Admission Detail
Programme Specification

Duration: 4 Years (8 Semesters)
Awarded By: Tata Institute of Social Sciences (TISS)

PROGRAMME OBJECTIVE

The Media & Entertainment Industry in India is not only rapidly growing but is also undergoing major transformations in the manner in which it reaches and communicates with its audience.

The growth and development of new digital technology, its accessibility to large segments of the Indian population specially the youth have created new patterns and expectations in the manner in which they engage with digital content.

In recognition of the proliferation of new media such as comics, graphic novels, video games and virtual and augmented reality, the programmes offered by the School of Animation and Video Games include the design and production of 2D and 3D animation, stopmotion animation, motion graphics, previsualization, comics and graphic novels, as well as video games.

The objective of these courses is to educate and train students to develop content across the digital platform in these areas for diverse applications in entertainment, education, medicine, architecture, e-commerce and other areas.

This is a unique multi-dimensional course. The first year focuses on creating a strong foundation in the art and technique of 2D and 3D animation; graphic novel design; and video game design, art and development.

This intensive 4-year, 8-semester course in Animation offers concentrations in

  1. 2D Animation
  2. 3D Animation
  3. Stopmotion Animation
  4. Comics
  5. Game Design
  6. Motion Graphics and
  7. Previsualisation

In addition it provides a flexible, elective based programme in which students are enabled to choose courses of interest to them across these areas. This provides a framework in which students acquire skillsets that are unique and suited to their interests and strengths.

Ranging from the history of art and animation to the latest techniques of photorealistic computer generated imagery; from the history of comic books to the latest developments in digital publishing and transmedia content; from the history of games to the latest developments in VR and AR

The course informs students about art in various cultures, music, production design, film and digital art as part of its contextual studies or general education programme.

The core subjects include a strong foundation in drawing and digital art; design and writing for animation; design and writing for comics; gameplay, prototyping and testing.

Students receive instruction through a powerful integration of projects, classroom theoretical instruction, film screenings and analyses, workshops and interaction with industry professionals.

They receive intensive theory and practical instruction in digital 2D and 3D animation, previsualisation techniques, comics and game design. They are taken through the process of developing projects, writing scripts, storyboarding and preparing 2D and 3D animatics (previz) as well as the entire preproduction, production and postproduction pipeline of their chosen area of concentration.

Students are encouraged to formulate and develop their own approach, style, perspective and vision. The course also promotes individual professional conduct, communication skills and leadership qualities.

 

Course Structure

This is a unique multi-dimensional 4-year, 8-semester course in Animation. This intensive course focuses on creating a strong foundation in the art and technique of 2D and 3D animation; stopmotion animation; motion graphics; graphic novel design; and video game design, art and development in the first year.

The second and third years provide a flexible, elective based programme in which students are enabled to choose their own courses of interest. This provides a framework in which students acquire skillsets that are unique and suited to their individual interests and strengths.

There are four types of courses.

  1. General Education – These offer a context to students learning, enabling them to understand historical developments in their specific areas of interest as well as allied areas such as classical and folk art, photography, urban mythology and digital art etc. These are 24 credits overall during the 4-year programme.
  2. Theory Courses – These are courses that provide a theoretical framework and understanding of the core elements of each stream. Students need to choose these as per their interest in the second and third years of the programme. These are 24 credits in total during the programme.
  3. Practical Courses – These provide students a hands-on skill development that enables them to execute their ideas. These are a mix of introduction to various digital tools, their application, the design process and production pipeline. Demonstrations by faculty and hands-on learning and practice through exercises and assignments form the major part of the course. These are 82 credits in total of which 25 are obtained during the first year Foundation and 57 credits need to be obtained in semesters 3, 4,6 and 7.
  4. Projects – There is a project in semester 5 leading to the capstone project in semester 7 and 8. These are simulated real-world situations where students work individually or in teams to conceptualise, write proposals and design documents and execute (within given constraints of time and resources) a project of their choosing. Faculty and resource persons mentor these projects.
Curriculum

The Curriculum in each of the years of the programme is a mix of general education and skill development components.

