Animation and Game Design Notes

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Animation and Game Design – Free Lessons

Learn how cartoons and video games are made – from flip books and the 12 principles of animation to game genres, game theory, pitching and rapid prototyping – in short, plain-English lessons.

Animated sequence of a galloping race horse made from Eadweard Muybridge’s 1887 photographs

Animation is just pictures shown fast enough to fool the eye.

Who this is for

Anyone starting out in animation or game design: self-taught learners, hobbyists, teachers and students anywhere in the world. The lessons also cover every specific objective of CAPE® Animation and Game Design – Unit 1, Module 1: Understanding Animation and Game Design, Module 2: Drawing and Layout and Module 3: Story and Character Development, and of Unit 2, Module 1: Introduction to Interactive Design, Module 2: Game Design and Development and Module 3: Animation for Games.

How to use these notes

  1. Work through the lessons in order – each builds on the last.
  2. Try the exercise at the end of every lesson.
  3. Studying for CAPE? Use the syllabus map to tick off every objective.

Unit 1, Module 1: Understanding Animation and Game Design (9 lessons)

Pick any lesson to jump in. Each one takes about 5–10 minutes to read.

LESSON 01

What Is Animation? What Is Game Design?

Clear definitions of animation and game design, the main types of animation and a glossary of key terms like frame rate, keyframe, sprite and game engine.

Syllabus objectives: 1

LESSON 02

History of Animation and Video Games

From optical toys and early cartoons to Pong, mobile games, VR, AR and gesture-based gaming – plus where the industry is heading next.

Syllabus objectives: 2, 4

LESSON 03

Jobs in Animation and Game Design

Who makes animation and games, the skills employers want, virtual teams, outsourcing, entrepreneurship and the industry’s impact on the Caribbean.

Syllabus objectives: 3, 9, 10, 11

LESSON 04

Types of Video Games: Genres, Goals and Platforms

Educational vs entertainment goals, genres from arcade to RPG, strategy and simulator, and how games are deployed on each platform.

Syllabus objectives: 5, 6

LESSON 05

Elements of Gameplay and Game Theory

Rules, characters, environment, choice and player modes, plus an easy introduction to zero-sum, positive-sum and negative-sum games.

Syllabus objectives: 7, 8

LESSON 06

How to Pitch and Fund an Animation or Game Project

Build an e-portfolio, pitch your idea, write a project proposal and compare loans, grants, crowdfunding, angel investors and venture capital.

Syllabus objectives: 12, 13, 14, 15

LESSON 07

The 12 Principles of Animation, Tools and Sound Editing

The 12 principles of animation explained simply, beginner programming languages and game tools, open source vs proprietary software and basic sound editing.

Syllabus objectives: 16, 17

LESSON 08

Ethics, Copyright and Intellectual Property

Plagiarism, piracy and DRM, copyright and patents, Creative Commons, open source vs public domain – and practical ways to reduce the risks.

Syllabus objectives: 18, 19, 20

LESSON 09

The Game Design Process: RAD vs Waterfall

The main stages of game design – brainstorming, ideation, rapid prototyping, playtesting and revision – plus RAD vs the waterfall model.

