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, VR, and multiplayer — with AI coding agents (Claude Code & Codex) as part of the toolchain for the first time.

Meeting
Wed 1:00 – 4:50 pm
Term
Aug 31 – Dec 17, 2026
Instructor
Prof. Gregg Perkins, MFA
Office
Technology 471 · 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.

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, VR, and multiplayer.

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, plus a first taste of VR and networked multiplayer.

Course objectives

A Wednesday in studio

We meet once a week for four hours. Every session follows the same rhythm:

1:00 · Brief

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

1:45 · Guided lab

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

3:00 · AI lab

Same problem, agent-assisted: prompt Claude Code or Codex, review what it did, fix what it got wrong.

4:15 · 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 3–5
Rigged & Animated Character15%Weeks 6–9
Interactive Vertical Slice10%Weeks 10–12
Final Project40%Weeks 12–15 · a playable build, exhibited in Week 15

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 absences: NF. Every production project includes an AI development log as a required deliverable.

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.