General Education and Theory Component:

The general education and theory component emphasises and offers courses that provide holistic development. However, it will not exceed 40% of the total curriculum.

Skill Development Components:

(i) The focus of skill development components shall be to equip students with appropriate knowledge; practice and attitude, so as to become work ready. The skill development components should be relevant to the industry as per its requirements.

(ii) The curriculum will necessarily embed within itself, National Occupational Standards (NOSs) of specific job roles within the industry. This would enable the students to meet the learning outcomes specified in the NOSs.

(iii) The overall design of the skill development component along with the job roles selected will be such that it leads to a comprehensive specialization in one or two domains.

(iv) The curriculum will focus on work-readiness skills in each of the three years.

 

Adequate attention will be given in curriculum design to practical work, on the job training, development of student portfolios and project work.

The curriculum will be designed in a manner that at the end of year-

1, year-2 and year-3, students are able to meet below mentioned level descriptors for level 5, 6 and 7 of NSQF, respectively:

 

Level Process required  

 

Professional knowledge  

 

Professional skill  

 

Core skill Responsibility
Level

5

Job that requires well developed skill, with clear choice of procedures in familiar context Knowledge of facts, principles, processes and general concepts, in a field of work or study A range of cognitive and practical skills required to accomplish tasks and solve problems by selecting and applying basic methods, tools materials and information Desired mathematical skill, understanding of social, political and some skill of collecting and organizing information, communication. Responsibility for own work and learning and some responsibility for other’s works and learning
Level

6

Demands wide range of specialized technical skill, clarity of knowledge and practice in broad range of activity involving standard/

non-standard practices

Factual and theoretical knowledge in broad contexts within a field of work or study A range of cognitive and practical skills required to generate solutions to specific problems in a field of work or study Reasonably good in mathematical calculation, understanding of social, political and, reasonably good in data collecting organizing information, and logical communication Responsibility for own work and learning and full responsibility for other’s works and learning
Level

7

 

Requires a command of wide ranging specialized theoretical and practical skill, involving variable routine and non-routine context Wide ranging, factual and theoretical knowledge in broad contexts within a field of work or study Wide range of cognitive and practical skills required to generate solutions to specific problems in

a field of work or study

Good logical and mathematical skill understanding of social political and natural environment good in collecting and organizing information, communication and presentation skill      Full responsibility    for output of group and development

 

  1. Professional knowledge is what a learner should know and understand with reference to the subject.
  2. Professional skills are what a learner should be able to do.
  3. Core skills refer to basic skills involving dexterity and use of methods, materials, tools and instruments used to perform the job including IT skills needed for that job.
  4. Responsibility aspect determines the (i) nature of working relationship, (ii) level of responsibility for self and others, (iii) managing change and (iv) accountability for actions.
Examination and Assessment

Assessment of students will be done both on a continuous basis as well as at the end of the semester.

Continuous Assessment

Theory courses will be assessed through given assignments and exercises given to the students during the course of the semester.

Practical courses will be assessed on students demonstration of the required skill in the practical exercises given by concerned faculty.

End of Term Assessment

Theory courses may be assessed by means of a written exam or a written submission and viva.

Practical courses will be on the submission of the student project and presentation of student learning in a viva conducted by at least 2 faculty members.

Semester-wise distribution of Credits

Semester Animation Core Theory Hours Animation Core Practical Hours Animation  Elective Theory Hours Animation Elective Practical Hours GE Core Theory Hours GE Core Practical Hours Total Credits Total Hours
1 6 90 13 390 0 0 0 0 2 30 0 0 21 510
2 4 60 13 390 0 0 0 0 4 60 0 0 21 510
3 0 0 0 0 4 60 14 420 2 30 0 0 20 510
4 2 30 0 0 0 0 14 420 4 60 0 0 20 510
5 0 0 14 420 2 30 0 0 4 60 0 0 20 510
6 2 30 0 0 2 30 13 390 4 60 0 0 21 510
7 0 0 6 180 0 0 12 360 2 30 0 0 20 570
8 2 30 18 540 0 0 0 0 2 30 0 0 22 600
Total 16 240 64 1920 8 120 53 1590 24 360 0 0 165 4230