Syllabus objectives: 21, 22


Syllabus map: Module 1 objectives 1–22

Every specific objective in CAPE® Animation and Game Design, Unit 1 – Fundamentals of Animation and Game Design, Module 1 – Understanding Animation and Game Design is covered once. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1define terms associated with animation and game design;Lesson 01 – What Is Animation? What Is Game Design?
2outline the history and present use of animation and game design;Lesson 02 – History of Animation and Video Games
3identify the roles and responsibilities of persons in the animation and game design industry;Lesson 03 – Jobs in Animation and Game Design
4discuss future trends in animation and game design;Lesson 02 – History of Animation and Video Games
5explain the different game goals and game genres;Lesson 04 – Types of Video Games: Genres, Goals and Platforms
6discuss the methods of deploying games on various game platforms;Lesson 04 – Types of Video Games: Genres, Goals and Platforms
7outline the elements of game play;Lesson 05 – Elements of Gameplay and Game Theory
8explain game theory in animation and game design;Lesson 05 – Elements of Gameplay and Game Theory
9outline the role and impact of the Animation and Gaming Industry on the Caribbean region;Lesson 03 – Jobs in Animation and Game Design
10discuss the skills that support employment and entrepreneurship in animation and game design;Lesson 03 – Jobs in Animation and Game Design
11explain the relevance of animation and game designs to entrepreneurship;Lesson 03 – Jobs in Animation and Game Design
12*demonstrate the use of e-portfolios and use of pitching;Lesson 06 – How to Pitch and Fund an Animation or Game Project
13identify project funding opportunities for animation and game design;Lesson 06 – How to Pitch and Fund an Animation or Game Project
14evaluate project funding opportunities available for animation and game design;Lesson 06 – How to Pitch and Fund an Animation or Game Project
15present project proposals;Lesson 06 – How to Pitch and Fund an Animation or Game Project
16identify concepts and skills required for animation and game design;Lesson 07 – The 12 Principles of Animation, Tools and Sound Editing
17*demonstrate basic sound editing techniques;Lesson 07 – The 12 Principles of Animation, Tools and Sound Editing
18outline ethical issues associated with animation and game design;Lesson 08 – Ethics, Copyright and Intellectual Property
19identify risks associated with animation and game design;Lesson 08 – Ethics, Copyright and Intellectual Property
20develop solutions to mitigate the risks associated with animation and game design;Lesson 08 – Ethics, Copyright and Intellectual Property
21identify the main stages of game design; and,Lesson 09 – The Game Design Process: RAD vs Waterfall
22explain the importance of RAD in game design.Lesson 09 – The Game Design Process: RAD vs Waterfall
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Unit 1, Module 2: Drawing and Layout

Seven lessons on drawing characters and environments, perspective and colour, level design, folklore and culture, story and scripts, and creating digital artwork.

MODULE 2 • LESSON 01

Motion and Figure Drawing

Gesture, dynamic figure and figure-in-motion drawing, humanoid and non-humanoid characters, plus life drawing, skeleton, muscles and faces.

Syllabus objectives: 1, 2

MODULE 2 • LESSON 02

Environment Layers and Perspective

Foreground, midground and background layers, parallax scrolling, observational drawing and 1-, 2- and 3-point perspective.

Syllabus objectives: 3, 4

MODULE 2 • LESSON 03

Colour Theory, Texture and Composition

The colour wheel and colour harmonies, texture, composition, scene design and blocking for animation and game scenes.

Syllabus objectives: 2, 4

MODULE 2 • LESSON 04

Levels in Game Design

What a level is, how to structure gameplay, missions, quests, episodes, worlds and chapters – and how to outline your first three levels.

Syllabus objectives: 5, 6

MODULE 2 • LESSON 05

Folklore, Culture and Heritage

Using folklore, festivals, monuments, artefacts and architecture to create original characters and worlds, with Caribbean examples.

Syllabus objectives: 7

MODULE 2 • LESSON 06

Story Development and Scriptwriting

The steps of story development, basic storyboarding, the story arc, creative writing, character development and script formats.

Syllabus objectives: 8, 9

MODULE 2 • LESSON 07

Environment Design and Digital Artwork

Designing environments for different genres, then digitising drawings: scanning, clean-up, colour palettes and free tools like GIMP and Krita.

Syllabus objectives: 10, 11

Syllabus map: Module 2 objectives 1–11

Every specific objective in CAPE® Animation and Game Design, Unit 1 – Fundamentals of Animation and Game Design, Module 2 – Drawing and Layout is covered. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1list types of motion drawings;Lesson 01 – Motion and Figure Drawing
2*apply drawing and design principles for layout /environment and character development;Lesson 01 – Motion and Figure Drawing
Lesson 03 – Colour Theory, Texture and Composition
3identify layers of an environment;Lesson 02 – Environment Layers and Perspective
4*apply knowledge of design principles for environmental design;Lesson 02 – Environment Layers and Perspective
Lesson 03 – Colour Theory, Texture and Composition
5define the concept of a level in game design;Lesson 04 – Levels in Game Design
6outline the first three levels of a game;Lesson 04 – Levels in Game Design
7apply socio-cultural context to the development of local ideas and concepts;Lesson 05 – Folklore, Culture and Heritage
8identify the steps used for story development;Lesson 06 – Story Development and Scriptwriting
9*apply concepts to design a script for animation and game design;Lesson 06 – Story Development and Scriptwriting
10*construct environment for various genres; and,Lesson 07 – Environment Design and Digital Artwork
11*utilise digital image processing software to create digital artwork.Lesson 07 – Environment Design and Digital Artwork
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Unit 1, Module 3: Story and Character Development

