Modules
The curriculum of the Master’s program 3D Animation for Film & Games is divided into project and theory modules, while the module “Experience Assessment,” which covers the application process, precedes the program. In the semesters one to three, the strong project orientation of the program is apparent, as 14 out of a total of 22 ECTS per semester are accounted for by the project modules I – III.
In addition, students receive in-depth media theoretical and practical instruction in the modules “Animation in Film & Games: History & Theory I – III,” which include the respective seminar series on Media & Games Studies, Animation History, Methods & Tools, and Tutorials. The fourth semester is dedicated to the Master’s project as well as thesis, which culminate in a public presentation and a defense.
A special focus of the course is on design-oriented processes. Through the flexible semester structure, students are given creative freedom so that they can experimentally test, discard, and realize different ideas, approaches, and procedures.
Project I – III
The projects I to III consist of two sub-projects each: One project part is always dedicated to the creation of a virtual character, the other one foregrounds the production of an explorative 3D piece (Project Development & Realization I – III).
In the first semester of the virtual character creation, students focus on the design and the completion of a 3D model of their designed character complete with proper retopology and proper edge flow. UV-mapping, texturing, lighting and rendering are the topics of the second semester, while the third semester highlights rigging and animation to truly bring the students’ characters alive.
In Project Development & Realization I, students will transfer a sequence from theater, movie, etc. to the three dimensional virtual space via Motion Capture, exploring the capabilities of this technology to create life-like human movements. In the second semester, students will execute a virtual project with 3D scanning technologies, to empower them to construct XR environments that are not only technically accomplished but also rich in detail. After students learned how to transfer human movement and real-life environments into virtual spaces, they will design a project for their third semester by themselves. Central to the project should be its innovative nature in media such as VR, AR, interactive installation, etc..
You can find an overview of project from the MA 3D Animation for Film & Games here: https://colognegamelab.de/study-programs/post-graduate-programs/3d-animation-for-film-games-ma/projects/
Animation in Film & Games: History & Theory I – III
Media Studies I – III:
The Media & Game Studies aim to impart not only the necessary theoretical and historical knowledge but also its application in media practice. While the first semester serves as an introduction to the social, cultural, and technological history of modern audiovisuality, the topic of the second semester is storytelling, with its different principles and procedures in film, games, comics or VR. The subjects of authenticity and authorship will also be examined. In the third semester the emphasis shifts to the future, how media have visualized and co-designed the future and how the students can do so too with their own projects.
Animation History I – III:
The ongoing seminar series “Animation History” deals with the whole range of animation from its analogue origins to contemporary computer-based animation. It includes the pre-forms of animation as well as specific periods (e.g., German Avantgarde), studios (e.g., Disney) or regional phenomena (e.g., East Asia). In the later course of studies, the application of animation is expanded to include advertising, visual effects, and television design.
Methods & Tools I – III:
The courses offered within the series of “Methods & Tools” include the topics coding, game engines and AI. In the first semester, students will acquire a foundation in the key elements of procedural programming (data type and control structures) as well as improve their capabilities in computational thinking using a contemporary programming language (e.g. Python). Game engines are at the center of the second semester. Students improve their skills in one particular engine (Unreal or Unity) and will be able to create interactive experiences. In the third semester, students are introduced to foundational concepts in the field of AI and Machine Learning.
Tutorials I – III:
The tutorials in the semesters 1 – 3 correlate content-wise with the Virtual Character project series.
Master’s Project
In the concluding Master’s module, students complete their final thesis, which can have either an artistic-practical or academic focus. Students are free to choose the medium (e.g., animated film, digital game, installation) after consultation with their professors.
Module Handbook:
The module handbook for students who started by 2024 can be downloaded here.
The module handbook for students starting 2025 onwards can be downloaded here.