he m edi um , C reat i on and Ex ecut i on of t he con cept
Un i t - 5: In trod u cti on t o stop - moti on an i mati on sof tw are:
Int rodu ct i on t o avai l abl e soft ware for S t op - M ot i on Ani m at i on,
Le arni n g t o use M onke y J um p S oft ware
Assi gn men ts:
Use cl a y t o cr eat e a st op - m ot i on ani m at i on, use obj ect s l i ke
coi ns, puppet s, m arbl es, t o ys and m annequi ns t o creat e a st op -
m ot i on ani m at i on
Meth od ol ogy:
Ex t ensi ve P ract i cal ses si ons wi t h requi red t h eor y cl ass es ,
Drawi n g S essi ons, S cul pt i ng usi ng cl a y, S t udi o P ract i ce,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P r act i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:

~ 15 ~
16UVC2AL 02 PH O T O GRA PH Y & VIDE O G RA PH Y
S em est er: II C redi t s : 3
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
ð· To i nt roduce basi c knowl edge i n phot ograph y.
Int rodu ct i on t o C am era, and i t s funct i oni ng an d ot her
t echni cal i nfo rm at i on. T o enabl e st udent s t o und erst and
t he concept and t echni qu es behi nd phot ograph y.
ð· Hi st or y of phot ograp h y and som e of t he best
phot ogra phers and c ase st udi es. C ourse bri e fs about
Fram i n g and condi t i ons sui t abl e t o capt ure b est i m ages.
ð· To enabl e st udent s t o vi sual i z e creat i ve phot o gr aphi c
i deas and conc ept s whi ch woul d serve as cont e nt s for
t hei r l at er P hot ographi c p roj ect s
ð· To offer t echni c al knowl edge i n vi deograph y. It bri efs
about t he c am era, i t s f unct i on, l enses, fi l t ers, l i ght i ng
devi ces et c. Ap art fro m t echni cal i t i es i t al so offers
knowl edge i n i m a ge capt uri n g m et hods, n a rrat i on,
docum ent at i on et c. It al so bri ngs knowl ed ge i n vi deo
and audi o edi t i ng.
Con ten t
Un i t - 1: Ph otograp h y H i story: Int rodu ct i on t o P hot ograph y -
Hi st or y and evol ut i on. To di scuss som e of t he b est
phot ogra phers and t hei r works. Earl y pi oneers an d ex peri m ent s
 J oseph Ni cephoreNi epce, Loui s Da gue rre a nd Eadweard
M u ybri d ge
Un i t - 2: Ph otog rap h y Basi cs: Di ffer enc es bet we e n anal o g and
di gi t al phot ogr aph y, part s of anal og and di gi t al c am eras, t ypes
of anal o g and di gi t al c a m eras. C am er a - st ruct u r e and funct i on
of cam e ra. Ex posure  f ocusi ng, apert ur e, shut t e r speed. D ept h
of fi el d. T yp es of Fi l m s and fi l m speeds, P hot ogr aph y P aper -
devel opi ng and pri nt i ng Ac cessori es used i n phot ograph y
Di gi t al phot ograph y, op t i cal s yst em , powe r s ys t em , m em or y
st orage, resol ut i on. Underst andi ng ex posure and c ont rol s, Fl ash

~ 16 ~
and l i ght i n g. T ransf erri n g i m a ges t o P C fi l e fo rm at s, m ana gi n g
di gi t a l pi ct ur es. To cr eat e a port fol i o on di f fer en t t hem es usi n g
t he above knowl ed ge. To underst and t he basi c pri nci pl es of Art
phot ogra ph y, C om m erci al phot ogr aph y, j ournal phot ogr aph y
and ex erci se.
Un i t - 3: L i gh ti n g & Comp osi ti on T ech n i q u es: C haract e ri st i cs
of l i ght , S pect rum . T ypes of c am er as - Le n ses and t hei r
funct i on.T yp es of l enses and t hei r use.C hara ct er i st i cs of l ens,
l ens speed, cov eri n g power and ot her f eat ures. Li ght i n g
t echni ques, T ypes of l i ght i ng - i ndoor and out do or - sour ces o f
st udi o l i ght i ng - El ect r oni c fl ash and art i fi ci al l i ght s, Li ght
m et ers, fi l t ers, fl ash m odes and col or t em per a t ure. Di ffe rent
ki nds or l i lt 'I' or B & \ V and col or phot ogr aph y. El em ent s of
com posi t i on, fram i ng, rul e of t hi rd, deci si ve m ovem ent ,
m et eri ng, whi t e bal an ce and ex po sure m odes.
Un i t - 4: Ph oto E d i ti n g & Imag e Pro cessi n g: S t ages i n anal o g
and di gi t al pro cessi n g, gr ai ns and pi x el s, si l ver hal i des and
sensors, fi l m and fi l e form at s, AS A/ D IN and J P EG/ R aw. Im a ge
edi t i ng t echni qu es usi ng P hot oshop
Un i t - 5: Vi d eo / Au d i o E d i ti n g: S ound Basi cs - Fi l m S ound
appreci at i on, S ound Track an al ysi s. Edi t i ng Basi cs
Fra gm ent at i on J ux t aposit i on: Fram e, S hot , S equence, S c ene
Ti m e, P ace, R h yt hm M i se - en - s cène M ont a ge. P ract i cal Voi ce
Over Ex erci se  Le a rni ng basi c edi t i ng so ft war e and pri m ar y
e di t i ng on av ai l abl e/ gi v e n m at eri al s (si l ent rushes )
Assi gn men ts:
In - door S t ud y & Out door S t ud y, Li ght & S had e, P erspect i v e
and C om posi t i on.P ort rait st udi es, R eal l i fe P hot ographs and
vi deos.
Meth od ol ogy:
Ex t ensi ve P ract i cal sessi ons wi t h am pl e t heoret i cal i nput s,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s

~ 17 ~
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm ent  15
M arksEx t ernal 50% - S em est er Ex am i nat i on  Theor y &
P ract i cal  50 M arks ea c h
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. The P hot ographe r 's E ye : C om posi t i on and Desi gn for
bet t er phot ograph y... b y M i chael F reem an.
2. Bordw el l and Thom pson, Fi l m art : An i nt roduct i on
3. Bi l l Ni chol s, M ovi es & M et hods
4. J . J . Lan gford, Basi c P ho t ograph y .
5. J oseph V. M ascel l i , Fi ve C s of C i nem at ograph y
16UMM3M C01 3D S E T - MO DE L L ING
S em est er: III C redi t s : 5
C at ego r y: M C Hours/ W eek : 5
O b jecti ves:
1. The obj ect i ve of t he subj ect i s t o i m part t he s ki l l s t o
vi sual i z e obj ect s i n 3D and al so t o l ear n t he
m et hodol ogi es of cre at i ng 3D envi ronm ent s.
2. To m ake st udent s und ers t and t he det ai l ed proc ess of 3D
m odel i ng, Tex t uri ng, Li ght i n g and R enderi n g i nvol ved
i n t he creat ed m odel s
Con ten t:
Uni t - 1: Int rodu ct i on t o 3D S oft ware: Int roduct i on t o Bl ender,
3d S t udi o M ax . Basi cs of Aut odesk M a ya, 3 D Out put and
del i ver y form at s, Aut ode sk M a ya wi l l be used as a t ool for 3D.
C om posi t i ng / M i ni at ure set t i ng - M od el s  Ho w t o draw S et
m odel s, C reat e vari ous set l ocat i ons  Vi l l age, C i t y, Und er
wat er, Forest , P ark, Zoo et c. as dr awi n gs, C reat e props for t he
chosen l oc at i ons. Int rodu ct i on t o M a ya i nt er fa ce: Bei n g f am i l i ar
wi t h M a ya vi ewport , us er i nt erf aces, st at us l i ne, shel f, l a yers,
channel box , et c.

~ 18 ~
Un i t - 2: 3D S et Mo d el i n g: Con cep t of 3D mod el i n g:
Underst andi n g t he 3 Di m ensi ons, Isom et ri c & Ort hogr aphi c
proj ect i on, 3D spac e, di ffer ence b et we en 2D & 3D and x yz
coordi nat es. Int rodu ct i on t o m odel i ng t ool s; In t roduci ng t ool
box , basi c pri mi t i ves, M esh, edi t m esh, out li ner, pi vot poi nt
et c.; Int roduct i on of di f ferent t ypes o f m odel i ng geom et ri es;
Est abl i shi ng di fferent t ype of geom et ri es, nat ure of di fferenc e
m eshes and adv ant a ge an d di sadvant a ge of t h ese geom et ri es.
Un i t - 3: T ext u ri n g  Un d erstan d textu ri n g an d Ap p l y
textu re f or th e crea ted mod el s. In trod u cti on to tex tu ri n g:
Ex pl ai ni ng UV resol ut i o n set t i ngs, and how t o capt ure a UV
snapshot from M a ya UV , t ex t ure edi t or, and get t i ng i n t o pai nt
soft ware. W orki n g wi t h UV t ool s & t e chni ques: Underst andi n g
t he UV Tex t ure edi t or and t echni que o f how t o cut , m er ge,
rel ax , unfol d, and l a yo ut t he UVs. T echni qu es of t ex t ure
m appi ng, p roj ect i on and m ana gi ng t ex t ure se am s. How t o appl y
col or ef fect s su ch as col or t ones, t ex t ures, m at t e et c. P ropert i es
of di ffe rent t ypes o f s urfac es such as wood, gl ass, pl ast i c,
l eat her, m et al et c. and n at i ve m at eri al s for r ende ri ng (for Vra y,
M ent al R a y et c.)
Un i t - 4: L i gh ti n g & Co mp osi ti n g: Underst a nd Tool s for
l i ght i ng and appl y l i ght i ng for t he cr eat ed m o del s. Li ght i ng
C oncept s - Out door l i gh t i ng ,i ndoor l i ght i n g, pr oduct l i ght i ng.
Li ght i ng prop ert i es and c oncept s l i ke t hr ee poi nt l i ght i n g, Bl i nn,
Lam b ert , t ranspa renc y, sel f - i l l um i nat i on, gl ow, bum p,
di spl acem ent , refl ect i o n, refra ct i on et c. Te chni ques and
workfl ow of U V m appi ng. How di f fer ent t yp es of surfac es re act
t o var yi n g l i ght i ng condi t i ons. Underst and Tool s for
C om posi t i ng for t he cr ea t ed m odel s.
Un i t - 5: R enderi n g  Underst and R en deri n g i n or der t o achi eve
t he desi red 3D out put for t he cr eat ed m odel s. Essent i al s of
renderi n g - T ypes of r enderi n g en gi nes - Usi ng t he R ender
S et t i ngs W i ndow - Im a ge & Vi deo form at s R esol ut i on,

~ 19 ~
Assi gn men ts:
S et M odel drawi n gs, P r ops creat i on - C hosen Envi ronm ent 
Forest , C i t y, Vi l l a ge et c. , Furni t ure M odel s, R oo m M odel wi t h
obj ect s, Over - l a ye r han dl i ng, S et m odel cre at i on i n 3D wi t h
t ex t uri ng, l i ght i ng. E x peri m ent ex erci se on unwrappi n g
t echni ques usi ng a si m pl e m odel . How t o creat e phot o - real i st i c
t ex t ures consi st ent wi t h the cre at i ve l ook of t he pr oduct i on.
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, Indust r y Vi si t s.
3D Ani m at i on M ovi e S t udi es  Anal yz i n g 3 D Ani m at i on
M ovi es  To y S t or y, Tan gl ed, R i o, Up, R an go et c.
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. Dari ushDe rakhshani ,  Int rodu ci n g Aut odesk M a ya
2015, J on W i l e y & S ons, (2014).
2. M araf fi , C hri s (2004). M a ya C har act e r C reat i on:
M odel i ng and Ani m at i on C ont rol s. New R i ders.
3. Ani m at i on from penci l s t o pi x el s: cl assi cal t ec hni ques
for di gi t al ani m at or s, Ton y W hi t e IS BN - 10:
0240806700
4. 3D Aut om ot i ve M odel i ng: An Insi der 's Gui de t o 3D C ar
M odel i ng and Desi gn for ... B y Andr ew Gah an
5. Int rodu ci n g Aut o desk M a ya 2012
B yDa ri ushDer akhshani .
6. W ri ght 'sC om posi t i ng Vi sual Eff ect s: Essent i al s for t h e
Aspi ri ng Art i st [ P aperba ck] 2007) - P ape rback (2 007) b y
S .W ri ght
7. C om posi t i ng Vi sual Eff ect s  Essent i al s for a spi ri ng
art i st s, S t eve W ri ght
8. M odel i ng, UV M appi n g, and Tex t uri ng 3D Gam e
W eapons B y C hri st i an C hang, Lu ke Ah earn