Eight lessons on synopses and pitches, story arcs, storyboards and camera angles, character design and turnarounds, environments, concept art and the production bible.

MODULE 3 • LESSON 01

Synopsis and Elevator Pitch

How to write a logline, a one-page synopsis and a 30–60 second elevator pitch for an animation or a game.

Syllabus objectives: 1

MODULE 3 • LESSON 02

Story Arcs: Five-Point, Eight-Point and Three-Act

Five-point, eight-point and three-act story arcs compared, then writing a narrative for an animation and for a game.

Syllabus objectives: 2

MODULE 3 • LESSON 03

Storyboarding with Camera Shots and Angles

Panel anatomy, shot sizes, camera angles and camera movement – plus a camera angle montage exercise.

Syllabus objectives: 3

MODULE 3 • LESSON 04

Character Design for Different Genres

Character theory: shape language, silhouette, colour, props and abilities for genre-appropriate characters.

Syllabus objectives: 4, 5

MODULE 3 • LESSON 05

Character Turnarounds and Model Sheets

Front, three-quarter, side and back views, guide lines and keeping proportions consistent on a model sheet.

Syllabus objectives: 6

MODULE 3 • LESSON 06

Conceptualising Environments

Foreground, midground and background layers, depth of field, atmospheric perspective and design theory for genres.

Syllabus objectives: 7, 8, 9

MODULE 3 • LESSON 07

What Is Concept Art?

What concept art is, who uses it, and a step-by-step process for creating concept art for your own project.

Syllabus objectives: 10, 11

MODULE 3 • LESSON 08

The Production Bible

What goes into a production bible for a game or animation, with a reusable template for your project or SBA.

Syllabus objectives: 12

Syllabus map: Module 3 objectives 1–12

Every specific objective in CAPE® Animation and Game Design, Unit 1 – Fundamentals of Animation and Game Design, Module 3 – Story and Character Development is covered. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1*create a synopsis for a game or animation;Lesson 01 – Synopsis and Elevator Pitch
2*write a narrative for a game and an animation based on story arcs and storytelling principles;Lesson 02 – Story Arcs: Five-Point, Eight-Point and Three-Act
3*create a storyboard for a game or animation;Lesson 03 – Storyboarding with Camera Shots and Angles
4explain character design as it relates to genre;Lesson 04 – Character Design for Different Genres
5*design genre-appropriate characters;Lesson 04 – Character Design for Different Genres
6*create character turnarounds;Lesson 05 – Character Turnarounds and Model Sheets
7conceptualise an environment;Lesson 06 – Conceptualising Environments
8*create environmental layers for backgrounds, midgrounds and foregrounds;Lesson 06 – Conceptualising Environments
9*apply design theory to create environments for particular genres;Lesson 06 – Conceptualising Environments
10explain concept art;Lesson 07 – What Is Concept Art?
11*create concept art for project; and,Lesson 07 – What Is Concept Art?
12*create a Production Bible for game design and animation.Lesson 08 – The Production Bible
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Unit 2: Interactive Design and Game Development

Unit 2 moves from ideas to interactive products: designing interfaces and user experiences, building game mechanics and stories, and animating characters, props and scenes for games. It has 26 lessons in three modules.


Unit 2, Module 1: Introduction to Interactive Design

Nine lessons on the evolution of games and animation, interaction design and UX, wireframing, visual design, colour theory, story and storyboards, pitching and audiences, and culture, ratings and intellectual property.

UNIT 2 • MODULE 1 • LESSON 01

Evolution of Animation and Games + Genres

From Tennis for Two to VR: how animation and games evolved, where they are used today, and the main game genres.

