G—P

FMX 320-1 · University of Tampa · Fall 2026 · CCB-134 Media Lab

Animation
for Games

An intermediate studio production course in building real-time game assets and interactive experiences — model, texture, light, rig, and animate in Blender and Maya, then bring it to life in Unreal Engine 5.8 with Blueprints — with AI coding agents (Claude Code & Codex) as part of the toolchain for the first time.

Meeting
Mon & Wed 2:00 – 3:50 pm
Term
Aug 31 – Dec 17, 2026
Instructor
Prof. Gregg Perkins, MFA
Office
TECH 464E · Zoom by appt.
Contact
gperkins@ut.edu · ex. 3427
Engine
Unreal Engine 5.8 + Blender / Maya
Agents
Claude Code · Codex CLI

Overview

This studio takes you through the full real-time art pipeline: build a 3D asset, wrap it in surface and light, rig and animate it, then make it move, respond, and ship as something a player can pick up and play. You bring the modeling foundation from your prerequisite; here you learn to make it interactive.

Read the full Fall 2026 syllabus → — the whole term in one page: grade breakdown, the fifteen-week grid, every project spec, the assessment rubric, and the course AI policy.

What's new this year

Engine

Unreal Engine 5.8

Epic's current release — Nanite virtualized geometry, Lumen dynamic global illumination, and Megalights are all production-ready in 5.8, and Blueprints give you visual scripting without leaving the editor. We use it for interactivity and playable builds.

New · AI

Agents in the pipeline

For the first time, AI coding agents are part of the toolchain. Claude Code and OpenAI Codex wire Blueprints and write C++, build editor tooling, and — through the first-party Unreal MCP built into 5.8 plus Epic's UE skills plugin for Claude Code — can even act inside the editor. You direct; you verify; you keep the log.

Ship it

Playable builds

Everything you make this semester is meant to be played. You'll package standalone builds (Windows, or a VR headset) and put your final piece on itch.io.

Course objectives

A week in studio

We meet twice a week for an hour and fifty minutes. Monday teaches; Wednesday practices and crits:

Mon 2:00 · Brief

Demo + concepts. New territory introduced on the projector — a technique, a tool, a bit of the pipeline.

Mon 2:45 · Guided lab

You build the same thing at your station, step by step.

Wed 2:00 · Workbench / Agent lab

Weeks 1–8: supervised practice on your own work, no new material. From Week 9 it becomes the agent lab — prompt, review, fix, log.

Wed 3:10 · Crit / share

Screens up. Show progress, trade techniques, plan the week's homework.

Grade breakdown

ComponentWeightNotes
Guided asset training25%In-class practical exam (Week 7 · Oct 14)
Game-Ready Asset Kit10%Weeks 3–6
Rigged & Animated Character15%Weeks 8–10
Interactive Vertical Slice10%Weeks 11–12
Final Project40%Weeks 12–16 · a playable build, exhibited in Week 16

Scale: 95–100 A · 89–94 A/B · 84–88 B · 77–83 B/C · 72–76 C · 66–71 C/D · 60–65 D · below 60 F. More than three unexcused absences: NF — excused absences are accommodated, see the syllabus. Every production project includes a process log; from Week 9, when the CLI opens, it also records the agent work as an AI development log.

Equipment & software

University policies (Title IX, ADA, attendance, academic integrity, campus closure, disruption) are stated in full on the official syllabus in SpartanLearn / Canvas — that document governs.