General information

Subject type: Basic

Coordinator: Ana Beatriz Pérez Zapata

Trimester: First term

Credits: 6

Teaching staff: 

Maider Veliz Ramas

Teaching languages

  • Catalan
  • Spanish

Els materials podran proporcionar-se tant en castellà, en català com en anglès.


Basic skills
  • B1_That students have demonstrated knowledge and understanding in a field of study that is based on general secondary education, and is accustomed to finding at a level that, although with the support of advanced textbooks, also include some aspects that involve knowledge from the forefront of your field of study


  • B4_That students can convey information, ideas, problems and solutions to both specialized and non-specialized audiences


  • B5_That students have developed those learning skills necessary to undertake further studies with a high degree of autonomy


Specific skills
  • V8. Visually represent concepts and / or data for the ideation and creation of video games.

Transversal competences
  • T2_That students have the ability to work as members of an interdisciplinary team either as one more member, or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments taking into account the available resources



2D animation currently has multiple applications in various fields such as film, television, Internet, video games, advertising, education ... Knowing and implementing the basic principles of animation will provide greater quality, spontaneity and expressiveness in our work, whether this is a final product of 2D animation or a preparatory phase of other digital techniques, such as 3D animation, motion graphics or video games.

The subject Artistic expression and 2D animation aims for the student to acquire the necessary skills to conceptualize, design and develop 2D animation pieces for video games. Throughout the course, artistic drawing concepts will also be studied and applied to enable the student to use freehand drawing as a medium to develop 2D animation pieces. Key works and authors will be analyzed to understand the evolution of both 2D animation and 2D video games. The basic processes and procedures required for the production of 2D animation will also be studied and applied, applying the fundamentals and strategies of video games.

Artistic expression and 2D animation is part of the subject of Artistic Creation and is related to the subjects ofIntroduction to artistic expression, graphic design and 3D animation. The subject Artistic expression and 2D animation, in dealing with the production of graphic elements to be animated - defined in the design phase - and integrated into the development phase of the game, is also related to the subject of Design and creation of video games and the matter of Development.


1. 2D animation. Definition and state-of-the-art

1.1. History and main milestones of 2D animation.

1.2. Animation techniques. Areas of application. Phases of production. Tools and equipment

1.3. Studies, artists, references and sources of documentation.

1.4. Animation in video games.

1.5. Arts in video games.


2. Principles of animation

2.1. Laws of motion.

2.2. 12 Principles of animation.

2.3. Expression of weight and speed. Balance and line of action.

2.4. Timing, spacing & flexibility.

2.5. Keyposes/extreme, breakdown, Inbetween.

2.6. Motion analysis. Realistic animation and convincing animation.

2.7. Bipedal characters. Walk, run, fast run, jump, attack.


3. Creativity and character design

3.1. Sources of inspiration.

3.2. Character design and construction.

3.3. Model sheets. (Creativity, comparative, constructive, turn around, expressiveness, color, props...).

3.4. Cut-out & rigging.


4. Tools and procedures in Unity

4.1. Application of the environment and character. 

4.2. 2D Animation: Skinning, rigging and SpriteShape.

4.3. audio Ambient music and sound defects.

4.4. Effects, lights and particles. 

4.5. chamber

4.6. Export animation and scene.

Evaluation system

The grade of each student will be calculated following the following percentages:


A1. Exercise in class and at home: sketch book 20%

A2. Laboratory practice - Individual: Character animation 15%

A3. Laboratory practice - Couples: Game animation reel 35%

A4. Final exam 30%


Final note = A1 0.2 + A2 0.15 + A3 0.35 + A4 0.3 


  • You must obtain a grade higher than 5 in activity A1 to pass the subject.
  • It is necessary to obtain a mark higher than 4 in the final exam to pass the subject.
  • An activity not delivered or delivered late and without justification (court summons or medical matter) counts as a 0.
  • It is the student's responsibility to avoid plagiarism in all its forms. In the case of detecting plagiarism, regardless of its extent, in some activity it will correspond to having a grade of 0. In addition, the professor will communicate the situation to the Department Management so that applicable measures can be taken in terms of disciplinary regime.


  • It is necessary to obtain a mark superior to 4 in the final exam of recovery to pass the asignatura.
  • The mark of the resit exam will be applied only to the mark of the A4 activity.
  • In case of suspension of the A1 activity, it can be re-delivered in a call for recovery with the possibility of obtaining a maximum grade of 5.



Cavalier, S. (2011). The World History of Animation. Los Angeles: University of California Press

Williams, Richard (2012). The Animator's Survival Kit: a manual of methods, principles and formulas for classical, computer, games, stop motion and internet animators. London: Faber and Faber.

Johnston, O .; Thomas, F (1997). Disney Animation: The Illusion of Life. New York: Hyperion.


Webster, C. (2012). Action Analysis for Animators. New York: Focal Press

Mattesi, Mike (2006). Force: Dynamic Life Drawing for Animators (Force Drawing Series) 2º Ed. New York: Focal Press.

Bancroft, Tom (2012). Character Mentor New York: Focal Press.

Muybridge, Eadweard (2000). Human figure in motion. New York: Dover Publications.

Halas, John; Whitaker, Harold; Sito, Tom (2009). Timing for animation. New York: Focal Press.

Muybridge, Eadweard (2000). Animals in motion. New York: Dover Publications.

White, Tony (1988). The Animator's Workbook. Step-By-Step Techniques of Drawn Animation. New York: Billboard Books (Watson-Guptill)