G—P / FMX 320 / Syllabus

Fall 2026 · Companion syllabus

FMX 320 · Animation for Interactivity & Games

The whole term on one page — the map, the projects, and how everything is graded. Each week links to its own page for the detail.

Section FMX 320-1 · Mon & Wed 2:00 – 3:50 pm · CCB-134 Media Lab Term Aug 31 – Dec 17, 2026 Instructor Prof. Gregg Perkins, MFA · University of Tampa Office TECH 464E · Zoom by appt. Contact gperkins@ut.edu · ex. 3427 Software Blender + Unreal Engine 5.8
This is the companion, not the governing document. The official syllabus in SpartanLearn (Canvas) states the University's policies in full, and that document governs. This page is the working master for the course site: what we do each week, what is due, and how it is graded. Where the two disagree, SpartanLearn wins.

How this course works

You will build things with your own hands before you direct anything to build them for you. Weeks 1–8 are hands-on only — Blender and Unreal, no AI agents in the work. From Week 9 the CLI agents join the studio and stay to the end of term.

That order is deliberate. The hands-on is the learning, and you cannot judge whether an agent did good work until you can do the work. Gary, the AI TA on the course site, stays available the whole term for questions — asking why is my normal map inverted is help; having an agent build the mesh is not.

Grade breakdown

ComponentWeightWindowDue
P5 · Guided asset training — practical exam25%Week 7Oct 14, in class
P1 · Game-Ready Asset Kit10%Weeks 3–6W6 crit · Oct 7
P2 · Rigged & Animated Character15%Weeks 8–10W10 crit · Nov 4
P3 · Interactive Vertical Slice10%Weeks 11–12W12 crit · Nov 18
P4 · Final Project40%Weeks 12–16Tue Dec 15, 1:30–3:30 pm (exam slot)

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.

The semester

Fifteen weeks of Monday and Wednesday studio sessions plus a finals-week showcase, in four phases. Every week links to its own page — the brief, the guided lab, the homework, and the resources live there.

WkDateSessionDue at crit
Phase 1 — Form by hand, in Blender · hands-on only
1Aug 31 · Sep 2Orientation: the real-time pipeline
2Sep 7 · Sep 9Modeling I: topology & the polygon budget
3Sep 14 · Sep 16Modeling II: building the modular kitP1 launches
4Sep 21 · Sep 23UVs & unwrapping
5Sep 28 · Sep 30Surface texturing: PBR materials
6Oct 5 · Oct 7Lighting in UnrealP1 due
Phase 2 — Character & motion
7Oct 12 · Oct 14Guided asset training — practical examP5 · 25%
8Oct 19 · Oct 21Rigging: skeletons & skinning · last hands-only weekP2 launches
The CLI opens here. From Week 9 the Wednesday 2:00 block is the agent lab, and agent use is expected and logged.
9Oct 26 · Oct 28Animation I: cycles & principles
10Nov 2 · Nov 4Animation II: Animation BlueprintsP2 due
Phase 3 — Interactivity
11Nov 9 · Nov 11Blueprints I: input, and a character you can driveP3 launches
12Nov 16 · Nov 18Blueprints II: game feel, score, win stateP3 due · final pitch
Phase 4 — The final
13Nov 23 · Mon onlyProduction sprint I
14Nov 30 · Dec 2Production sprint II & playtesting
15Dec 7 · Dec 9Ship it: lock, publish, rehearse
16Dec 15 · 1:30–3:30 pmFinal crit & showcaseP4 · 40%

No class Mon Sep 7 (Labor Day). Thanksgiving recess Wed Nov 25 – Sun Nov 29, so Week 13 meets Monday only. Last day of classes Sat Dec 12; final exams Dec 14–17 — our slot is Tue Dec 15, 1:30–3:30 pm. Per the University academic calendar.

The weekly rhythm

We meet twice a week for an hour and fifty minutes. Monday teaches; Wednesday practices and crits. Only the Wednesday block changes at Week 9.