 

Theory             1 credit = 15 hours

Practical           1 credit = 30 hours

 

Programme Syllabus

Semester I Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 3201 GE Core Folk Art of India 2 0 30
Total GE Core 2 0 30
ANBC 1102 Animation Core Introduction to Sequential Art 2 0 30
ANBC 1202 Animation Core Character Design 2 0 30
ANBC 1203 Animation Core Imaginary World of the Story 2 0 30
ANBC 1114 Animation Core Drawing Fundamentals 0 3 90
ANBC 1111 Animation Core Introduction to Motion Graphics 0 3 90
ANBC 1204 Animation Core Stop Motion Animation 0 3 90
ANBC 1112 Animation Core Comic Book Design 0 2 60
ANBD 1101 Animation Core Designing Board Games 0 2 60
Total Animation Core 6 13 480
Semester Total 8 13 510

Semester II Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 2201 GE Core Classical Indian Art 2 0 30
ANGE 1204 GE  Core Art of Colour 2 0 30
Total GE Core 4 0 60
ANBC 1101 Animation Core Screenwriting for Animators 1 2 0 30
ANBC 1103 Animation Core Introduction to Game Design 2 0 30
ANBC 1106 Animation Core Introduction to 2D Animation 0 3 90
ANBC 1205 Animation Core Introduction to 3D Animation 0 3 90
ANBD 1201 Animation Core Introduction to Game Engines 0 3 90
ANBC 1211 Animation Core Foundation Project 0 4 120
Total Animation Core 4 13 450
Semester Total 8 13 510

Semester III Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 2103 GE Core The Philosophy of Aesthetics 2 0 30
Total GE Core 2 0 30
Theory Elective: Any one of the following
ANBA 2202 Animation Elective Project Management for Animation Films 2 0 30
ANBD 2101 Animation Elective Study of Video Games 2 0 30
ANBN 2202 Animation Elective Comics and Reality 2 0 30
Theory Elective: Any one of the following
ANBA 2101 Animation Elective Writing for Animation 2 0 30
ANBN 2101 Animation Elective Writing for Comics 2 0 30
ANBD 2121 Animation Elective Creating Game Design Documents 2 0 30
Practical Electives: Any 2 of the following
ANBA 2105 Animation Elective Character Concept Art 0 2 60
ANBP 2102 Animation Elective Previs for Animation and Games 1 0 2 60
ANBD 2122 Animation Elective Game Programming Basics 0 2 60
Practical Electives: Any one of the following
ANBN 2105 Animation Elective Typography  (PSP/Illustrator) 0 2 60
ANBA 2104 Animation Elective Sound and Music Design 0 2 60
Practical Electives: Any one of the following
ANB2 2115 Animation Elective 2D Animation Studio Basics 0 8 240
ANB3 2113 Animation Elective 3D Animation Studio Basics 0 8 240
ANBS 2102 Animation Elective Stopmotion Studio Basics 0 8 240
ANBN 2115 Animation Elective Comic Book Design Studio Basics 0 8 240
ANBP 2103 Animation Elective Previsualization Studio Basics 0 8 240
ANBD 2105 Animation Elective Game Design and Development Studio Basics 0 8 240
ANBM 2122 Animation Elective Motion Graphics Studio Basics 0 8 240
ANBI 2102 Animation Elective Interdisciplinary Studio Basics 0 8 240
Total Animation Elective 4 14 480
Semester Total 6 14 510

