Office Hours: By appt. / Office: HB 104D
Meeting Time: Tuesday & Thursday 6 – 8:30 p.m. / Room: HB 104
Course Description
ARS 355 is an introduction to Flash. In this course you will learn to animate in Flash as well as beginning simple actionscripting. In addition we will have regular screenings of appropriate examples to illustrate points from lecture. You are highly encouraged to explore your personal ideas and concepts and develop a visual signature in your animation work.
Requirements
1. Attendance: attendance and participation are mandatory. Roll will be taken at all meetings. After three unexcused absences the final grade will be lowered 1/2 letter. Three absences before mid-term will result in a failure grade. It is strongly recommended not to miss any class during the first two weeks. Two occasions of lateness/early departure are considered one absence. It is the student's responsibility to make up material missed due to absence.
2. Projects: All work is due at the beginning of the class for critique. Work turned in late will be lowered one letter grade for each class period until turned in—no exceptions without medical or appropriate written excuse. Redoing the assignment to improve your grade is accepted with the exception of the final project.
3. Preparedness: You are expected to have covered the material before coming to class. You will receive full participation points each class if I see that you are prepared for class and have covered the material. You will only receive an average grade if you are never prepared. Your success is contingent on how much you are willing to work outside of class.
4. Critique: Critique is essential to an artist’s growth. Actively participating in critique (this means offering constructive advice and perspective/insight) will significantly help your participation grade. A good rule of thumb is to first offer positive feedback about the things you like and perceive to be successful, and follow-up with constructive criticism regarding the things that are less successful.
5. Sketchbook: You are required to keep a sketchbook for this class. You will keep your storyboards and any work toward your ideas in this sketchbook. A sketchbook is your idea book. It informs your work and affords the ability to record ideas. I will collect these 3 times during the semester about a week before each project critique.
6. Classroom Rules: The computer facilities are open 24 hours a day except when scheduled classes are using them. Do not give your room combination to anyone. The lock mechanism is outfitted to remember specific combinations and the time they were used. If you do not want to be responsible for someone else’s actions, do not give your combination out. When you leave the room be sure the door closes completely behind you—this is also for your own safety. Do not eat or drink around the computers. Report any problems immediately via email to walrus@uab.edu, or phone 934-4941. Be sure to leave a detailed message and include station number, any error message, time/date of problem and your contact information if you have questions. The number one rule of Mac problem-solving is to restart your computer.
Means of Evaluation
• Project 1: 25% | Project 2: 25% | Project 3: 25%
• Sketchbook/Idea Book: 15%
• Class participation: 10%
Materials
You will need a storage device for this class—I suggest buying an external hard drive capable of storing at least 40 gigs.
Sketchbook-Make sure to buy one big enough to satisfy your process of visualizing ideas.
Americans with Disabilities Act Policy. It is the policy of the University of Alabama at Birmingham, in accordance with the Americans Disabilities Act, to make its services, facilities programs, and accommodations accessible to employees, students, visitors to campus, qualified applicants for employment and qualified applicants for enrollment, including people with disabilities.
If you have a documented disability that might require course modification/accommodations, special materials, services, or assistance, please contact me as soon as possible. If you need classroom accommodations, contact Disability Support Services and meet with me to discuss a solution that will accommodate you.
Resources
Animation on DVD: The Ultimate Guide, Andy Mangels. Stone Bridge Press, 2003.
Cartooning the Head and Figure. Jack Hamm. Perigee Trade, 1986.
How to Cheat in Flash CS3: The art of design and animation in Adobe Flash CS3. Chris Georgenes. Focal Press, 2007.
Prepare to Board! Creating Story and Characters for Animation Features and Shorts. Nancy Beiman. Focal Press, 2007.
Storyboards: Motion in Art, Third Edition. Mark Simon. Focal Press, 2006.
Flash CS3 Professional for Windows and Macintosh (Visual QuickStart Guide). Katherine Ulrich. Peachpit Press, 2007.
Adobe Flash CS3 Professional How-Tos: 100 Essential Techniques (How-Tos). Mark Schaeffer. Adobe Press, 2007.
Flash Cartoon Animation: Learn from the Pros. Glenn Kirkpatrick, Kevin Peaty, Glen Kirkpatrick. friends of ED, 2002.