~ 20 ~
9. M a ya S t udi o P roj ect s: Gam e Envi ronm ent s an d P rops
B y M i cha el M cKi nl e y
16UMM3M C02 CH AR ACT E R DE S IGN  2D & 3D
S em est er: III C redi t s : 4
C at ego r y: M C Hours/ W eek : 3
O b jecti ves:
1. To enabl e st udent s t o u nderst and and cre at e di ffer ent
chara ct ers and envi ronm ent s, wi t h a focus on r obot i c,
fut uri st i c, out er spac e, m echani c al and aut om obi l e areas.
2. S t ud y and C re at i on of C haract e rs i n 2D & 3 D wi t h
respect i ve envi ronm ent
3. C reat i ng t h e C hara ct er B i bl e
Con ten t
Un i t - 1: Ad van ced Draw i n g S ki l l s: Advanced F i gure D rawi n g,
Anat om y Dr awi n gs i ncl udi ng Hum ans, Ani m al s , Bi rds et c. 
usi ng M annequi ns, G rou p fi gur e st udi es, di ffe rent approach es t o
com posi t i on i n fi gure dr a wi ng
Un i t - 2: In trod u cti on to Ch aracte r Desi gn i n g: Int roduct i on t o
chara ct er desi gni ng, Va r i ous chara ct er st ud y wi t h back grounds
and P rops, Und erst and i ng M od el - sheet s, Li p - s ynch, P oses.
C reat i ng own C hara ct er Desi gn: C reat i ng your own chara ct er
desi gn i t s r el at i ve envi ro nm ent and props, C re at e accu rat e and
aest het i cal l y app eal i n g char act er desi gn. C haract er s l ook,
col ors, dressi ng, at t i t ude and behavi or.C har act e r ex pressi ons,
em ot i ons, poses. C hara c t er m ovem ent s ( e. g. w a l k, run, j um p
et c.) and t i m i ng (a ct i ng a nd bod y m e chani cs) and S hadow
Un i t - 3: C reati n g Ch ara cter B i b l e: C har act e r t ur n around, Li p -
s ynch cha rt , At t i t ude c hart , Ex pressi ons cha rt , S i z e - rel at i on
chart , D escri b e ch ara ct e ri st i cs of wel l - d esi gn ed and ex ecut ed
chara ct ers

~ 21 ~
Un i t - 4: Con ver t 2D d raw i n gs to 3D Mod el s : C reat e 3D
m odel s based on t he 2D drawi n gs  C ha ract e r m odel s,
back grounds and p rops. R i ggi n g of t he cre at ed 3D M odel s:
R i ggi n g t he cr eat ed 3D m odel s t o get r ead y fo r a ni m at i on.
Un i t - 5: S tagi n g: C reat i ng t he st a gi n g for t he cr eat ed char act ers,
C am era Locki n g (l i ke A ni m at i cs)
Assi gn men ts:
C reat e your own C har a ct er i n 2D wi t h t he charact er bi bl e.
C onvert t he 2D d rawi n g t o a 3D M od el and R i ggi n g o f t he
creat ed m odel
M et hodol og y:
Ex t ens i ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P ract i ca l  100 M arks
16UMM3M C03 FIL M NARRAT IVE S T RUC T URE
S em est er: III C redi t s : 3
C at ego r y: M C Hours/ W eek : 4
O b jecti ves:
" To i m part basi c knowl edge about Fi l m m aki ng.
Int rodu ces Hi st or y, Fi l m l angu a ge, Fi l m Gram m ar et c
" To em power st udent s t o creat e a S hort Fi l m of t he i r own
Con ten t
Uni t - 1: Hi st or y of C i nem a R ese arch & S cri pt : A b ri ef hi st or y o f
earl y evol ut i on of ci nem a; Era of si l ent fi l m s -
S t or y/ scri pt / S t or y boar di ng  Int roduct i on t o di ffe rent

~ 22 ~
approach es i n st or y t el l i ng as seen from Li ve A ct i on,
Docum ent ar y and Ani m at i on. S t udent s wi ll st udy vari ous fi l m s
(W orl d C i nem as) and t r y t o underst and and anal yz e t he essence
of fi l m m aki ng. Fi l m s f ro m Di rect or s l i ke S at yaj i t R a y, Vi t t ori o
De S i ca, and F r anci s Fo r d C oppol a wi l l be shown and t aught t o
st udent s. R esear ch Fi ndi ng and C ol l ect i n g m at e r i al s and f act s
rel at ed t o your st or y. W here and How t o fi n d t he m at eri al s
rel at ed t o your st or y. Thi ngs t o consi der befor e sket chi ng down
yo ur st or y.
Un i t - 2: The Hi st or y a nd Evol ut i on of Genr es: S t ud y of
di fferent G enre T ypes. Audi ence - based Approach es,
C ri t i cal / Ideol o gi c al An al ysi s o f G enres, De vi si ng G enre -
anal ysi s A ct i vi t i es
Un i t - 3: Fi l m Lan gu a ge, Gram m ar and Anal ysi s: S t or y / scri pt /
S t or y boardi n g; D evel opi n g S t or y i deas, d esi gni n g t he P l ot , P l ot
devel opm ent and P l ot devi ses, S t or y nar rat i on, C haract er
devel opm ent i n t he st or y.
Un i t - 4: Fi l m Gram m ar & l angu a ge: M i se - En S c ene, El em ent s
of M i se en scene: R epresent at i on of space. S e t desi gni ng 
col our desi gn and s ym bol i sm i n set s  l i ght i ng  cost um e
desi gni n g - A ct i ng and t ypes of act i n g
Un i t - 5: C reat e a S hort Fi l m : C ase st udi es/ Fi l m vi ewi ng and
anal ysi s and cr eat i n g you r own short fi l m
Assi gn men ts:
S hort Fi l m C reat i on
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal sessi ons, Group Di scussi ons,
M ovi e previ ews and a nal yz i ng t he m ovi e, W orkshops &
S em i nars, Guest Lect u res, Indust r y Ex pert s, Assi gnm ent s,
Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks

~ 23 ~
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. The Anal ysi s of Fi l m b y R a ym o nd Bel l our and
C onst ance P enl e y (Edi t or )
2. How t o R ead a Fi l m : M ovi es, M edi a, and B e yo nd b y
J am es M onaco
3. Fi l m Art : An Int roduct i o n - P ape rba ck (Nov. 25, 2009)
b y D avi d Bord wel l and Kri st i n Thom pson
4. Fi l m Form : Essa ys i n F i l m Theor y - P aperb ack (M ar.
19, 1969) b y S e r gei Ei se nst ei n and J a y Le yda
16UCO 3AL 04 ME DIA MAR KE T ING
S em est er: III C redi t s : 3
C at eg o r y: M C Hours/ W eek : 6
Cou rse O b jecti v es
1. To underst and t he basi c pri nci pl es of m arket i ng a nd t he
evol ut i on of m edi a m ark et i ng
2. To provi de an ex posure t o t h e chan gi n g ru l es of
M arket i n g, and ne w M ed i a
3. To appreci at e pra ct i cal act i on pl ans, appl i cat i ons, a nd
t rends i n m edi a
UNIT I: Mark eti n g an d th e Mark eti n g Pro cess:
Defi ni t i on of M ark et i ng and M ark et i ng M ana gem ent -
M arket i n g P roc ess and evol ut i on  M a rket i n gM an a gem ent
ori ent at i on - M arket i n g P l an - M arket i ng M i x - C onsum er and
Busi ness M arket s  M ar ket S e gm ent at i on, t arget i ng, posi t i oni ng
st rat e gi es
Un i t II: Ch an gi n g Ru l es of Mark eti n g an d New med i a
Ol d rul es of M ark et i ng, P R - New rul es of m arket i ng -
C onvergenc e of m a rket i ng and P R on t he w eb - R ea chi n g
Bu yers Di rect l y - T app i ng produ ct evan gel i st s - Bl o gs - usi n g

~ 24 ~
audi o and vi deo - vi ral m arket i ng - cont ent ri ch websi t es -
m arket i ng and P R real t i m e
Un i t III: E vol u ti on of Mod ern Med i a
Evol ut i on of M edi a - P ri nt , R adi o, TV, M obi l e m arket i n g -
Lev er a gi ng m edi a t o re ach cust om e rs  N ewt e chnol ogi es i n
m arket i ng go ods and ser vi ces, fa ce book, t wi t t er, Li nked In and
ot hers - M edi a m a rket i n g m i x - Fut ure of M edi a
Un i t IV: Acti on Pl an s
Bui l di ng a M arket i n g an d P R pl an - organi z at i onal go al s, bu ye r
persona, devel opi n g c ont ent t o reach bu ye rs, m arket i ng
st rat e gi es, m easurem ent s, educat i ng sal esp eopl e about t he new
sal es c ycl e - onl i ne t hought l ead ershi p - onl i ne sal es - m easuri n g
m edi a eff ect i veness
Un i t V: Mod ern M ed i a Ap p l i cati on s and T ren ds
Appl i cat i ons of m oder n m edi a: Heal t h, rel i gi on, pol i t i cs,
ent ert ai nm ent , j ourna l i sm , t ransport at i on, ecol o gi cal
consci ousness, c am puses - Di gi t al M a rket i n g: e - C R M , brandi ng
- R F ID - cont ex t ual ads.  S earchen gi nes - reput at i on and
pri vac y i ssues
Cou rse T exts
1. S cot t Davi d M oorm an, The Ne w R ul es o f M a r ket i ng
and P R , 2nd ed. J ohn W il e y & S ons, 2011
2. Fi ne R obert , The Bi g Book of S oci al M edi a: C ase
S t udi es, S t ori es, P erspect i ves, Yorkshi reP ubl i shi ng, OK,
US A, 2010
Cou rse Ref er en ces
1. S ham eem A (Ed. ), Ne w M edi a M ark et i ng: R e - i nvent i ng
new aven u es , Ex cel Boo ks, New Del hi ,2009
2. Kot l er P hi l i p Gar y A r m st rong, P raful l a Y. A gni hot ri ,
and EhsanUl Haqu e, P r i nci pl es of M arket i n g, P erson
Educat i on, ed. 13, 2010