DayTimeWeeks 1–8Weeks 9–16
Mon2:00Brief — demo and concepts on the projector
Mon2:45Guided lab — you build it at your station while it is built at the front
Wed2:00Workbench — supervised practice on your own project. No new material. Catch up, go deeper, get help.Agent lab — the same problem, agent-assisted. Prompt, review, fix, log.
Wed3:10Crit / share — screens up. Project deliverables land here.

The gap between Monday and Wednesday is deliberate. You try the technique on your own work in between, and arrive on Wednesday knowing exactly where you got stuck — which is a far better use of my time than watching me build something you have already seen.

Projects

Four production projects, each building on the last, from a static asset to a playable game — plus the practical exam that sets the floor.

P1 · Game-Ready Asset Kit

10% · Weeks 3–6 · Due W6 crit · hands-on, no agents

A small modular set, modeled, unwrapped, textured and lit in Unreal to a stated polycount and texel budget. The test: it looks intentional, reads at game distance, and stays on budget.

Deliverables. 3–5 modular pieces with clean topology and non-overlapping UVs · PBR materials with a considered wear pass · a Lumen-lit Unreal level showing the kit assembled · a budget sheet · your process log.

P2 · Rigged & Animated Character

15% · Weeks 8–10 · Due W10 crit · launched by hand, finished with agents

A character rigged, skinned, and given a clip set that plays through an Animation Blueprint. The test: the deformation holds up and the motion has weight and intent.

This project straddles Week 9, so it carries both logs — a process log for the rigging you did by hand, and an AI log for the animation work from Week 9 on. It is the most interesting artifact in the course: the same project, half by hand and half directed.

Deliverables. A clean skeleton and skin weights that survive extreme poses · three authored clips (idle, walk/run, one action) · an Animation Blueprint with a working State Machine and Blend Space · a short turntable plus in-engine playback · process log + AI log.

P3 · Interactive Vertical Slice

10% · Weeks 11–12 · Due W12 crit

A playable slice: the player controls your character, animation is driven by input, and at least three Blueprint interactions respond to the world.

Deliverables. A packaged standalone build · an input-driven character carrying the animation states from P2 · at least three authored Blueprint interactions · playtest notes from at least two classmates · the AI dev log.

P4 · Final Project

40% · Weeks 12–16 · Exhibited and played in Week 16, Tue Dec 15

Your voice as a maker of interactive work: a complete playable piece, pitched in Week 12, produced in the sprint weeks, exhibited in Week 16, and published as a build. Ambition is graded — so is finish.

Deliverables. A written and visual pitch (approved W12) · a published packaged build · a 60–90 second trailer for your portfolio · a process book (references, iterations, playtests) · the full AI dev log with a one-page reflection on where the agents made you faster and where they made you worse.

P5 · Guided asset training — the practical exam

25% · Week 7 · Wed Oct 14, 2:00–3:50 · 110 minutes · No AI of any kind

In-class, hands-on, timed: 110 minutes to unwrap, texture, light and import a supplied asset in Unreal. Modeling is not on it — that was Project 1, graded at the Week 6 crit; the exam tests everything downstream, which is the part that cannot be faked. No agents, no chat, no AI TA, no internet. This is the skill floor the rest of the course stands on, and it is why Weeks 1–8 are hands-on — studios still test whether you can do this unaided.

How production projects are assessed

CriterionWeightWhat it looks like
Craft & technical execution30%Clean models, UVs, materials, rigging and code; it runs and stays on budget.
Concept & design25%The work means something; composition, motion and pacing are authored, not defaulted.
Interactivity / game feel20%Interactions are discoverable and satisfying; the thing is fun to touch.
Process log (+ AI log from W9)15%An honest record of how the work was made: references, iterations, dead ends — and from Week 9, prompts, agent output, your review and fixes.
Crit participation10%You show up, show work, and give your peers real feedback.

Course AI policy

Weeks 1–8 — hands only. No AI agents in the work: no Claude Code, no Codex, no generative tools producing geometry, textures, rigs or code you submit. Ask Gary, the AI TA, anything you like about how something works; do the work yourself.

