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Project Summary
The Team 5 project compared and contrasted how the fields of gaming and animation
differ from one another. The topics covered in this module include industry forecasts as well
as employment details, such as pay rate, competition, job retention, and expected growth. The
reports from this component research was very straightforward and easy to find. Mostly
google had a lot of information on both industries with very comprehensive information
Another topic covered in this project is the necessary skill and experience an
individual needs to get hired in either field. The research for this component primarily relies
upon reports of animators and game designers made from compiled job listings, occupational
experts’ assessments, and analysts’ conclusions. The skills displayed in the component were
selected because they were of a 50% or higher importance to the job according to the report.
The skills in this component are divided into four categories: Knowledge, Abilities,
Technology Skills, and Non-Technology Skills. A total of 35 skills were identified for this
component. Of the 35 skills, 27 are shared between animators and game designers. From this
research, it is apparent that both game designers and animators share the majority of most
needed skills.
This project also included a comprehensive analysis on the work processes of gaming
and animation projects. Research revealed that the gaming and animation industries utilize
many of the same steps and types of positions, such as composers, artists, and marketers.
Although both industries cater to different audiences, they are more similar than the public is
generally aware. For example, both industries have their own regulations, product limitations,
and specifications for how content is produced. One of the main differences between the two
industries is that the game design industry must create their own gaming engine, which is an
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expensive process that can take as long as creating the game itself. Overall, the processes of
game design and animation project can be simplified into seven easy to understand steps.
Learning Objectives
After the completion of this module, students should be able to describe the future of
animation and game design, such as the rate of industry growth and prospective jobs.
Students should also be able to identify what skills and experiences are required in a gaming
or animation career as well as be able to describe the work processes of gaming and
animation projects. These outcomes are relevant to digital artists because they can gain a
better understanding of both the gaming and animation fields in order to pick the career path
best suited to the artist’s goals and aspirations. Furthermore, this topic informs potential
Project Components
Component 1
The first component is an informative video describing the key major differences
between gaming and animation as a profession for future digital artists looking to enter either
field. This video informs students of the both the gaming and animation industries as well as
individual job details, such as benefits, pay rate, competition, and employee retention. Charts
and other helpful infographics will be included in the video to assist in the understanding of
Component 2
overlapping skills and experiences between the animation and gaming professions. The
animation portion of the diagram is in solid blue, while the game design portion is in orange.
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The shared part of the diagram fades from blue to orange, showing the connection between
both animation and game design. Each of the skills included in the diagram have a more
detailed description below the diagram to explain the skill. The user is instructed to use their
brower’s find function to quickly find an item in the diagram; otherwise, users can leisurely
The skill descriptions are tagged with icons indicating whether they apply to
animators, game designers, or both. Animators are indicated with a blue triangle (like the A
in Animation), and game designers are indicated with an orange circle (like G in Game). If
the skill applies to both animators and game designers, both icons are used. If applicable, the
descriptions also link to other related skills. In the Technology Skills section, the term “Hot
Technology” is defined using the abbreviation HTML tag and any accompanying external
Component 3
The third component is an interactive timeline of the work processes used in a gaming
and animation project. Students will be able to select each stage of the process to access a
description and additional details. The timeline itself will visually represent the similarities
and differences between gaming and animation by deviating and rejoining where the stages
overlap or differ. This component addresses the third learning objective: Students should be
able to describe the work processes of gaming and animation. In this component, students
will see the process order and read details about each stage in the process, thus acquiring the
Development Process
At the start of the project, the group made a Team Drive to share all materials
throughout the development process. The four group members divided up the module topics
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based on the three components: Cammron focused on the industry, Heather focused on
needed skills, Gil focused on the project work process for game design, and Anna focused on
the project work process for animation. For each stage of the project, each member was
responsible for the materials needed for that area of the module.
This project was broken into six phases: research, copy finalization, sketching,
mockup creation, construction, and testing. The research milestone was concluded on March
16 using the CSUMB Library’s OneSearch and supplemented by Google Search. The team
gathered a variety of research materials for the module and shared all sources via a document
in the Team Drive, so sources that contained information on more than one component could
On March 27, a report of the project progress, current status, and updated timeline
was submitted and presented to the class. The checkpoint materials were created in Google
Slides and Google Docs. Following the checkpoint presentation, two weeks were allocated
for sketches and mockups of the module’s visual design and layout, which were completed
by April 6. Using the sketches as a guide, Heather setup the Wordpress site and theme.
The longest phase of the project, the construction, was planned to conclude on May 4,
but additional time was needed to complete edits for the components.
Cammron used iMovie to create a video demonstration for Component 1. The video
needed to be published on youtube then embed into the wordpress site to avoid upgrading our
wordpress site to a paid subscription. To fit all the necessary information in the video it was
done in sections, job outlook. pay rate, and needed/experience. The audio was done first then
Heather used Adobe Illustrator to make the graphics for Component 2. The size of the
Venn diagram was set according to the Wordpress theme guidelines. To fit all of the terms
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inside the appropriate areas within the diagram, the text was written at an angle. The interior
of the diagram (the skills shared between animators and game designers) uses the same
graphic style as the module title. The triangle and circle icons were created with the same
height and diameter for uniformity. Because Wordpress does not provide the abbreviation tag
in the visual editor, the definition for “Hot Technology” was added in the HTML editor. The
HTML editor was also used to add anchor points for description links that linked to other
Anna and Gil created a powerpoint presentation using Google Slides to demonstrate
the seven step processes for game design and animation. They decided to limit the number of
steps in the process in order to provide a better, clearer understanding of how the gaming and
animation processes differentiate from each other. To showcase the research on the website
module, Gil transformed the presentation into an interactive slideshow carousel so the
The quiz was created using Google Forms. Each component has four questions using
either radio buttons (single answer choice) or checkboxes (multiple answer choices). The user
cannot submit the quiz without answering every question. All questions have an equal value
of one point, except for the final subjective question that is ungraded. After the quiz is
submitted, the user can access their score. If a question is incorrect, the correct answer is
shown and feedback is given. The feedback directs the user to the component that answers
the question.
Testing, the last milestone, was completed on May 9. Internal testing included
opening the module in different browsers and adjusting the viewport dimensions to check for
responsiveness issues. To verify the functionality of the quiz, the team answered the
questions as if they were a guest to the site (i.e. not logged in). For external testing, group
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members showed the module to other students and asked questions to gauge the functionality
and satisfaction of the site. Questions included general awareness of the site layout (e.g. How
would you get to the Industry Informationpage?), satisfaction with the information
presentation (e.g. How easy was it to digest this information?), and ability to use the quiz.
Testing participants were also asked to share any feedback that could be used to improve the
The completed project was submitted on May 10 and the module will be presented at