Semester IV Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 2202 GE Core Superhero 2 0 30
ANGE 2102 GE Core Western Art 2 0 30
Total GE Core 4 0 60
ANBC 2102 Animation Core World Building 2 0 30
Total Animation Core 2 0 30
Practical Electives: Any 2 of the following
ANBA 2203 Animation Elective Environment Concept Art 0 2 60
ANBP 2202 Animation Elective Previs for Animation and Games II 0 2 60
ANBD 2206 Animation Elective Game Programming Intermediate 0 2 60
Practical Electives: Any one of the following
ANB2 2202 Animation Elective 2D Animation Studio Essentials 0 10 300
ANB3 2202 Animation Elective 3D Animation Studio Essentials 0 10 300
ANBS 2202 Animation Elective Stopmotion Studio Essentials 0 10 300
ANBN 2203 Animation Elective Comic Book Design Studio Essentials 0 10 300
ANBP 2203 Animation Elective Previsualization Studio Essentials 0 10 300
ANBD 2202 Animation Elective Game Design and Development Studio Essentials 0 10 300
ANBM 2202 Animation Elective Motion Graphics Studio Essentials 0 10 300
ANBI 2202 Animation Elective Interdisciplinary Studio Essentials 0 10 300
Total Animation Elective 0 14 420
Semester Total 6 14 510

Semester V Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 3102 GE Core Japanese and Chinese Art 2 0 30
ANGE 3103 GE Core Digital Art 2 0 30
Total GE Core 4 0 60
Theory Elective: Any one of the following
ANBA 2201 Animation Elective Animation Development 2 0 30
ANBN 3101 Animation Elective Comics and Cinema 2 0 30
ANBD 3103 Animation Elective Writing Game Narratives 2 0 30
Total Animation Elective 2 0 30
ANBC 3103 Animation Core Studio 301 0 14 420
Total Animation Core 0 14 420
Semester Total 6 14 510

Semester VI Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 2203 GE Core Still Photography 2 0 30
FMGE 1105 GE Core Culture Studies I 2 0 30
Total GE Core 4 0 60
ANBD 3101 Animation Core Alternative Technologies and Platforms 2 0 30
Total Animation Core 2 0 30
Theory Elective: Any one of the following
ANBD 3202 Animation Elective Business of Games 2 0 30
ANBA 3201 Animation Elective Business of Animation 2 0 30
Practical Electives: Any one of the following
ANB2 3203 Animation Elective 2D Animation Studio Fundamentals 0 13 390
ANB3 3103 Animation Elective 3D Animation Studio Fundamentals 0 13 390
ANBS 3102 Animation Elective Stopmotion Studio Fundamentals 0 13 390
ANBN 3203 Animation Elective Comic Book Design Studio Fundamentals 0 13 390
ANBP 3102 Animation Elective Previsualization Studio Fundamentals 0 13 390
ANBD 3105 Animation Elective Game Design and Development Studio Fundamentals 0 13 390
ANBM 3102 Animation Elective Motion Graphics Studio Fundamentals 0 13 390
ANBI 3102 Animation Elective Interdisciplinary Studio Fundamentals 0 13 390
Total Animation Elective 2 13 420
Semester Total 8 13 510

Semester VII Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
ANGE 4101 GE Core 20th Century and Contemporary Art 2 0 30
Total GE Core 2 0 30
ANBC 4102 Animation Core Development of Graduation Project 0 6 180
Total Animation Core 0 6 180
Practical Animation Electives: Any one of the following
ANB2 4102 Animation Elective 2D Animation Studio Intermediate 0 12 360
ANB3 4102 Animation Elective 3D Animation Studio Intermediate 0 12 360
ANBS 4102 Animation Elective Stopmotion Studio Intermediate 0 12 360
ANBN 4102 Animation Elective Comic Book Design Studio Intermediate 0 12 360
ANBP 4102 Animation Elective Previsualization Studio Intermediate 0 12 360
ANBD 4104 Animation Elective Game Design and Development Studio Intermediate 0 12 360
ANBM 4102 Animation Elective Motion Graphics Studio Intermediate 0 12 360
ANBI 4102 Animation Elective Interdisciplinary Studio Intermediate 0 12 360
Total Animation Elective 0 12 360
Semester Total 2 18 570

Semester VIII Course Structure

Course Code Course Type Course Title Theory Credits Practical Credits Total Hours
FMGE 1109 GE Core Culture Studies II 2 0 30
Total GE Core 2 0 30
ANBC 4201 Animation Core Graduation Project 0 18 540
Total Animation Core 2 18 570
Semester Total 2 18 570

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