Syllabus objectives: 1, 2

UNIT 2 • MODULE 1 • LESSON 02

What Is Interaction Design (IxD)?

Goal-driven design, interface as magic, usability, affordances and learnability – the ideas behind interaction design.

Syllabus objectives: 3, 4

UNIT 2 • MODULE 1 • LESSON 03

UX Factors and the 5 Principles of IxD

The UX honeycomb and the five key principles: consistent, perceivable, learnable, predictable and feedback.

Syllabus objectives: 5, 6

UNIT 2 • MODULE 1 • LESSON 04

Wireframing a Game UI

Questions and best practices for designing interactions, fidelity levels and a step-by-step HUD wireframe.

Syllabus objectives: 7, 8

UNIT 2 • MODULE 1 • LESSON 05

Elements and Principles of Visual Design

Line, shape, direction, size, texture, colour and value, plus unity, Gestalt, balance, hierarchy and contrast.

Syllabus objectives: 9, 10

UNIT 2 • MODULE 1 • LESSON 06

Colour Theory for Games and Animation

What colour theory is and why it matters: guiding the eye, mood, information, culture and colour-blind accessibility.

Syllabus objectives: 16, 17

UNIT 2 • MODULE 1 • LESSON 07

Story Arcs, Game Scripts and Storyboards

The steps of a story arc, branching game scripts with choices and barks, and storyboards for cut-scenes and gameplay.

Syllabus objectives: 11, 12, 13

UNIT 2 • MODULE 1 • LESSON 08

Pitching a Game and Target Audiences

Demographics, personas and critical thinking for design problems, plus an eight-point structure for pitching a game.

Syllabus objectives: 14, 15

UNIT 2 • MODULE 1 • LESSON 09

Culture, Ratings and Intellectual Property

Folklore characters, ESRB and PEGI ratings, intellectual property violations and the role of monitoring agencies.

Syllabus objectives: 18

Syllabus map: Unit 2, Module 1 objectives 1–18

Every specific objective in CAPE® Animation and Game Design, Unit 2 – Interactive Design and Game Development, Module 1 – Introduction to Interactive Design is covered. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1outline the history and present use of animation and game design and development;Lesson 01 – Evolution of Animation and Games + Genres
2identify the different genres of game design;Lesson 01 – Evolution of Animation and Games + Genres
3define Interactive Design;Lesson 02 – What Is Interaction Design (IxD)?
4discuss the concepts that drive Interactive Design;Lesson 02 – What Is Interaction Design (IxD)?
5outline the factors that influence user experience;Lesson 03 – UX Factors and the 5 Principles of IxD
6identify the five key/main principles of Interactive Design;Lesson 03 – UX Factors and the 5 Principles of IxD
7outline some prominent best practices for designing interactions;Lesson 04 – Wireframing a Game UI
8*employ design principles and best practices to create a wireframe of the user interface (UI) of a game;Lesson 04 – Wireframing a Game UI
9identify the basic elements of visual design;Lesson 05 – Elements and Principles of Visual Design
10outline the principles for creating a visual design;Lesson 05 – Elements and Principles of Visual Design
11identify the steps involved in creating a story arc;Lesson 07 – Story Arcs, Game Scripts and Storyboards
12*employ the knowledge of writing scripts for games;Lesson 07 – Story Arcs, Game Scripts and Storyboards
13*create a storyboard;Lesson 07 – Story Arcs, Game Scripts and Storyboards
14*present an idea for an interactive game;Lesson 08 – Pitching a Game and Target Audiences
15apply critical thinking to solve interactive design problems to meet customers’ needs;Lesson 08 – Pitching a Game and Target Audiences
16define Colour Theory;Lesson 06 – Colour Theory for Games and Animation
17outline the importance of Colour Theory in animation and game design;Lesson 06 – Colour Theory for Games and Animation
18outline the importance of culture in animation and game design.Lesson 09 – Culture, Ratings and Intellectual Property
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Unit 2, Module 2: Game Design and Development

Nine lessons on game design terms and careers, core dynamics, iterative design, mechanics and goals, types of stories, characters and environments, game UI, camera views, and game design tools and constraints.

