Major Project: Development and Pre-Production
Duration
- One Semester or equivalent
Contact hours
- 36 hours
On-campus unit delivery combines face-to-face and digital learning.
2024 teaching periods
Hawthorn Higher Ed. Semester 1 |
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Dates: Results: Last self enrolment: Census: Last withdraw without fail: |
Prerequisites
Aims and objectives
Students who successfully complete this unit will be able to:
1. Research methods and content used to develop and pitch a short animated film
2. Use professional language to describe planning, development and pitching activities
3. Apply appropriate planning and management strategies to construct pre-production and pitch material
4. Integrate a range of specialised production techniques to plan, develop and pitch a short animated film
5. Demonstrate teamwork, effective communication and the ability to work with others to achieve common goals
6. Evaluate the development, presentation and pitching of ideas to argue project potential and achievability
Courses with unit
BA-ANI: Bachelor of AnimationBB-GAMIANI: Bachelor of Games and Interactivity/Bachelor of Animation
Unit information in detail
- Teaching methods, assessment, general skills outcomes and content.
Teaching methods
This unit will involve up to 150 hours of work including:
On-campus Learning and Teaching Structure | |||
Type | Hours per week | Number of Weeks | Total |
Face to Face Contact Studio-Tutorials |
3 |
12 |
36 |
Online Contact | 0 | 0 | 0 |
Specified Learning Activities Readings |
3 |
12 |
36 |
Unspecified Learning Activities Independent study, | 6.5 | 12 | 78 |
TOTAL |
|
| 150 hours/12.5cp |
Assessment
Individual or Group task | Weighting | Assesses attainment of these ULOs | |
Research Assignment | Individual | 20% | 1, 2 |
Showcase Portfolio | Individual | 30% | 2, 3, 4, 6 |
Project Portfolio | Group | 50% | 2, 3, 4, 5 |
General skills outcomes
• Problem Solving Skills
• Analysis Skills
• Communication Skills
• Ability to tackle unfamiliar problems
• Ability to work independently
Content
• Planning, budgeting and scheduling
• Understanding audiences and funding opportunities
• Key roles, responsibilities and working within a team environment
• Contextualising creative practice for commercial applications
• Art-directing characters, objects, environments and sequences
Study resources
- Reading materials.