~ 25 ~
3. Zei t ham p Val ari e A., M ar y J oe Bi t ner, S ervi ces
M arket i n g - Int e grat i ng C ust om er Focus Across
t he Fi rm , Ed., 5, Tat a M c Graw Hi l l , Ne w Del hi . 2 010
16UMM4M C01 3D CH ARACT E R MO DE L L ING
S em est er: IV C redi t s : 3
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
" To provi de an ov ervi e w of 3D C ha ract er & P rops
M odel i ng
" To di scuss vari ous t echni ques used b y t he i nd ust ri al
ex pert s when l earni n g ch aract er m odel i n g.
" To cre at e t he st ru ct ure of t he hum an form i n 3D
m odel i ng.
" Underst andi n g t he pro c ess of cr eat i n g 3D m od el s for
ani m at i on
" Handl i ng t he Tex t uri ng, R i ggi ng, Li ght i n g and
R enderi n g for t he 3 D m odel s t hus creat ed
Con ten t:
Un i t - 1: Con ve rsi on of 2D d raw i n g to 3D Mod el : Int roduct i on
t o C reat i ng C haract ers a nd P rops, Underst andi ng t hei r rel at i on
and usa ge, C ol l ect di ff e rent cha ract e rs and i t s r el at i ve props -
Hum an Fi gu res, ca rt oon charact ers, Ani m al s, Bi rds, P rops et c.
Underst andi n g t he conn ect i on bet we en cha ra ct e rs and props,
Underst andi n g how t o c onvert 2D drawi n gs t o 3D m anual l y,
Underst andi n g vol um e h andl i ng and l i ght & shad e
Un i t - 2:3D mod el i n g of ch aracte rs an d p rop s & T extu ri n g:
H yp er re al i st i c C harac t er M odel i ng and di gi t al scul pt i ng:
M odel i ng t he h yp er real i st i c Hum an Face - M od el i ng t he h ype r
real i st i c Hum an bod y - Quadruped M od el i ng - Addi ng h ype r
real i st i c det ai l wi t h Di gi t al scul pt i ng t ool and M odel i ng of
rel at ed P rops. C har act e r Tex t ure pai nt i n g wi t h P hot oshop and
3D pai nt i ng t ool - Im a ge based Tex t uri ng ( Im a ge P roj e ct i on)

~ 26 ~
and P ai nt i ng UV seam s - C reat i ng Bum p, Norm al , Di spl acem ent
and S pecul ar m ap - T ex turi ng t echni ques fo r C haract ers and
P rops. S t ud y t he pri nci pl es of C ol or t heor y and w a ys i n whi ch i t
can be ex pl ored t o m eet t he needs of t h e product i o n.
Un i t - 3: Ri ggi n g B asi cs: Bones and J oi nt s S ki n, Bi ndi ng
Ki nem at i cs ( IK & F K), R equi rem ent s for a cl ean M odel , C l ean
UVs. Bi ndi n g - S m oot h Bi ndi ng. C oncept of a si n gl e
cl ust er.M ax In fl uenc e & Drop - off rat e. R i gi d Bi n di ng - C onc ept
of a M ul t i pl e cl ust er, P ract i ce o f R i gi d and S m oot h Bi ndi ng,
Edi t i ng t he S m oot h S ki n, Addi ng i nfl uenc e obj ec t s, P ai nt i ng of
ski n wei ght s, Edi t i ng S ki n wei ght s, M i rror S ki n W ei ght s. C op y
ski n wei ght s R eset t i ng, S ki n wei ght s. P runi n g s m al l wei ght s,
Norm al i z e W ei ght s, Ex port / i m port ski n wei ght m aps, Edi t i ng
R i gi d S ki n, C reat i n g and Edi t i ng Fl ex ors, Lat t i ce , S cul pt , j oi nt
C l ust er, P ai nt i ng C l ust er w ei ght s, R i gi d Bi n di ng P ra ct i ce.
R i ggi n g t he cont rol s - IK and FK, J oi nt s and hi era rchi es
C oncept of S kel et on, C o nnect J oi nt , R em ove, j oint , Ins ert j oi nt ,
R e - root j oi nt M i rror, J oi nt , S et preferred a ngl e, Assum e
prefe rred an gl e.
Un i t - 4: L i gh ti n g & Comp osi ti n g: T ypes o f Li ght i ng, P h ysi c al
propert i es o f l i ght , N at ural and a rt i fi ci al l i ght st ud y, C ol or,
Aest het i cs and m ood, R ol l of l i ght i n g i n vi sual com posi t i on.
C haract e r l i ght i ng, S had ows, Li ght i n g eff ect s. Int ro t o shad ers.
Underst andi n g C oncept of cam era, Ort ho grap hi c proj e ct i on,
W orki ng wi t h M a ya c am era and at t ri but es. Li ght Theor y,
P h ysi cal pr ope rt i es of l i ght , C l assi fi cat i on of l i ght s i n M AYA,
C om m on Li ght At t ri but es.C oncept s of l i ght i ng - 3 - P oi nt
Li ght i ng, Ke y  Fi l l - B G - R i m et c. The Vi sua l Funct i ons of
S hadows, S hadow t ype s - D ept h m ap S hado w s, R a y t ra ced
shadows.
Un i t - 5: R en d eri n g f or ch a racte rs an d p rop s: Essent i al s of
renderi n g - T ypes of r enderi n g en gi nes - Usi ng t he R ender
S et t i ngs W i ndow - Im a ge & Vi deo form at s R esol ut i on, Int ro t o
shadersR ende ri n g opt i m i z at i on - Int rodu ct i on t o m ent al ra y,
R ender passes
Assi gn men ts:

~ 27 ~
Use M a ya t o cre at e di ffer ent char act e rs - Hu m an Fi gu res,
cart oon char act e rs, Ani m al s, Bi rds, P rops et c. Ap pl y T ex t uri ng,
R i ggi n g, Li ght i n g and R e nder t he m odel s
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, S oft ware P ra ct i ce,
W orkshops & S em i nars, Guest Le ct ures, In d ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. M araf fi , C hri s (2004). M a ya C har act e r C re at i on:
M odel i ng and Ani m at i on C ont rol s. New R i ders.
2. Ol i veri o, Ga r y (2006 ). M a ya 8 C har act er M odel i ng.
J ones & Bart l et t P ubl i shers
3. Al l en, Eri c & M u rdo ck, Kel l y L. (2008). Bod y
Lan gu a ge: Adv anced 3 D C haract e r R i ggi n g. S ybex
P ubl i cat i on.
4. Di gi t al Li ght i ng & R e nderi n g, S econd Edi t i on b y
J erem y Bi rn
5. Li ght i ng and R ende ri n g i n M a ya: Li ght s and S hadows
b y J erem y Bi rn
16UMM4E S 01 S T O RYB O ARD AND CH AR A CT E R
DE S IGNING
S em est er: IV C redi t s : 4
C at ego r y: ES Hours/ W eek : 6
O b jecti ves:
" How t o creat e a st or y - board and underst andi ng t he
st andard pra ct i ces

~ 28 ~
" C haract e r desi gni n g t echni ques and acqui ri n g
professi onal ski l l s i n desi gni n g ch ara ct ers
Con ten t:
Un i t - 1: Und erst andi n g t he C oncept and S t or y Devel opm ent :
Int rodu ct i on t o P ri nci pl es of Drawi n g, S cri pt i ng & S t or y
boardi ng for a ni m at i on: C reat i on and Dev el opm e nt .
Un i t - 2: Int rodu ct i on of S t or y Boa rd and T yp es of S t or y Board:
S cri pt i ng & S t or y bo ardi ng for ani m at i on: C reat i on and
Devel opm ent .
Un i t - 3: Appl yi n g An gl e s and S hot s: Underst andi ng di ffe rent
cam er a an gl es and shot s and appl yi n g i n you r own group
proj ect . C am era P anni n g t echni ques, Zoom - i n & Zoom - out ,
C ut - shot , Di ssol ve t ran sform , t ri ck shot , hook - up shot et c.
Usi ng st andard s ym bol s i n st or y - bo ard t o depi ct t he cam er a
angl es, z oom i ng opt i ons et c. C reat i n g your own a ni m at i cs.
Un i t - 4: P ri nci pl es of C haract ers and P rops Des i gn: Di ffe rent
t ypes of ch ara ct ers, di fferent bod y shapes for cart oon
chara ct ers, Head sh ape s and cha ract e ri st i cs, Hands  on
C haract e rs and P rops Desi gn, C re at e you r own c art oon
chara ct e r and i t s rel at i ve props. Underst andi n g t he C haract e r
Bi bl e: Ori gi nal char act e r creat i on and i t s t urn - a rou nd, l i p - s ynch,
si z e rel at i on chart and t h ei r respe ct i ve props et c.
Un i t - 5: Underst andi ng t he 2D Ani m at i on W orkfl ow:
Underst andi n g t he ent i re pre - produ ct i on proc ess i nvol ved i n 2D
Ani m at i on.
Assi gn men ts:
S t or y cre at i on, st or y - board cre at i on, ani m at i cs creat i on,
chara ct er t urn - around an d ot her cha rt s.
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, W orkshops & S em i nars, Gu est Lect ures, Indust r y
Ex pert s, Assi gnm ent s, In dust r y Vi si t s

~ 29 ~
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
16UMM4E S 02 ADVAN CE D 2D ANIMAT IO N
S em est er: IV C redi t s : 4
C at ego r y: ES Hours/ W eek : 6
O b jecti ves:
1. To m ake st udent s ex peri m ent t he advan ced t e ch ni ques
of 2D ani m at i on.
2. To t each t hem t o appl y fundam ent al pri nci pl es of
ani m at i on i n bot h t radi t i onal cel ani m at i on and i n Fl ash
space.
3. Ex peri m ent di fferent t yp es of ani m at i on l i ke cut - out
ani m at i on, si l houet t e ani m at i on et c.
4. Underst and t he ent i re wo rkfl ow of 2D ani m at i on process
and appl y t hem i n own group proj ect
Con ten t:
Un i t - 1: Advanc ed 2D Ani m at i on: Advanced cel ani m at i on
pract i ces, Ho w t o use st or y - board ef f ect i vel y, H ow t o pl an t he
act i on be fore st art i n g a ni m at i on, How t o wo rk i n a t eam for
ani m at i on, Appl yi n g t he pri nci pl es of ani m at i on, Ex pert i si ng i n
P osi ng and C haract er e m ot i on for di fferent act i ons, Ani m at i ng
for own st or y.
Un i t - 2: Appl yi n g di f fe rent t yp es of 2D Ani m at i on: C reat e
ori gi nal i de as t o appl y di ffer ent t yp es of ani m at i o n l i ke C ut - out
Ani m at i on, S i l houet t e Ani m at i on et c.
Un i t - 3: Advanc ed Fl ash Ani m at i on: Underst andi ng and
appl yi n g com pl ex m ovie cl i p propert i es, l a ye r s, l i brar y et c.
Underst an di n g adv anc ed t i m i ng i n ani m at i on, C ol ori ng i n fl ash,
BG and La yout cre at i on i n fl ash. C re at i ng yo ur own group
proj ect i n fl ash

~ 30 ~
Un i t - 4: Underst andi n g t he P roduct i on workfl ow for 2D
ani m at i on: Underst andi n g t he ent i re work fl ow i nvol ved i n t he
P roduct i on pro cess. Appl y t he pro cess fo r t he grou p proj ect
Un i t - 5: Di ff er ent do m ai ns t o use Fl ash Ani m at i on:
Underst andi n g t he di ff er ent i ndust ri es and dom ai ns where 2D
ani m at i ons can be use d l i ke  Ent ert ai nm ent , Educat i on,
Techni cal , e - l ea rni n g et c.
Assi gn men ts:
C ha ract e rs and P rops cr eat i on i n 2D and Fl ash, Back ground
wi t h over - l a ye rs cr eat i on, S t agi n g, C hara ct er Ani m at i on i n
Fl ash, Ani m at i on wi t h EFX, 2D C om posi t i ng i n Fl ash
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, C om put er La b sessi ons, W orkshops & S em i nars,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
16UM A4AL01 - WRI TI NG F O R ANIM ATI O N
SEM EST ER: 2 CRED IT S : 6
CAT EGORY: AL NO.OF HOURS/ W EEK : 6
Obj e ct i ve :
T o ma ke s t ude nt s under st and t he e le me nt s of wr it i ng for a ni ma t i on
Cont e nt:
Uni t I: El e me nt s of wri ti ng, e l e me nt s of st yl e i n wr iti ng a nd t ype of
c ompos i t ions . T ype s of writ i ng - Fr i c t i ona l a nd Non - f r ic t ional , r ul e s of
gr a mma r a nd us a ge .