UNIT 2 • MODULE 2 • LESSON 01

Game Design Terms, Careers and Types of Design

Key terms such as alpha, beta, gold and mechanics, game careers, and world, system, content, writing, level and UI design.

Syllabus objectives: 1, 2, 3, 4

UNIT 2 • MODULE 2 • LESSON 02

The 10 Core Dynamics of Games

Territorial acquisition, prediction, spatial reasoning, survival, destruction, building, collection, chasing, trading and racing.

Syllabus objectives: 5

UNIT 2 • MODULE 2 • LESSON 03

Iterative Design: Prototype, Playtest, Revise

Rapid prototyping, playtesting, revision and repeating the loop – with tips for getting useful feedback.

Syllabus objectives: 6

UNIT 2 • MODULE 2 • LESSON 04

Game Mechanics, Game State and Goals

Setup, victory conditions, progression and player actions; rules, players, avatars, game state, views and goals.

Syllabus objectives: 7, 8, 9

UNIT 2 • MODULE 2 • LESSON 05

Types of Stories in Games

Linear, branching, open-ended, instanced, emergent, thematic and algorithmic stories – and when to use each.

Syllabus objectives: 10, 11

UNIT 2 • MODULE 2 • LESSON 06

Characters and Environments in Games

Character design for play, the seven archetypes, and environments described by scale, time of day and camera.

Syllabus objectives: 12, 13

UNIT 2 • MODULE 2 • LESSON 07

Game UI Design: Process and Good vs Bad UI

Seven steps from inputs and outputs to playtesting, Nielsen’s heuristics and examples of good and bad game UI.

Syllabus objectives: 14, 15

UNIT 2 • MODULE 2 • LESSON 08

Game Camera Views

Static, scrolling, parallax, first-person, third-person, isometric and top-down views compared, with a Scratch demo.

Syllabus objectives: 16

UNIT 2 • MODULE 2 • LESSON 09

Game Design Tools and Constraints

Scratch, Stencyl, Construct, GameMaker, Unity, Unreal and Godot; building a first game; budget, time and audience.

Syllabus objectives: 17, 18, 19

Syllabus map: Unit 2, Module 2 objectives 1–19

Every specific objective in CAPE® Animation and Game Design, Unit 2 – Interactive Design and Game Development, Module 2 – Game Design and Development is covered. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1define the common terms associated with game design;Lesson 01 – Game Design Terms, Careers and Types of Design
2state the types of careers in game design;Lesson 01 – Game Design Terms, Careers and Types of Design
3state the types of design associated with games;Lesson 01 – Game Design Terms, Careers and Types of Design
4explain the different types of design;Lesson 01 – Game Design Terms, Careers and Types of Design
5distinguish among the different core dynamics of games;Lesson 02 – The 10 Core Dynamics of Games
6identify the stages/steps associated with iterative design;Lesson 03 – Iterative Design: Prototype, Playtest, Revise
7identify some common mechanics used in games;Lesson 04 – Game Mechanics, Game State and Goals
8*formulate the mechanics for a game;Lesson 04 – Game Mechanics, Game State and Goals
9distinguish between short term and long term goals for games;Lesson 04 – Game Mechanics, Game State and Goals
10identify the primary types of stories in games;Lesson 05 – Types of Stories in Games
11differentiate among the types of stories in games;Lesson 05 – Types of Stories in Games
12describe the characters in a game;Lesson 06 – Characters and Environments in Games
13describe the environment in a game;Lesson 06 – Characters and Environments in Games
14state the process of User Interface design for games;Lesson 07 – Game UI Design: Process and Good vs Bad UI
15distinguish between good and bad user interface design for games;Lesson 07 – Game UI Design: Process and Good vs Bad UI
16*distinguish among the different camera views;Lesson 08 – Game Camera Views
17identify prominent game design tools;Lesson 09 – Game Design Tools and Constraints
18*use a game design tool to create a game; and,Lesson 09 – Game Design Tools and Constraints
19discuss the constraints on game design.Lesson 09 – Game Design Tools and Constraints
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Unit 2, Module 3: Animation for Games

Eight lessons on one-level interfaces and navigation, character anatomy and expressions, game environments, 3D modelling, texturing and lighting, the bouncing ball, walk cycles and stop-motion.