Week 7 — nothing at all. No agents, no chat, no AI TA, no internet. The practical exam is unaided by design.

Weeks 9–16 — allowed and expected, and logged. Use Claude Code and Codex on production work, with every session recorded in your AI development log: prompt, what the agent did, what you kept, fixed or rejected.

Required all term. You must be able to explain every asset, material, animation state and line of code in your submitted build — live, at crit. "The AI did it" is the new "I found it on YouTube": a starting point, not an answer.

Never allowed. Presenting agent output as hand-authored · using AI to fabricate playtest notes, references or reflection writing · using agents on Week 1–8 submitted work or during the Week 7 exam.

Under the University's Undergraduate Academic Integrity Policy, instructors may identify conduct that prevents fair evaluation of your learning as a violation. In this course that includes agent use in Weeks 1–8, any AI use during the Week 7 exam, and undocumented AI use on graded work from Week 9 on.

The AI development log is a running document — Markdown in your project folder is ideal — with one entry per working session from Week 9: date, goal, the prompts that mattered, what the agent produced, what you changed and why. Five honest minutes after each session. Before Week 9 you keep the same habit as a process log, minus the agent: what you tried, what failed, what you decided.

Attendance, crit and conduct

Attendance. This is a studio course: the work happens in the room, and every session ends in a crit. More than three unexcused absences results in a grade of NF.

Excused absences are different and are accommodated, per the University's attendance policy. Tell me in advance for anything scheduled — athletics, religious observance, University business — and as soon as you can for anything unscheduled. Missed work will be replaced with something equivalent or excluded from your grade. Documentation may be required. Note the University's own caveat: if too much participation-dependent work is missed, learning outcomes may not be achievable even when the absences are excused.

Crit conduct. Crit is the engagement expectation in this course. Screens up, work shown as it is rather than as you wish it were, and feedback that is specific and about the work. Describe what you see before you say what you would change. Crit participation is 10% of every production project.

The studio. Everyone here has a right to a constructive learning environment. Treat the room, the equipment and each other accordingly. Behavior that disrupts the class is addressed under the University's Disruption of the Academic Process policy.

Equipment & software

University policies

These are University of Tampa policies. They apply whether or not they are reproduced here, and they are stated in full on the official syllabus in SpartanLearn (Canvas), which governs.

PolicyWhat it means here
Syllabus subject to change This syllabus is informational and is not a contract. It may change as circumstances require, including a move to remote teaching with equivalent alternative assignments.
Title IX & sexual misconduct Sexual harassment, sexual violence, dating and domestic violence, stalking and related conduct are prohibited. If you tell me, I am obligated to report it — I am a Responsible Employee. Confidential options are listed below.
Accessibility & accommodations If you need an accommodation for a disability or a medical or mental-health condition, contact Student Accessibility Services. Do it early — accommodations are not retroactive.
Academic integrity The Undergraduate Academic Integrity Policy applies. See the course AI policy above for what that means specifically in this class.
Attendance The University's General Attendance Policy defines excused and unexcused absences. Course-specific rules are in the section above.
Campus closure If anything interrupts the class schedule, check the UT homepage for campus status and SpartanLearn for course announcements. You are responsible for checking.
Class disruption Every student has the right to a constructive learning environment. Disruptive behavior is addressed immediately under University policy.

Who to contact

Student Accessibility Services(813) 257-5757 · accessibility.services@ut.edu
Academic Success Center, 2nd floor, Technology Building
Title IX CoordinatorTaylor Parker · tsparker@ut.edu · (813) 257-3947
Southard Family Building, Suite 276
Victim Advocacy Hotline confidential(813) 257-3900 · victimadvocacy@ut.edu
Counseling Center confidential(813) 253-6250 · counselingservices@ut.edu
Student Health — Medical Services confidential(813) 253-6250 · healthcenter@ut.edu
24/7 UT Student Support Line(833) 755-0484
If something is going wrong — technically, academically, or otherwise — tell me early. Almost everything is fixable in week three and almost nothing is fixable in week fifteen.