General information

Subject type: Basic

Coordinator: Adso Fernández Baena

Trimester: First term

Credits: 6

Teaching staff: 

Maider Veliz Ramas

Teaching languages

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


Specific skills
  • E9. Design and develop 2D animation short films.

General competencies
  • G1. Demonstrate having and understanding advanced knowledge of their area of ​​study that includes the theoretical, practical and methodological aspects, with a level of depth that reaches the forefront of knowledge.

  • G4. Communicate information, ideas, problems and solutions to a specialized and non-specialized audience.

  • G5. Develop the learning skills needed to undertake further studies with a high degree of autonomy.

Transversal competences
  • T2. Work as a member of an interdisciplinary team either as an additional member or performing management tasks in order to contribute to developing projects with pragmatism and a sense of responsibility, making commitments and taking into account 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.

Learning outcomes

At the end of the course students must be able to:

  • E9.1 Express graphically the 2D elements of a video game for later animation.
  • E9.2 Describe the basic fundamentals of animation.
  • E9.4 Design a 2D animation applying the basics and strategies appropriate to the video game.
  • E9.5 Develop a 2D animation.

Working methodology

The subject uses the following work methodologies:

Master class, presentations, video capsules, problem solving, small group laboratory.


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.

Learning activities

With the aim of collecting evidence of the achievement of the expected learning outcomes, the following activities of an evaluative nature will be carried out (related to all the common competences):

A1. Exercise in class and at home: sketch book (Evidence of E9.1 and E9.2 learning outcomes)

Collection of the different class exercises that require making freehand sketches, as a means to express ideas, analyze and study movement, as well as to plan the animation that will be carried out by the students throughout the different sessions of the subject.

A2. Laboratory practice - Individual: Character animation (Evidence of learning outcomes E9.2, E9.4 and E9.5)

Creating an animation of a geometric character in a static background using the necessary and corresponding principles of animation to carry it out.

A3. Laboratory practice - Couples: Game animation reel (Evidence of learning outcomes E9.1, E9.4 and E9.5)

The practice consists of the creation, design and construction of characters for a video game and its subsequent 2D animation within a graphics engine.

A4. Final exam (Evidence of all learning outcomes)


General criteria of the activities:

  • The teacher will present a statement for each activity and the evaluation and / or rubric criteria.
  • The teacher will inform of the dates and format of the delivery of the activity.

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 responsibility of the student to prevent plagiarism in all its forms. In the case of detecting a plagiarism, regardless of its scope, in some activity it will correspond to have a note of 0. In addition, the professor will communicate to the Head of Studies the situation so that measures applicable in matter of sanctioning regime are taken. .


  • 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)