ARS 355 is an introduction to Flash. In this course you will learn to animate in Flash as well as beginning simple actionscripting. In addition we will have regular screenings of appropriate examples to illustrate points from lecture. You are highly encouraged to explore your personal ideas and concepts and develop a visual signature in your animation work.
Requirements
1. Attendance: attendance and participation are mandatory. Roll will be taken at all meetings. After three unexcused absences the final grade will be lowered 1/2 letter. Three absences before mid-term will result in a failure grade. It is strongly recommended not to miss any class during the first two weeks. Two occasions of lateness/early departure are considered one absence. It is the student's responsibility to make up material missed due to absence.
2. Projects: All work is due at the beginning of the class for critique. Work turned in late will be lowered one letter grade for each class period until turned in—no exceptions without medical or appropriate written excuse. Redoing the assignment to improve your grade is accepted with the exception of the final project.
3. Preparedness: You are expected to have covered the material before coming to class. You will receive full participation points each class if I see that you are prepared for class and have covered the material. You will only receive an average grade if you are never prepared. Your success is contingent on how much you are willing to work outside of class.
4. Critique: Critique is essential to an artist’s growth. Actively participating in critique (this means offering constructive advice and perspective/insight) will significantly help your participation grade. A good rule of thumb is to first offer positive feedback about the things you like and perceive to be successful, and follow-up with constructive criticism regarding the things that are less successful.
5. Sketchbook: You are required to keep a sketchbook for this class. You will keep your storyboards and any work toward your ideas in this sketchbook. A sketchbook is your idea book. It informs your work and affords the ability to record ideas. I will collect these 3 times during the semester about a week before each project critique.
6. Classroom Rules: The computer facilities are open 24 hours a day except when scheduled classes are using them. Do not give your room combination to anyone. The lock mechanism is outfitted to remember specific combinations and the time they were used. If you do not want to be responsible for someone else’s actions, do not give your combination out. When you leave the room be sure the door closes completely behind you—this is also for your own safety. Do not eat or drink around the computers. Report any problems immediately via email to walrus@uab.edu, or phone 934-4941. Be sure to leave a detailed message and include station number, any error message, time/date of problem and your contact information if you have questions. The number one rule of Mac problem-solving is to restart your computer.
Means of Evaluation
• Project 1: 25% | Project 2: 25% | Project 3: 25%
• Sketchbook/Idea Book: 15%
• Class participation: 10%
Materials
You will need a storage device for this class—I suggest buying an external hard drive capable of storing at least 40 gigs.
Sketchbook-Make sure to buy one big enough to satisfy your process of visualizing ideas.
Americans with Disabilities Act Policy. It is the policy of the University of Alabama at Birmingham, in accordance with the Americans Disabilities Act, to make its services, facilities programs, and accommodations accessible to employees, students, visitors to campus, qualified applicants for employment and qualified applicants for enrollment, including people with disabilities.
If you have a documented disability that might require course modification/accommodations, special materials, services, or assistance, please contact me as soon as possible. If you need classroom accommodations, contact Disability Support Services and meet with me to discuss a solution that will accommodate you.
Resources
Animation on DVD: The Ultimate Guide, Andy Mangels. Stone Bridge Press, 2003.
Cartooning the Head and Figure. Jack Hamm. Perigee Trade, 1986.
How to Cheat in Flash CS3: The art of design and animation in Adobe Flash CS3. Chris Georgenes. Focal Press, 2007.
Prepare to Board! Creating Story and Characters for Animation Features and Shorts. Nancy Beiman. Focal Press, 2007.
Storyboards: Motion in Art, Third Edition. Mark Simon. Focal Press, 2006.
Flash CS3 Professional for Windows and Macintosh (Visual QuickStart Guide). Katherine Ulrich. Peachpit Press, 2007.
Adobe Flash CS3 Professional How-Tos: 100 Essential Techniques (How-Tos). Mark Schaeffer. Adobe Press, 2007.
Flash Cartoon Animation: Learn from the Pros. Glenn Kirkpatrick, Kevin Peaty, Glen Kirkpatrick. friends of ED, 2002.
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