Taking animation project learning into the virtual environment
Date of Issue2015
SIGGRAPH Asia 2015 Symposium on Education
School of Art, Design and Media
This paper demonstrates how a team of honours-level students explored a new area of game interaction, supported by an academic structure that provided flexibility, opportunity and encouraged independent exploration. This project combines the cinematic aesthetic of film, the interactivity of video gaming and the immersion of virtual reality (VR) to create a compelling and unique visual experience, at a production quality level equal to an industry prototype. The academic structure similarly was required to show great flexibility and respond to the students needs with agility. Along this journey the students gained skills with advanced 3D modelling techniques, motion-capture, the 3D goggles Oculus Rift, the game engine Unreal Engine 4, as well as other supporting skills such as script writing and concept art.
Interactive computer graphics
© 2015 The owner/author(s), published by Association for Computing Machinery (ACM). This is the author created version of a work that has been peer reviewed and accepted for publication in SIGGRAPH Asia 2015 Symposium on Education, published by Association for Computing Machinery (ACM) on behalf of the owner/author(s). It incorporates referee’s comments but changes resulting from the publishing process, such as copyediting, structural formatting, may not be reflected in this document. The published version is available at: [http://dx.doi.org/10.1145/2818498.2818506].