~ 31 ~
Uni t 2: Na rr a ti ve s t r uc t ure : El e me nt s of sc ri pt wri ti ng Be gi nni ng -
M i ddl e - End, Syd Fi e l d s Pa r a di gm, c on f l i ct , de ve l opme nt , c l i ma x a nd
de noue me nt  st or y, s t or yli ne ,di al ogue s i nt er a ct ion t hr ough di al ogue
pl ot , a nd t re a t me nt  pri ncipl e s of s us pens e a nd sur pr is e . T hre e poi nt
a nd T wo poi nt s tr uct ure s , Di a l ogue and De sc ri pti on Ima ge r y
Uni t 3: T e c hni que s t o pr od uc e fa st s cr i p, Adva nt a ge of s cr i pt wri ti ng
wi t h soft wa r es .Scr i pt wri ti ng f or 2D Fil ms a nd Ani ma t ions a nd
wr i ti ng f or ne w me di a  i nte r net a nd mobi l e me di a .
Uni t 4: Impor t a nc e of st or y boa r d, De fi nit ion, Adva nt age , El e me nt s
of st or yboa rd, Stor yboa r di ng mo v e me nt s , st or yboar di ng wi t h
s ke t c hi ng, Cr ea te a st or yboa r d.
Uni t 5: Di ff er e nt t ype s of st or y boar ds , Tr a di ti onal St or yboa r ds ,
Ani ma t i c s , Di gi ma t i c s , Cr ea t ing a St or yboar d for Anima t i on
Adve r t i se me nt , Ani ma t i on Shor t Fil m.
M e t hodology :
Ext e nsi ve T he or y s e s si on wi t h a mpl e Vi s ual input t o e na ble st udent s
t o unde r st a nd a nd a ppl y t he W ri ti ng f or M e di a .
Ev al uat i on:
Int e r na l 50%: CA I & II = 35 ma r ks a nd As s i gnme nt s 15 ma r ks .
Ext e rna l 50% : Se me s te r exa mi na t i on wr it te n 100 ma r ks
Ref e re nc e s:
1) How t o W ri te f or Ani ma t i ons by J e ff re y Sc ot t
2) M il nor Hyde , Gra nt , Ne ws pape r Edi ti ng  A manual f or Edit or s,
Copy r e ade r s and st ude nts of Ne ws pape r Des k Wor k , Ge be rt
Pr e s s,2008.
2) Ani ma t ion Wr it i ng a nd De ve l opme nt by J ea n Wr i ght
3) T he Compl et e Book of Sc r i pt wri ti ng by - J . Mi c hael Str a s zyns ki
6) T he Ani ma t or Sur vi va l K it , Ric har ds W il li a ms
7) Ca rt oon Ani ma t i on , Pre s t on Bl ai r

~ 32 ~
16UMM5M C01 3D AN IMAT IO N WIT H VO ICE - O VE R
S em est er: IV C redi t s : 6
C at ego r y: M C Hours/ W eek : 3
O b jecti ves:
ð· Toi nt roduce fundam ent a l 3D t heori es and pri nci pl es of
com put er ani m at i on, basi c t echni ques of 3 D Ani m at i on.
ð· To l earn t he basi cs of 3D Ani m at i on usi ng M a ya wi t h
Voi ce - Ov er
ð· Appl y ani m at i on for C ha ract e rs, Ani m al s, Bi rds, Al i ens,
Techni cal Ani m at i ons et c.
ð· How t o use Vo i ce - over s oft ware  M i m i cC ont ent
Un i t - 1: Basi cs o f 3D A ni m at i on: Int roduct i on t o M a ya Basi c
Ani m at i on t ool s. 3D a ni m at i on and fi l m - m ak i ng t o cre at e
sequences and sc enes / shot s. Fol l ow t he stor ybo ard for
com posi t i on i .e. posi t i oni ng of t he ch ara ct er m od el wi t h respect
t o t he background and c am era t o cr eat e t he d esi r ed ani m at i on.
C om m uni cat e requi r em e nt s t o cam er a and l i ght i ng for m ot i on
capt ure, wher e r equi red. Dope S he et , M ovi ng Ke ys i n Dope
S heet , Ti m e Li ne, S et t i ng up out put fi l e si z e a nd resol ut i on,
P re vi ewi n g Ani m at i on usi ng P l a y bl ast .
Un i t - 2: 3D Ani m at i on wi t h Voi ce - Ov er: Ani m at e ex pressi ons
and l i p m ovem ent s t o m at ch di al o gues and sound. The t ypi c al
processes i nvol ved 3D Ani m at i on P roduct i on i .e. S t agi ng,
Bl ocki n g, 1st . l evel Ani m at i on, l i p - S ync and Faci al s, Fi nal
Ani m at i on
Un i t - 3: P ri nci pl es of M ovem ent & Ti m i ng: Underst and t he
P ri nci pl es of m ovem ent and t i m i ng. P ri nci pl es of hum an/
ani m al / chara ct er an at om y and how t he y c an be appl i ed t o
ani m at i on.How t o obser ve and st ud y hum an/ ani m al / chara ct er
behavi or and ex pressi ons t o hel p vi sual i se co ncept s.How t o

~ 33 ~
enact and em ot e; and t h ereb y ani m at e cha ract e rs i n ac cordan ce
t o t he dem ands of t he sc r i pt and ani m at i c.
Un i t 4: Ex ecut i ng Ani m at i on pri nci pl es i n 3D sp ace: Ex ecut i n g
Basi c P ri nci pl es i n 3D space - Di f fer ent t ypes ( M at eri al s ) of
Bal l Boun ci n g - Bal l bo unci ng on di f fer ent t yp es of surf ace.
Ti m i ng and S pa ci ng; Ani m at i ng a b al l / m ad e of di ff er ent
m at eri al / s, surfac e/ s an d t ex t ure/ s  M et al , Rubber, P l ast i c ,
W ood.Arcs: Ani m at i ng di ffer ent bal l / m ad e of di ff er ent
m at eri al / s, surfa ce/ s and t ex t ure/ s  W ood, P i ng P ong, at t h e
sam e t i m e. Ex agger at i on: Ani m at i ng col l i si on bet ween t wo or
m ore di ffe rent bounci n g bal l i n a envi ronm ent i n si de vi ew
Un i t - 5: E FX Ani m at i on: P ropert i es of t he sur faces t hat are
bei ng us ed i n t he ani m at i on. S peci al i sed Ani m at i on (cl ot h and
hai r si m ul at i on), S econdar y Ani m at i on (acc essor i es), Li ght i n g
& R end eri n g, S fx and C om posi t i ng. P endul um Ani m at i on i n
3d: C l assi cal P endul um and Hi nged P end ul um . Fol l ow
Through, ov erl ap; Ani m at e a Bal l wi t h a t ai l (l i ke a S qui rrel ).
W ave M ot i on.
Assi gn men ts:
C reat e your own 3D C haract er ani m at i on wi t h l i p - s ynch and
Voi ce over
Meth od ol ogy:
Ex t ensi ve Theor y & P rac t i cal sessi ons, W orkshops & S em i nars,
Gues t Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
R eferen ce Books & Onl i ne R efer enc es:
ð· 3D Ani m at i on Essent i al s b y A nd y Be ane
ð· 3D Art Essent i al s b y Am i C hopi ne
ð· Underst andi n g 3D Ani m at i on Usi ng M a ya b y J ohn
Edga r P ark

~ 34 ~
ð· Basi cs Ani m at i on: Di gi t a l Ani m at i on b y Andre w C hong
16UMM5M C02 ADV A NCE D 3D DYNA MICS
S em est er: V C redi t s : 6
C at ego r y: M C Hours/ W eek : 6
O b jec ti ves:
1. To provi de an ove rvi ew of Advanc ed 3D D ynam i cs
 C l ot h Handl i ng, Hai r, Fur S i m ul at i on, Fi r e, S m oke
creat i on
2. Advanced Li ght i n g Te ch ni ques
3. Advanced C om posi t i ng i n bot h 2D and 3D
4. Advanced R e nderi n gC on t ent
Un i t - 1: Advan ced 3 D D yn am i cs: The i nt e ra ct i on bet ween
vari ous char act ers i n a gi ven scene and bri n g out t hat d yn am i c
i n t he ani m at i on. M ovement of Acc essori es, obj ec t s, props, set s
and l ocat i ons.M ovem ent of bi peds and quadrup eds - Hai r/ fu r
si m ul at i on - C l ot h sim u l at i on.
Uni t - 2 : Pai n t E f f ects i n Maya: C reati n g E n v i ron men t an d
B ack grou n d s , Under W at er S cene, S k y, Des ert , S hrubber y.
P art i cl es - P art i cl e Te rm i nol og y, P art i cl e Tool , Usi ng em i t t ers.
P art i cl e At t ri but es  Li f espan, R ende r At t ri but e s. P er part i cl e
at t ri bu t es.Forc es and fi el ds.Appl yi n gFi el ds.T yp es of Fi el ds.
C om m on Fi el d At t ri butes. P art i cl e Goal s. Em i t from obj ect .
C urve Em i ssi on. S urface Em i ssi ons.P art i cl e Ex pressi ons. R i gi d
Bod y Basi cs A ct i ve/ passi ve, ri gi d Bodi es R i gi d Bod y
At t ri but es, R i gi d Bod y S i m ul a t i on R i gi d, Bod y C onst r ai nt s,
D yn am i c si m ul at i ons S oft Bod y B asi cs.
Un i t - 3: Advan ced Li ght i ng: Handl i n g di ffe r ent t ypes o f
Li ght i ng for t he gi ven t h em e
Un i t - 4: Advanc ed C om posi t i ng: C om posi t i ng in bot h 2D and
3D. Handl i ng com posi t i ng fo r t he t hem e
Un i t - 5: Advan ced R ende ri ng: V - R a y soft war e usa ge

~ 35 ~
Assi gn men ts:
To appl y t he l e arned 3D d ynam i cs, l i ght i ng, C o m posi t i ng and
R enderi n g ski l l s i n t he creat ed 3D m odel s and ani m at i on
Meth od ol ogy:
Ex t ensi ve Theor y & P rac t i cal sessi ons, W orkshops & S em i nars,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks
R eferen ce Books & Onl i ne R efer enc es
16UMM5M C03 PRO D UCT IO N MANA GE M E NT
S em est er: V C redi t s : 6
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
To provi de an overvi e w about underst andi ng t he proj ect bri ef,
product requi rem ent s an d m et hodol og y/ t echni qu e(s) t o be used
for product i onC ont ent
Un i t - 1: Underst andi ng P roduct i o n C once pt s & t h ei r
Appl i cabi l i t y: Unde rst a ndi ng P roduct i on conc ept s & t hei r
appl i cabi l i t y t o each pro j ect , The vari ous t echni ques avai l abl e
for ani m at i n g obj e ct s, How t o observ e, a ct a nd em ot e, The
t echni cal aspe ct s of t he job undert aken b y ot her m em bers o f t he
product i on t eam (be fore and aft e r t he work o f an ani m at or)
Un i t - 2: Underst andi ngAn i m at i on R equi rem ent s: Underst andi n g
t he fol l owi ng f rom t he D i rect or and Art Di re ct or:
1. Obj ect i ve
2. C oncept / st yl e of ani m at i on
3. S cri pt