UNIT 2 • MODULE 3 • LESSON 01

Designing a One-Level Interface and Navigation

Plan every screen of one level – start, HUD, pause, win and lose – plus menus, breadcrumbs, maps and signposting.

Syllabus objectives: 1, 2

UNIT 2 • MODULE 3 • LESSON 02

Game Characters: Anatomy and Expressions

Life drawing, the skeleton, the muscle system and facial character theory for characters in different genres.

Syllabus objectives: 3

UNIT 2 • MODULE 3 • LESSON 03

Creating Game Environments

Layout for play, composition for the eye, colour for mood and readability, and foreground–midground–background layers.

Syllabus objectives: 4

UNIT 2 • MODULE 3 • LESSON 04

3D Modelling Game Props (Extrude)

Meshes, primitives, poly budgets and the extrude, inset, loop cut and bevel tools, with a Blender treasure chest walkthrough.

Syllabus objectives: 5

UNIT 2 • MODULE 3 • LESSON 05

3D Texturing, Colour and Lighting

PBR materials, UV unwrapping, palette and hand-painted textures, light types and three-point lighting.

Syllabus objectives: 6, 7

UNIT 2 • MODULE 3 • LESSON 06

Persistence of Vision and the Bouncing Ball

What persistence of vision is, keyframes and in-betweens, and a step-by-step bouncing ball timing exercise.

Syllabus objectives: 8, 9, 11

UNIT 2 • MODULE 3 • LESSON 07

Animating a Walk Cycle

Contact, down, passing and up poses, timing and personality, plus in-place loops and sprite sheets for games.

Syllabus objectives: 10

UNIT 2 • MODULE 3 • LESSON 08

Stop-Motion: Wire, Armatures and Models

Wire bending, armature design, building characters, props and sets to scale, and shooting simple movements.

Syllabus objectives: 12, 13

Syllabus map: Unit 2, Module 3 objectives 1–13

Every specific objective in CAPE® Animation and Game Design, Unit 2 – Interactive Design and Game Development, Module 3 – Animation for Games is covered. Objectives marked * are flagged in the syllabus as particularly suitable for practical exercises.

#Specific objective (students should be able to…)Lesson
1*design a one level interface;Lesson 01 – Designing a One-Level Interface and Navigation
2*design navigational tools;Lesson 01 – Designing a One-Level Interface and Navigation
3*employ design skills to create characters for different genres of games;Lesson 02 – Game Characters: Anatomy and Expressions
4*employ design skills to create environments relevant to the game concept;Lesson 03 – Creating Game Environments
5*use 3D software to create props, assets for games;Lesson 04 – 3D Modelling Game Props (Extrude)
6*apply texture and colour to 3D Object;Lesson 05 – 3D Texturing, Colour and Lighting
7*use basic Lighting for 3D scene;Lesson 05 – 3D Texturing, Colour and Lighting
8*create simple 2D animation movements;Lesson 06 – Persistence of Vision and the Bouncing Ball
9*create Bouncing Ball applying timing principle;Lesson 06 – Persistence of Vision and the Bouncing Ball
10*create basic walk cycles;Lesson 07 – Animating a Walk Cycle
11define the persistence of vision;Lesson 06 – Persistence of Vision and the Bouncing Ball
12*create simple stop-motion animation movements; and,Lesson 08 – Stop-Motion: Wire, Armatures and Models
13*build models for scenes within a stop motion animation.Lesson 08 – Stop-Motion: Wire, Armatures and Models
Specific objectives quoted from the CAPE® Animation and Game Design syllabus © Caribbean Examinations Council (CXC®). This site is not affiliated with CXC.

Attributions to media used in this page:

Hero animation: “Muybridge race horse animated.gif” – photographs by Eadweard Muybridge (Animal Locomotion, plate 626, 1887), animated 2006. Public domain, via Wikimedia Commons.


© 2026 Vedesh Kungebeharry. All rights reserved.