~ 36 ~
4. S t or yboard and Ani m at i c
5. Do s and don t s for Ani m at i on
6. Tar get audi ence
7. P roj ect P i pel i ne/ asset m ana gem ent / sch edul i ng and
act i vi t i es
8. P roj ect t i m el i nes and con st rai nt s
9. P roduct i on bri ef/ ke y m i l est ones for del i ve r y
10. C reat i ve bri e f/ Desi red l ook of t he end - p roduct  usi ng
si m i l ar proj ect s for r efe re nce
11. Qual i t y st and ards t o b e m ai nt ai ned " Te chni cal det ai l s
l i ke aspect r at i o, out put form at
12. Li st of del i ve rabl es and t hei r respe ct i ve out put for m at
Un i t - 3: Underst andi n g t he t ype of end - p roduct t hat needs t o be
produced:
1. Fi l m
2. Tel evi si on seri es
3. M ob i l e/ Tabl et / Handhel d epi sodes
4. Advert i sem ent
5. Educat i on cont ent / edut ai nm ent
6. W ork - product s for t he In t ernet
7. P rom ot i onal m at eri al / C orporat e pr esent at i ons
8. Gam e art (P l a ye r Ani m at i on, Envi ronm ent Ani m at i on,
Back ground et c. )
9. S i m ul at i on 3D
10. Augm ent ed re al i t y
11. Indust r y spe ci fi c cont ent such as S ci ent i fi c Ani m at i on,
Le gal , Archi t e ct ure, M ed i cal , R esearch wi n gs of Arm ed
forces et c.
12. S peci fi cs for d el i ver y wi t h respect t o t he w eb / m obi l e
pl at form
Un i t - 3: P ost - P roduct i on Techni ques: Appl i c abi l i t y of v ari ous
t echni ques t o post product i on of each p roj ect . To underst and t he
obj ect i ve/ purpose t hat t he end - p roduct i nt ends t o achi ev e, Th e
ani m at i on process and t echni cal pi pel i ne t o be fol l owed fo r
ani m at i on KA6. Th e fo r m at of t he end - p roduct a nd t he m edi um
on whi ch i t woul d be ex hi bi t ed

~ 37 ~
Un i t - 4: P roduct i on R equ i rem ent s:
1. Underst and, cl ari f y and agree on t he proj ect bri e f from
t he Di rect or, Art Di re ct or and S upervi sors.
2. Underst and v ari ous pa ra m et ers of t h e end - p ro du ct t hat
woul d i nfl uence product i on requi r em ent s (e. g. du rat i on,
st yl e, num be r of cha ract ers, st or yl i ne, eff ect s r e qui red,
form at , m usi c et c.)
3. Underst and t he t re at m en t of t he out put t hat n eed s t o be
produced and t h e vol um e of t he fi nal out put
4. Underst and t h e shot sequen ce (hi gh - l eve l ) and
cont i nui t y/ consi st enc y r e qui red
Un i t - 5: C op yri ght s: Int e l l ect ual prope rt y ri ght s t o ensure t hat
t he end - produ ct , el em en t s, art work et c. cr eat ed i s uni que and
does not i nfri nge upon t he ri ght s o f ot her produ ct s
Assi gn men ts:
Assess and cri t i que pas t and cur rent ani m at i on desi gn t r ends,
C ri t i cal l y anal yz e your creat i ve wo rk and t he work of ot hers,
Defi ne and appl y desi gn pri nci pl es and t heo ri e s t o ani m at i on
product i on, Dem onst rat e ski l l s i n t he use of i ndust r y st andard
t ool s for ani m at i on, C re at e t radi t i onal and com p ut er gen erat e d
ani m at i on based on cur re nt i ndust r y t rends and p ra ct i ces
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal sessi ons, Group Di scussi ons,
P resent at i ons, C reat i ve t hi nki ng sessi ons, C ri t i cal t hi nki ng
sess i ons, W orkshops & S em i nars, Guest Le ct ures, Indust r y
Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces :
1. The Art of st or y bo ard b y J ohn H art

~ 38 ~
2. 'How t o W ri t e fo r Ani m a t i on' b y J effre y S cot t 's bo ok
3. The Ani m at i on Bi bl e: A P ract i cal Gui de t o t he Art of
Ani m at i ng from Fl i pbooks t o Fl ash [ P aper back] ,
M aureen Furni ss
ð· Drawn t o Li fe: 20 Go l den Years o f Di sne y M ast er
C l asses: Vol um e 1: The W al t S t anchfi el d Lect ures
[ P aperback] , W al t S t anchfi el d
ð· Faci al Ex pressi ons: A Vi sual R efer ence for Art i st s,
M ark S i m on, P ubl i sher: W at sonGupt i l l , IS BN - 10:
0823016714, IS BN - 13: 9 78 - 08230 16716
16UMM5M C04 DO CU ME NT AT IO N AND
PRE S E NT AT IO N S KIL L S
S em est er: V C redi t s : 4
C at ego r y: ES Hours/ W eek : 6
O b jecti ves:
1. To i m prove t he docum en t at i on and pr esent at i on s ki l l s of
st udent s t o bet t er t hei r perform ance i n wor k and
busi ness set t i ngs.
2. To gi ve an und erst andi ng of t he usa ge and ba si cs of
C om put er and i m part i ng ski l l s t o docum ent at i on
soft ware.
Con ten t
Un i t - 1: Do cum ent at i on S ki l l s: The user/ i ndi vi dual on t he j ob
needs t o know and und er st and how t o:
1. Docum ent t he proj ect bri ef t hat can se rve as a r ef erenc e
docum ent for ci r cul at i on t o t he product i on t eam
2. Docum ent deci si ons on t he t echni que t o be used and
reasons t her eof
3. Docum ent ot her ar eas ( e.g. r equi rem ent s of t he t arget
audi ence, m ark et , end - p roduct , re fer enc e l i nks, vi deos
et c.) t hat m a y be rel ev ant for t he produ ct i on t eam

~ 39 ~
4. Docum ent not es on t he proj ect b ri ef, t echni qu es and
ot her useful i nform at i on for person al use
5. Docum ent l i nks, ani m at i on vi deos, art work et c. t hat can
be used as r efe renc es dur i ng t he produ ct i on proces s
6. Docum ent char ac t e r profi l es and bac kground
descri pt i ons, t o hel p pre sent t o t he t eam , and gu i de t he
product i on process
Un i t - 2: R eadi ng S ki l l s: The user/ i ndi vi dual on the j ob needs t o
know and underst and ho w t o:
R ead and underst and t he scri pt and det erm i ne ani m at i on
requi rem ent s (i ncl udi ng speci fi cs o f t he ch ara ct ers, count r y,
cul t ure et c. )
1. R ead about em er gi n g t echni ques i n ani m at i on and
updat e ski l l s accordi n gl y
2. R ead and underst and t he com m ent s gi ven b y t h e
supervi sor, di re ct or or cu st om er
3. R esearch t he v ari ous t ypes of end - produ ct s t hat have
been produc ed and are av ai l abl e i n t he publ i c dom ai n
Un i t - 3: Li st eni n g & S peaki ng S ki l l s: The user/ i ndi vi dual on t he
j ob needs t o know and u nderst and how t o:
1. Underst and, cl ari f y and agree on t he proj e ct bri ef an d
param et e rs of t he e nd pro duct wi t h t he t eam
2. Di scuss and a gree on t h e t echni que t o b e used wi t h t he
Di rect or and Art Di r ect or
3. C om m uni cat e t he proj ect bri ef e ffe ct i vel y t o t eam
m em bers, ot her ani m at o rs and m em be rs from v ari ous
depart m ent s i nvol ved i n t he ani m at i on process
4. C l a ri f y n eeds and com m uni cat e wi t h cl i ent s (kno wl edge
of Engl i sh i s pre fer red)
5. S uggest cr eat i ve i de as t o t he t eam
6. C om m uni cat e cl earl y a nd col l aborat e eff ect i vel y wi t h
col l ea gues f rom vari ous depart m ent s
Un i t - 4: Int rodu ct i on t o M S Offi ce Tool s: Int ro duct i on t o M S
Offi ce Tool s - M i croso ft W ord, M i crosoft Excel , M i crosoft
P owerP oi nt , M S P ai nt , M S Vi si o. Basi cs of Di gi t al Tool s - Ne w

~ 40 ~
m edi a t echnol o g y i ncl ud i ng what i s good for t he web, m obi l e,
t abl et s. How t o cre at e Bl ogs, Onl i ne W ebsi t e, S oci al M edi a
pages et c.
U n i t - 5: C ore P resent at i o n S ki l l s: P reparat i on of present at i on 
Basi cs  T ar get audi en ce, S t ruct ure, P ri nci pl es an d P resent at i on
Techni ques, Busi ness present at i on speci fi c at i ons, R eport
W ri t i ng, Devel opi n g Effect i ve P resent at i on S ki l l s. Oral
P resent at i on: P ri n ci pl es of oral p resent at i on, fa c t ors aff ect i n g
present at i on, sal es prese nt at i on, t rai ni ng present a t i on, speeches
t o m ot i vat e. S l i de P resent at i on: P repare an Out l i ne, Dra ft your
m essage, Use of Vi sua l s, C reat i ve C ont ent . W ri t i ng ski l l s 
W ri t i ng C V s ,R eport wri t i ng, cop y w ri t i ng. Essa y w ri t i ng -
Essa y w ri t i ng on an y cur rent i ssues - W ri t i ng R ese arch pap ers 
Di ssert at i on.
Assi gn men ts:
P resent at i on / S em i nar on a gi v en t opi c
Meth od ol ogy:
Ex t ensi ve Theor y s essi ons, Group Di scussi ons, W orkshops &
S em i nars, Gue st Lect u res, Indust r y Ex pert s, Assi gnm ent s,
Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. Effect i ve P r esent at i on S ki l l s  R obert Di l t s, M et a
P ubl i cat i on
2. Busi ness C om m uni cat i on Toda y - Bovee and Thi l l : Tat a
M cGraw Hi l l .
3. P et er, F ran ci s. S oft S ki l l s and P rofe ssi onal
C om m uni cat i on. New Del hi : Tat a M cGr aw Hi l l .

~ 41 ~
16UMM5E S 01 MO DE L ING & T E XT URIN G
S em est er: V C redi t s : 4
C at ego r y: ES Hours/ W eek : 6
O b jecti ves:
" Advanced M od el i ng and Tex t uri ng Techni ques
" C haract e r M odel i n g i n M a ya , M odel i n g wi t h NUR BS
" C reat e your o wn cha ract er i n M a ya
Con ten t:
Un i t - 1: C har act e r M od el i ng: P ol ygon al M odel i ng  Usi ng
pri m i t i ves C onvert i ng P ol y To Quads  C r eat i ng Li n ear
Tem pl at es  W orki ng W i t h P ol y Edi t i ng Tool s: M aki ng S i m pl e
Hand  S ub di v P roxy M odel i n g  S pl i t t i ng P ol ygons 
C reat i ng Are as of D et ai l s on a P ol y M esh (S ur fac e ).
Un i t - 2: M odel i n g wi t h NUR BS : Loft i ng, S urf ace, Ex t ruded
S ur face, P l anar S urf ace, Bevel ed S urfa ce, B oun dar y S ur fac e 
C om bi ni ng Techni ques and S urfa ce Hi st or y  M odel i ng wi t h
Deform e rs  Edi t i ng NUR BS S urfaces  U si ng NUR BS
S urfaci n g t o C r eat e P ol ygons  C onvert i n g NUR BS t o
P ol ygons P at ch M odel i ng  Usi n g Art i san t o S cul pt NUR BS .
Un i t - 3: M odel i n g wi t h Deform e rs and S ubdi vi si ons S urfaces:
The Lat t i ce  C reat i n g a Base P ol y M od el , M odel i ng and
Ani m at i ons, Int eri o rs - M ore com pl ex UV m appi ng,
P rogr am m at i c m ovem ent .
Un i t - 4: Advan ced M a ya Tex t uri ng: M a ya H ardw are, S oft wa re,
M ent al R a y and V ect or set t i ngs ov ervi ew. Indi rect l i ght i ng:
Fi nal G at her - M a ya Ut i l i t i es & S hadi n g N et wor ks. Observi n g
& st ud yi n g surfa ces - Li ght i n g & rend eri n g t erm i nol og y - U V
M appi ng ove rvi ew. S ha dow t ypes: Dept h M ap & R a y t r ac ed
shadows  C reat i n g Tex t ure M aps - S pe cul ar and Bum p
Un i t - 5: Ex pressi ons & R enderi n g: Usi n g Ex pre ssi on i n Aft er
Effect s, Advant a ges of Usi ng Ex pressi ons W i ggl e S cri pt ,
C ont rol l i ng t he ani m at ion of obj ect s usi ng scri pt , Advanced
Ex pressi on for ani m at i o n - R end eri n g: Ex port i ng vi d eo C l i ps,

~ 42 ~
Ex port i ng S i ngl e Fr am e of t he ani m at i on, Ex port ing pa rt of t he
ani m at i on. Bat ch rende ri ng, C re at i ng Bat ch R end er.
Assi gn men ts:
C oncept Desi gns i n col or, Abst ract desi gns represent i n g
P ri nci pl es & El em ent s of Desi gn, C G I - S oft war e out put s
Meth od ol ogy:
Ex t ensi ve Theor y & P r a ct i cal sessi ons, C om put er Lab sessi ons,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
R eferen ce Books & Onl i ne R efer enc es:
16UMM5E S 02 RIG GI NG & ANIMAT IO N
S em est er: V C redi t s : 4
C at ego r y: ES Hours/ W eek : 6
O b jecti ves:
" C reat i ve Thi nki ng
" C oncept Devel opm ent
" S t or y Tel l i n g
Con ten t:
Un i t - 1: Advanc ed C haract e r R i ggi n g: To l earn advan ced
chara ct er ri ggi n g t e chni ques i n M a ya . How t o cr e at e a m odul ar
ri g t o be i nse rt ed i nt o t he skel et ons for fl ex i bi l it y and
speed.How t o cr eat e and ut i l i z e cust om t ool s. To l earn ho w t o
creat e IK F K s yst em s t o produce m or e ex aggerat ed resul t s. To
l earn how t o c reat e non - f l i ppi ng t wi st ri gs t o hol d vol um e.
Un i t - 2: C reat e your Ow n C haract er and Appl y R i ggi n g: Usa ge
of R i ggi n g i n 3D Ani m at i on, To get a sol i d underst andi n g of

~ 43 ~
ri ggi n g ch ara ct ers and u se t he ri ggi n g t e chni que s on your own
chara ct ers.
Un i t - 3: Advan ced Ani m at i on: C haract er Ani m at i on, Ani m at i on
T ypes  Ke y fr am e A ni m at i on  Underst andi ng Ani m at i on
workfl ow. Ani m at i on Te chni ques  Non  Li n ear and C har act er
Ani m at i on  P osi ng, T i m i ng and R efi ni n g  W orki ng wi t h
P oses. P at h Ani m at i on - Ani m at e an obj ect al o ng a cu rve or
surfac e - Edi t pat h o r ot her ani m at i on par a m et ers duri n g
pl a yb ack - S et Dri ven K e y - Est abl i sh R el at i onsh i ps where on e
act i on aut om at i cal l y d ri ves anot her . C har act er Ani m at i on 
S kel et ons  C l ust ers and Lat t i ces Forw ard and Inve rse
Ki nem at i cs  Usi n g t he IKR P S ol ver, IKS C S ol ver, IK S pi ne
handl e S ol ver, IK S pri n g S ol ver, Hum an IK S ol v er  S wi t chi ng
bet ween FK and IK
Un i t - 4: Ti m i ng for 3D Ani m at i on: Dope sheet - R api d and
i nt ui t i v e gl obal edi t i ng of ke y fr am e t i m i ng - C hannel Box -
Qui ckl y edi t an Obj e ct s at t ri but es, one or m ore f i el ds at a t i m e
- Graph Edi t or - P reci s e C ont rol l i ng on ani m at ed param et e r
chan ges ove r t i m e - M o t i on Bl ur - Gen eral i z ed C onst rai nt s -
C om prehensi ve assor t m ent of const rai nt s. The Ani m at i on
P rocess: P osi ng, Ti m i ng and R efi ni ng
Un i t - 5: Ani m at e you r own m odel : Underst andi ng 3D
Ani m at i on workfl ow, An i m at e your o wn cha ra ct er
Assi gn men ts:
C oncept Desi gns i n col or, Abst ract desi gns represent i n g
P ri nci pl es & El em ent s of Desi gn, C G I - S oft war e out put s
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, C om put er La b sessi ons, W orkshops & S em i nars,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks

~ 44 ~
16UMM6M C01 L IGH T ING & CO M PO S IT ING
S em est er: V I C redi t s : 4
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
" To know about l i ght i n g i n 3D ani m at i on
" C oncept Devel opm ent
" S t or y Tel l i n g
Con ten t:
Un i t - 1: Advan ced Li ght i n g: Usa ge of l i ght i ng i n 3D
Ani m at i on. T ypes of Li ght i ng i n 3D, S hadow t yp es: Dept h M ap
& R a y t r ac ed shadows - Gl obal Il l um i nat i on usi ng S pot l i ght s -
R a y t ra ci ng: r efl ect i ons & re fr act i ons - Basi c t hree poi nt
l i ght i ng set ups - P h ysi cal S un & S k y ne t work. C ol or
Tem perat ur e C hart - Ov ervi ew of Fi nal Gat h er - S cat t eri n g -
M ent al R a y's nod es - A fi rst l ook at Gl obal Il l um i nat i on -
Int rodu ct i on t o C aust i cs - Usi n g Gl obal Il l um i n at i on - S et t i ng
up caust i cs. Li ght i n g and R enderi n g opt i ons
Un i t - 2: C om posi t i ng: In t roduct i on t o m ot i on gra phi cs - Vi deo
m ont age Vi d eo Ti t l i ng Lo go Ani m at i on. Vi sual Effect s ( VFX )
and ot her appl i cat i ons. Di fferent t yp es of C om posi ti ng,
Int rodu ct i on t o Adobe Aft er Effe ct s. Di gi t al C om posi ti ng:
Int rodu ct i on t o C om posti ng Di gi t al Im a ges, The art of S t or y -
boardi ng
Un i t - 3: VF X  C hrom a & P ai nt : To underst and chrom a ke yi n g
- W h y C hrom a i s use d? W h y Bl ue v/ s Gre en C hrom a? .
Advant a ges of Ful l y l i t C hrom a S creen - Thi ngs t o rem em ber
when shoot i ng C hrom a S hot - Im port i ng C hro m a Foot a ge t o
Aft er E ffe ct s - Ke yi n g Tool s i n Aft er Eff ect s - C orr ect i n g
Ke yi n g usi n g M asks - Advanced C hrom a K e yi ng of S em i -
Transpar ent C l ot hes - Ke yi n g of l oose hai r - To underst and
chrom a k e yi n g, Bl en di ng chrom ed Foot a ge wi t h t he
back ground  To l earn t o use P ai nt , Tool bar, Usi ng B rush t ool ,
Ani m at i ng Brush P ai nt . To l earn m at t e pai nt i n g and com posi t e
i t wi t h l a ye rs, M at t e P ai nt i ng i n l a ye rs Ani m at i ng m at t e

~ 45 ~
pai nt i ngs fo r t he s cen e, Ani m at i ng pai nt , A dvan ced P ai nt
Ani m at i on Addi ng Fi l t er s P ai nt i ng for 3D spa ce.
Un i t - 4: VFX - R ot oscop y: To l earn how t o rem o ve wi res, ropes
and rods, C oncept of usi ng wi res for a ct i on st unt s, t he st eps
i nvol vi ng i n shoot i ng an act i on scene wi t h wi res, W i re R em oval
uses M aski n g t echni qu e, Usi ng C l one S t am p Tool , C l one S t am p
t ool for W i re R em oval  To underst and R ot oscop y, b asi c
R ot oscop y t echni qu es.
Un i t - 5: C ol or, C am era & Tra cki ng: S t abi l i z at i on/C ol or
C orrect i on. C ol our m ani pul at i on t ool s, Fi l t ers, C ol our
M ani pul at i on usi ng Bl en di ng M ode, La ye r Bl endi ng. Adv anc ed
C ol our C orrect i on C reat i ng M ood for t he scene Ti nt i ng
Foot a ges, Ex posure A dj ust m ent s, Bri ght ness and C ont rast .
Le arni n g t o st abi l i z e cam er a shake and j i t t er, Anal yz i n g
Foot a ge fo r shake, Usi ng st abi l i z e opt i on - C am era Tr acki n g:
Tracki n g C onc ept , Usi ng foot a ge el em ent s i n t racki n g, 2D
Tracki n g, Usi ng t he Dat a of T racki n g. 3D T racki n g, C onst r ai nt s
of 3D Tracki n g, Usi ng t he Dat a of Tra cki ng, Advan ced
Tracki n g Te chni ques.
Assi gn men ts:
C oncept Desi gns i n col or, Abst ract de si gns represent i n g
P ri nci pl es & El em ent s of Desi gn, C G I - S oft war e out put s
Meth od ol ogy:
Ex t ensi ve Theor y & P r act i cal sessi ons, Drawi n g & C ol ori n g
S essi ons, C om put er La b sessi ons, W orkshops & S em i nars,
Guest Lect ur es, Indust r y Ex pert s, Assi gnm ent s, In dust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  W ri t t en  100 M arks
R eferen ce Books & Onl i ne R efer enc es:
1. P ost P roduct i on [C om posi t i ng Techni ques] b y Arun. L
,i - Nurt ure Edu cat i on S ol ut i o ns P vt Lt d.

~ 46 ~
2. Di gi t al Li ght i ng & R enderi n g, S econd Edi t i on b y
J erem y Bi rn
3. Li ght i ng and R ende ri n g i n M a ya: Li ght s and S hadows
b y J erem y Bi rn
4. C om posi t i ng Di gi t al Im ages, T. P ort er and T. Duff,
P roceedi n gs of S IGGR A P H '84, 18 (1984 )
5. The Art and S ci ence of Di gi t al C om posi t i ng, R on
Bri nkm ann
6. The Art of st or y bo ard b y J ohn H art
7. 'How t o W ri t e fo r Ani m a t i on' b y J effre y S cot t 's bo ok
8. The Ani m at i on Bi bl e: A P ract i cal Gui de t o t he Art of
Ani m at i ng from Fl i pbooks t o Fl ash [ P aper back] ,
M aureen Furni ss
9. Drawn t o Li fe: 20 Go l den Years o f Di sne y M ast er
C l asses: Vol um e 1: The W al t S t anchfi el d Lect ures
[ P aperback] , W al t S t anchfi el d
10. Faci al Ex pressi ons: A Vi sual R efer ence for Art i st s,
M ark S i m on, P ubl i sher: W at son Gupt i l l , IS BN - 10:
0823016714, IS BN - 13: 9 78 - 0823016716
16UMM5S K01 V FX A ND E DIT ING T E CH NIQ UE S
S em est er: V C redi t s : 4
C at ego r y: S K Hours/ W eek : 6
O b jecti ves:
" To m ake st udent s unders t and t he use of Vi sual eff ect s i n
m edi a and ani m at i on i ndust r y
" To m ake t hem ful l y underst and t he l at est VFX
t echni ques and soft w are
" Handl i ng V FX for 2D, 3 D and Li ve shoot
" Le arni n g Vi deo Edi t i n g Techni ques
" To prepar e t he l earn ers t o desi gn and e x ecut e
com posi t i ng i n Vi sual Effect s usi ng di gi t al el e ct roni c
m edi a and devel op t he student s i n a core set of t echn i cal
and cre at i ve ski l l s rel at ed t o di gi t al fi l m m aki ng.

~ 47 ~
Con ten t
Un i t - 1: R ot oscope: N orm al R ot oscope & S t ereoscopi c
R ot oscope
Un i t - 2: P ai nt : Norm al P ai nt & S t er eoscopi c P ai nt . M at t e
P ai nt i ng. Bl ue M at t e & Green M at t e R em ovi n g: Li v e S hoot ,
W i re rem oval - R em oval of Bl ue M at t e & G re en M at t e,
Un i t - 3: C om posi t i ng: Norm al C om posi t i ng & S t ereoscopi c
C om posi t i ng, C om post i ng, c rowd r epl i cat i on, m ot i on capt ure.
Un i t - 4: C am er a Tr ack i ng: M at ch M ovi e  wi t h C am era
m ovem ent s. Vi sual i z at ion t echni ques,vi sual scri pt i ng and
m odel l i ng. M i se - en - sc en e, aut eur vs di rect or, space and t i m e,
t hree pa rt nar rat i ve st ruct ure, m at eri al prope rt i es o f t he m edi um ,
persi st ence of vi si on, 1 80 degree pri n ci pl e, fra m i ng, cam e ra
m ovem ent s.
Un i t - 5: Edi t i ng: A V ID o r FC P - Voi ce act i n g, voi ce e ffe ct s and
di gi t al e ffe ct s, rend eri n g and gr ai n ef fe ct s. C ont i nui t y edi t i ng
and m ont a ge edi t i ng, r ough cut , fi nal cut and di rect or s cut
sound desi gni n g and m i x i ng
Assi gn men ts:
C onvert t he gi v en vi deo cl i p t o S t ereoscop y.
Meth od ol ogy:
Int ens i v e P ra ct i cal ses si ons coupl ed wi t h w orkshops and
di scussi on wi t h ex pert from t he i ndust r y, W orkshops &
S em i nars, Guest Lect ur e s, Assi gnm ent s, Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er E x am i nat i on  Theor y  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. Beck, J err y, Ani m at i on Art : Form P enci l t o P ixel , The
W orl d of C art oon, Ani m e and C G I  C ol l i ns, 2004.

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2. C l em ent s, J onat han and M cC art h y, Hel en,  Th e Ani m e
Enc yc l opedi a,  S t one Bri dge P r es s, 2001.
3. R yder, Ant on y, Th e A r t i st s C om pl et e Gui de t o Fi gu re
Drawi n g,  W at son - Gupt i l l ,1999.
4. Gol dfi nger, El i ot , Hum an Anat om y for Art i st s : The
El em ent s of Form , OUP , 1991.
5. R awson, P hi l i p, Desi gn,  P rent i ce H al l ,1987.
6. Br yson, Norm an, Ann Hol l y, M i chael , M o x e y, Kei t h,
Vi sual Theor y: P ai nt i ng and Int erpr et at i on, Harpe r
C ol l i ns,1991.
7. C ancel l ea ro, J oseph, Ex pl ori ng S ound Desi gn fo r
Int e ra ct i ve M edi a,  Del m ar C en ga ge,2005.
8. M cAl i st er, M i chael , The Lan gua ge of Vi sual
Effect s ,Ea gl e,1993.
9. The Invi si bl e Art b y M ar k C ot t a Vaz
10. Vi sual Eff ect s C i nem at ogr aph y [ P ape rback]
Zor anP eri si c ( Aut hor)
11. Indust ri al Li ght & M a gi c : The Art of S peci al Ef fe ct s b y
Thom as G. S m i t h
12. The Art and S ci ence of Di gi t al C om posi t i ng (The
M organ Kau fm ann S eri es i n C om put er Graphi cs) b y
R on Bri n km ann
13. The Lan gua ge of Vi sual Effect s b y M i ch eal J . M cAl i st er
14. S peci al Effe ct s: The Hi st or y and Te chni que b y R i chard
R i cki t t
16UMM6M C01 ART A ND AE S T H E T ICS
S em est er: V I C redi t s : 5
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
" To acqui r e knowl ed ge of art and aest het i cs t o app reci at e
art s i n di ffer ent form .
" To i m bi be a hi st ori cal underst andi n g of art of In di a and
t he W est .

~ 49 ~
Con ten t:
Un i t II General pri nci pl es of art and beaut y i n Indi an art :
pri nci pl es of i m a ge m aki ng; S i x l i m bs of Ind i an pai nt i ngs
(s hadan ga ) and si x C hi nese c anons; Theori es o f R asa, Dhvani ,
Al ankara, Auchi t ya a nd R i t i . Vi sual and perform i n g
art .P ai nt i ngs i n C hi t rasut ra.Vi si bl e and i nvi si bl e aspect of art
(Dri sh yam / Adri sh yam ), Tam i l l i t erat ure: a gam , p uram , t hi nai .
Un i t II Form al a nd s t yl i st i c aspe ct of Indi an scul pt ure and
archi t ect u re. Indi an p ai nt i ngs: Aj ant a, m ur al t radi t i on,
m anuscri pt s, R aj ast hani , M al wa, P ahari and De ccani ; Indi an
Ic ono graph y; Indi an scho ol s of Art : R aj a R avi Var m a fol l owers,
Neo - Ben gal S chool , Indi genous, Fi gur at i ve - narrat i ve and
Abst ract t rends i n 60s an d 70s, M odern Trends.
Un i t III W est ern approa ch t o art and a est het i cs: P l at o, Ari st ot l e
and ot hers. Aest het i c cat ego ri es: beaut y, t ra gi c, c om i c, subl i m e.
M ani fest os of m odern art m ovem ent s.Theor y of Av ant e -
Gard e. Im pl i c at i on of t heori es of S em i ot i cs.S t ructural i sm , P ost -
m oderni sm and Fem i ni s m on Art t hi nki ng and wr i t i ng.
Un i t IV Art cri t i ci sm a nd aest het i c t heori es: D evel opm ent of
form al i sm (W ol ffl i n, R e i gl , R o ger F r y, G re enbe rg), Ic onol o g y
(Gom bri ch and P anofsk y) , Vi sual P ercept i on (R udol f Arnhei m )
and Ne w A rt Hi st or y ( Br yson, Hal
Fost er). AnandaC oom a ra swam y and S t el l a Kram ri sch and t hei r
rel evan ce i n t he Indi an A rt Hi st or y st ud y.
Un i t V Dev el opm ent of Art i n Hi st or y: P re - hi st o ri c art , Gre ek,
R om an, Earl y C hri st i a n art , B yz ant i ne, Got hi c, R enai ssance,
M anneri st , B aroqu e, R om ant i ci sm , R eal i sm , Im pressi oni sm ,
P ost - i m pressi oni sm , S ym bol i sm , Fauvi sm , C ubi sm ,
Ex pressi oni sm and abst ract t rends. Fut uri sm , Dadai sm ,
S urreal i sm , Abst ract ex pressi oni sm , Op, P op, M i ni m al , Neo -
fi gur at i on and art i n P ost - m odern pe ri od  It al i a n Trans - avant -
ga rde, Ge rm an Neo - ex pressi oni sm , Happeni ng, Inst al l at i on,
Fem i ni st , Ga y art .
E val u ati on :

~ 50 ~
" Int e rnal 50%: C A I & II Test s 40 m ar ks and
Assi gnm ent s 10 m arks
" Ex t ernal 50%: S em est er Ex am i nat i on - W ri t t en 100
m arks
Key T ex ts:
1. Gardne r Hel en,[ 2012] Art t hrough t he A ges: A Gl obal
Hi st or y, Vol um e I and II , W adswort h P ubl i shi ng.
2. R obert S t ecker,[ 2010] Aest het i cs and t he P hi l osoph y of
Art : An Int roduct i on (El em ent s of P hi l osoph y)
R owm an& Li t t l efi el d P ubl i sher s.
3. Yuri Bor ev, [ 1985] Aest het i cs, P rogr ess P ubl i cat i ons,
M oscow.
4. R am a C oom arasw am y (Edi t or),[ 2003] The essent i al
Ananda K C oom ar aswa m y, W orl d wi sdom P ubl isher.
B ook s f or Ref eren ce:
1. Arnol d Hanser,[ 1982] Soci al Hi st or y o f Art , R out l edge
and Ke gan P aul , London, .
2. Ernst Fi sch er,[ 1963] The ne cessi t y of Art , p engui n
Books, U.K,.
3. Ni hranj an ra y [ 1974] An Approach t o Indi an art , ,
P ubl i shi ng Bure au P unj a b Uni versi t y,.
4. C om pi l at i on,1990] Aest het i ci ans, publ i cat i ons D i vi si on,
Governm ent of Indi a.
16UMM6M C02 ADV A NCE D 3D MO DE L ING
S em est er: V I C redi t s : 6
C at ego r y: M C Hours/ W eek : 5
O b jecti ve:
1. To m ake st udent s und ers t and t he det ai l ed proc ess of 3D
m odel i ng and t ex t uri ng i nvol ved i n Ani m at i o n fi l m
m aki ng and t he m et hod ol ogi es i nvol ved i n c reat i ng 3D
st yl i z ed c art oon ch ara ct e rs

~ 51 ~
2. Archi t ect ur al wal k - t hrou gh wi t h t ex t uri ng, Int e ri ors and
ex t eri or creat i on
3. M at t e P ai nt i ng for BGs
4. C am era handl i n g fo r st a gi ng, Li ght i ng & C om posi t i ng
Con ten t
Un i t - 1: Adv anced 3D M odel i ng: Ho w t o use m odel i ng so ft war e
and t ool s such as M a ya , 3D S t udi o M ax , Bl ender, M ud - Box ,
Zbrush, M ari et c. Lea rn how t o opt i m i z e m esh t o reduc e fi l e
si z e, P reparat i on o f co m put er gene rat ed 3D m odel s, whi ch
woul d i ncl ude: C har act e rs, M achi nes, S et s and P rops, Obj ect s,
Loc at i ons/ Ba ck ground el em ent s such as Envi ronm ent ,
l andscapes, i nt eri ors et c. Bl end shapes. Unde rst and t he fi nal
di spl a y m edi um and adapt / suggest t he m odel for i t s
pol ycount s, m esh com pl e x i t y, m ovem ent c apabi l i t y et c.
Un i t - 2: Advan ced 3D C haract e r M odel i n g: P ri nci pl es of 3D
m odel i ng and ani m at i o n i ncl udi ng conc ept s l i ke pol ygons,
P repare com put er gene r at ed m odel s, nurbs and sub surfa ce
m odel i ng et c. Hum an an at om y, sk el et on st ruct ur e , j oi nt s, faci al
m uscl es et c.Hum an m a nneri sm s, em ot i ons, behavi or, fa ci al
ex pressi ons et c.Basi cs of r i ggi n g t o hel p bui l d model s wi t h t he
m i ni m um necessar y spl i ne, nurbs and pol ygon s. Techni ques
and workfl ow o f UV m a ppi ng
Un i t - 3: Advanc ed 3D P roduct M odel i ng  M achi nes &
Bui l di ngs: P ri nci pl es of en gi nee ri ng. P h ysi c s of m ot i on,
resi st ance and vol um e. F orm , scal e and propo rt i on of vari ous
m odel s. The t echni qu es of scul pt i ng ( adde d advant a ge ).
Drawi n g and i l l ust rat i on t echni ques. How t o creat e va ri ous
t ypes of m od el s (or gani c, non - or gani c, si m pl e, co m pl ex )
Un i t - 4: Advan ced Tex t uri ng: C reat e t ex t ures for hum an,
ani m al , chara ct er, l ocat i on, set and props et c. whi ch m a y
i ncl ude or gani c and i norgani c surf ac es such as: Bones,
W ri nkl es, Bri cks, Grou nd, R ust , W ood, Ti l es, P l ast i c, P aper,
M et al , Food, W at er, Fi r e, S ki n and E ye s, W al l s and cei l i ng,
Im a gi n ar y. Underst and t he fi nal ex hi bi t i on m edi um and adapt
t he t ex t ures accordi ngl y. M anage qual i t y of t ex t ures duri ng t he

~ 52 ~
ani m at i on process and ensure uni form i t y and con si st enc y i n t he
fi nal out put
Un i t - 5: Advance d R i ggi ng: C reat i ng ri gs for m odel s whi ch
coul d i ncl ude creat i n g: M ovem ent s of chara ct ers, Bends,
S t ret ches, Ex pressi ons, M ovem ent of Accessori es, obj ect s,
props, set s and l ocat i ons, M ovem ent of bi peds and quadrupeds.
Ensure t hat t he fi nal ri gs ar e cl e an, effi ci ent , have re al i st i c
m ovem ent s (usi ng m uscl e based ri ggi n g) and are ani m at i on
fri endl y. Ensur e t hat fi nal ri gs a re sm oot h an d sui t abl e for
ex hi bi t i on on t he appl i cabl e m edi um e. g. f eat ur e, t el evi si on,
gam e, e - Le arni n g et c.
Assi gn men ts: C reat e yo ur own s cene wi t h ch ara ct er m odel i n g
and appl y t ex t uri ng, l i ght i ng, R i ggi n g and R enderi ng
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
W orkshops & S em i nars, Guest Le ct ures, Ind ust r y Ex pert s,
Assi gnm ent s, Indust r y V i si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t e rnal 50% - S em est er Ex am i nat i on  P ract i cal  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. M araf fi , C hri s (2004). M a ya C har act e r C reat i on:
M odel i ng and Ani m at i on C ont rol s. New R i ders.
2. Ol i veri o, Gar y (20 06). M a ya 8 C haract er
M odel i ng.J ones& Bart l et t P ubl i shers.
3. Al l en, Eri c & M u rdo ck, Kel l y L. (2008). Bod y
Lan gu a ge: Adv anced 3 D C haract e r R i ggi n g. S ybex
P ubl i cat i on.
4. Int rodu ci n g Aut odesk M a ya 2012 - B y
Dari ushDe rakhshani
5. S t op St ari ng: Fa ci al M odel i ng and Ani m at i on Done
R i ght - B y J ason Osi pa
6. Di gi t al art m ast e rs, Vol u m e 3 - B y 3D Tot al .com

~ 53 ~
7. M a ya cha ract er cr eat i on: m odel i ng and ani m at i on
cont rol s B y C hri s M ar aff i
16UMM6M C03 G AMI NG & A PPS DE S IGN
S em est er: V I C redi t s : 5
C at ego r y: M S Hours/ W eek : 3
O b jecti ves:
" To cre at i vel y and ef fe ct i vel y appl y d esi gn k nowl edge t o
gam i n g envi ronm ent s
" Desi gni n g t he Gam e ass et s, Back grounds and ch aract ers
et c. Devel opm ent of a st yl e and vi sual qu al i t y. D rawi n g
st or y bo ards. To und ers t and t he rol e o f t he d es i gner /
art i st i n gam e d evel opm e nt
" To devel op ski l l s i n de s i gni n g W eb P a ges, W eb and
M obi l e Appl i cat i ons, Underst andi n g User In t erfa ce
desi gni n g.
" C ourse wi l l be support ed wi t h case st udi es and ex am pl e
t o i l l ust rat e di gi t al cont e nt m i grat i on t o new m e di a and
i t s chal l en ges and t i ps an d t ri cks t o m ak e i t eff ect i ve a nd
appeal i n g.
Con ten t
Un i t - 1: Basi cs and Hi st or y of Gam e Desi gn: Int roduct i on t o
gam i n g and conc ept s. M eani n g and defi ni t i on, C lassi fi cat i on of
gam i n g, Gam e p roduct i o n process, P re p roduct i on for Gam i n g 
C oncept s and i deas, Gam e asset s d esi gn, P roduct i o n
envi ronm ent st eps and p l anni ng  Im pl em ent at i on i n 2D Fl ash.
P ost product i on  C om posi t i ng and edi t i ng, soun d desi gni n g.
Un i t - 2: W ebsi t es: Int rod uct i on t o Gam e d esi gn, Desi gni n g W eb
pages, C re at i ng websi t e s and pa ges usi ng Dre am W eaver -
edi t i ng cross - pl a t form an d cross - brows e pa ges. Fl ash t o HTM L
5 C onversi on: Fl ash t o HTM L 5 C onv ersi on, Underst andi n g
basi cs of HTM L 5 t o cr eat e web pa ges  Bui l di ng i nform at i on

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M ana gem ent , P l anni ng and d esi gni n g web p age - HTM L
program m i ng, T ex t , Tabl e, Im a ge and audi o
Un i t - 3: W eb Apps: Int rodu ct i on t o W eb Appl i cat i ons,
Underst andi n g Gr aphi cal User Int e rfa ce desi gni n g
Un i t - 4: M obi l e Apps: Int rodu ct i on t o M obi l e Appl i cat i ons,
Desi gni n g of apps for Androi d, IOS , S ym bi an operat i n g
s yst em s  W i ndows Touch apps, Underst andi n g t h e l i m i t at i ons
of t he di ffe rent devi c es a nd t hei r speci fi cs
Un i t - 5: Vi rt ual R eal i t y & Au gm ent ed R eal i t y: Vi rt ual set s 
Appl i cat i on and uses of Vi rt ual real i t y i n da y t o da y l i fe.
Augm ent ed R e al i t y  Im m ersi ve  Lo cat i on b ased  Ai ded
Le arni n g. 3D Bi o P ri nt i ng: C onversi on of 3 D obj ect s from
di gi t al t o real l i fe m od el s.
Assi gn men ts:
Desi gn a W ebsi t e, an U I for W eb app and M obi l e App
Meth od ol ogy:
Ex t ensi ve Theor y & P ract i cal s essi ons, Dra w i ng S essi ons,
Group Di scussi ons, W orkshops & S em i nars, G uest Lect ur es,
Indust r y Ex pert s, Assi gn m ent s, Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks
Ref eren ce B ook s & O n l i n e Ref eren ces:
1. Karl .M .Kapp (2013 ).The Gam i fi cat i on of Lea rni ng and
Inst ru ct i on Fi el dbook: Id eas i nt o P ract i ce
2. Brend a Br ai t hwai t e, Ian S chrei ber (2008). C hal l enges
for Gam e Desi gners.
3. Trac y Ful l ert on,(2014). Gam e Desi gn W orks hop: A
P l a yc ent ri c Appro ach t o C reat i ng Innovat i ve G am es.
4. J esse S chel l , (2008). The Art o f Gam e D esi gn: A book
of l enses.

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5. Ducket t J on, B e gi nni ng W eb P ro gram m i n g wi t h
HTM L, XHTM L, and C S S , W rox (2004).
6. Adobe C reat i ve T eam ,  Adobe D ream w eav er C S 6
C l assroom i n a book , A dobe (2012).
7. Bi l l phi l l i ps, (2013), " Androi d P ro gram m i n g: The Bi g
Nerd R anch Gui de "
8. R a y W ende rl i ch, M i ke Ber g, Tom Brad el y, M i ke
Dal e y,(2014) " i OS gam es b y t ut ori al s: S econd E di t i on:
Be gi nni n g 2D i OS Gam e Devel opm ent wi t h S wi ft "
9. J ens Grubert , R aph ael Grasser, (2013 ), " Au gm ent ed
R eal i t y for Androi d Appl i cat i on Devel opm ent "
10. T on y P ari si ,(2015), " Le arni n g Vi rt ual R eal i t y:
Devel opi n g Im m ersi ve E x peri ences and Appl i c at i ons for
Deskt op, W eb and M obi l e
11. I. The Art of Gam e Desi gn: A book of l enses B Y J esse
S chel l / C R C P ress, 04 - A ug - 2008
12. II. Gam e Fe el : A Gam e Desi gner 's Gui d e t o Vi rt ual
S ensat i on (M organ Kauf m ann Gam e Desi gn Boo ks) b y
S t eve S wi nk
13. III. On t h e W a y t o Fun: An Em ot i on - Bas ed Appr oach t o
S uccessful Gam e Desi gn b y R obert o Di l l on
16UMM6T P01 INT E R NS H IP
S em est er: V I C redi t s : 4
C at ego r y: M C Hours/ W eek : 7
O b jecti ves:
" To i m part pract i cal wor k ex peri ence t o st udent s t o a
part i cul ar j ob and bus i ness ent erpri se i n or der t o
st rengt h en t hei r profess i onal ski l l s and i nt erpe rsonal
rel at i onshi ps i n a profess i onal envi ronm ent .
" Obj ect i ve of pro vi di ng a n i nt ernshi p t o t he st udent s i s t o
provi de t hem ex posure t o t he out si de wo rl d on whi ch
t hei r confi den ce bui l ds.

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Meth od ol ogy:
In t hi s C ourse st udent s wi l l be worki ng on a l i ve proj ect i n a
Desi gn S t udi o envi ronm ent / an Organi z at i on sim i l ar t o t hat
wi t h hands on ex peri en ce i n R es ear ch and P roduct
devel opm ent .
E val u ati on :
Int e rnal 50%
Ex t ernal 50%
16UMM6MS 01 PRO FE S S IO NAL S KIL L S FO R
ANIMAT IO N
S em est er: V I C redi t s : 4
C at ego r y: M C Hours/ W eek : 6
O b jecti ves:
" To revi ew t he em pl o ym ent resourc es avai l abl e t o t he
st udent s
" P rovi des pra ct i cal t i ps on r ésum é p repa rat i o n and
i nt ervi ew ski l l s.
" A l i st of l oc al , n at i onal , and i nt ern at i onal st u di os i s
provi ded al on g wi t h résu m é gui del i nes.
Con ten t
Un i t - 1: Busi ness Opport uni t i es i n Ani m at i on: Di scuss about t he
busi ness o pport uni t i es i n Ani m at i on, C reat i ve usage of
Ani m at i on, Ex i st i ng st udi os and Indust r y vi si t s
Un i t - 2: P resent at i on S ki l l s For Busi ness: Et i quet t es for
Busi ness pres ent at i ons  Team pres ent at i ons a nd Indi vi dual
present at i on. P repari n g s uccessful pres ent at i on s, t hi nki ng about
audi ence, m aki n g e ffe ct i ve use of vi sual ai d, Del i veri n g
present at i on, en ga gi ng t h e audi enc e, de al i ng wi t h quest i ons and
i nt errupt i ons, M ock pres ent at i ons.

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Un i t - 3: P ubl i c S peak i ng S ki l l s: Form al a nd Inform al
conversat i ons - IN FOR M A L: Int ro duci n g, Openi n g and cl osi ng
S peeches, Invi t i n g, t han ki ng, Apol o gi z i ng, Ex pressi ng an ger
R esol vi ng con fl i ct , Gi vi ng and t aki n g i nform at i on. FOR M A L:
Et i quet t es for P ubl i c S peaki ng ( ex t em pore and l ect ures),
Int e rvi ews and Group Di scussi ons, Tel ephone conversa t i ons
and Busi ness M e et i ngs.
Un i t - 4: Int ervi ew S ki l l s: Int ervi ews  T ypes of Int e rvi ews,
prepari n g for i nt ervi ews, f aci n g i nt e rvi e ws, revi ewi n g
perform an ce, p art i ci pat i n g i n m ock i nt ervi e ws.
Un i t - 5: C are ers i n Ani m at i on: C areer op port uni t i es i n
ani m at i on
Assi gn men ts:
P resent at i on / S em i nar on a gi v en t opi c
Meth od ol ogy:
Ex t ensi ve Theor y s essi ons, Group Di scussi ons, W orkshops &
S em i nars, Guest Lect u res, Indust r y Ex pert s, Assi gnm ent s,
Indust r y Vi si t s
E val u ati on :
Int e rnal 50% - C A I & II = 35 M arks & Assi gnm e nt  15 M arks
Ex t ernal 50% - S em est er Ex am i nat i on  Theor y  100 M arks