Course Description
Study and practice of animation techniques. Prerequisite: MST 271 and MST 375, or permission of instructor.
Syllabus
MST 487-01
Animation Production | 3 credits
Fall 2026 | Esports Arena
Instructor Information: Professor Rebecca Pyun (she/her)
Office Hours:
Email for scheduled appointment
Class Meeting Times:
Friday
9:00 AM – 11:50 AM EST
Email: r_pyun@uncg.edu
Website: www.rypyun.com
Course Communications
All official communications will be sent through Canvas Announcements, Canvas Inbox, and UNCG email. Check your UNCG email regularly for updates on assignments, schedule changes, and reminders.
Canvas Announcements will be posted throughout the semester with critical updates. You are responsible for staying informed. You may enable text (SMS) notifications for Canvas Announcements by adding your mobile number under Canvas Notification Settings.
Prompt communication is key. If you have questions, contact me via Canvas Inbox or email. I aim to respond within 24 hours on weekdays
Course Description
MST 487: Animation Production is a hands-on introduction to 3D character animation and cinematic storytelling using Unreal Engine and its real-time production tools.
The course focuses on animation production within a real-time engine, with particular emphasis on the Sequencer tool and MetaHuman characters. Students will work with high-quality digital humans and develop short animated sequences that explore character performance, timing, staging, camera work, and cinematic storytelling.
Rather than treating animation as an isolated technical skill, this course introduces students to a condensed version of a professional animation pipeline. Students will move through preproduction, production, and postproduction, gaining experience with planning, storyboarding, shot development, animation blocking, keyframing, performance, camera composition, rendering, and editing.
Students will complete a series of increasingly complex exercises and projects culminating in a short cinematic animation produced in Unreal Engine and edited in Adobe Premiere Pro.
Course Approach
This is a production-focused studio course. Students will learn by making, testing, revising, and presenting animated work. This course engages diverse scholarly perspectives to develop critical thinking, analysis, and debate, and inclusion of a reading does not imply endorsement.
The course is organized around three stages of the animation pipeline:
1. Preproduction
Story development
Shot planning
Storyboarding
Character performance
Blocking
Cinematic planning
2. Production
Unreal Engine fundamentals
MetaHuman characters
Sequencer
Character posing
Keyframing
Timing and spacing
Performance animation
Camera animation
Lighting and staging
3. Postproduction
Animation polish
Rendering
Shot assembly
Editing
Basic sound and pacing
Adobe Premiere Pro
Final presentation
Student Learning Outcomes
By the end of the course, students will be able to:
Explain the major stages of a 3D animation production pipeline.
Navigate and organize a basic animation project in Unreal Engine.
Use Unreal Engine's Sequencer to create and edit animated sequences.
Create and manipulate MetaHuman characters for animation.
Apply fundamental principles of animation, including timing, posing, anticipation, staging, and performance.
Plan animated sequences through storyboards, shot lists, and blocking.
Create cinematic camera compositions and camera movement in Unreal Engine.
Evaluate and revise animation through critique and iterative production.
Render animated sequences from Unreal Engine for postproduction.
Assemble and edit rendered animation in Adobe Premiere Pro.
Complete a short cinematic animation that demonstrates an understanding of the animation production pipeline.
Present and critically discuss their creative and technical production decisions.
Required Software and Technology
Students will work primarily with:
Unreal Engine
Sequencer
MetaHuman Creator / MetaHuman tools
Adobe Premiere Pro
Additional digital production tools as introduced during the semester
Students should have regular access to a computer capable of running Unreal Engine and completing course production work. Because Unreal Engine projects can be technically demanding, students should maintain organized project files and back up their work regularly.
The Esports Arena will serve as the primary classroom and lab environment for this course. Outside of scheduled class time, students may also use the smaller computer lab located in MHRA 3605 for additional production work. Please note that MHRA 3605 has limited hours of access, so students should plan their work accordingly and not rely solely on this space for completing assignments.
Major Assignments and Assessments
1. Unreal Engine + Sequencer Fundamentals — 10%
Students will complete a series of guided exercises introducing the Unreal Engine production environment and Sequencer.
Exercises may include:
Creating and organizing a project
Importing and working with assets
Creating a Sequencer timeline
Adding characters
Creating keyframes
Basic character posing
Basic camera animation
Editing shot timing
Purpose: Establish technical familiarity with the Unreal Engine animation workflow.
2. Character Performance Exercises — 15%
Students will complete short animation exercises using MetaHuman characters.
Exercises will focus on:
Body mechanics
Posing
Timing
Weight and movement
Facial performance
Gesture
Character intention
Acting for the camera
Students will submit animation tests and participate in critique.
Purpose: Develop an understanding of animation as performance rather than simply movement.
3. Storyboard + Shot Planning Project — 10%
Students will develop the preproduction materials for their final animation.
Deliverables include:
Story concept
Short treatment
Storyboard
Shot list
Character/performance notes
Camera and staging plan
Students will use these materials to plan the production of their final sequence.
Purpose: Demonstrate the importance of planning before entering production.
4. Cinematic Shot Exercise — 10%
Students will create a short cinematic sequence emphasizing camera composition and storytelling.
Students will explore:
Shot size
Camera placement
Camera movement
Screen direction
Continuity
Composition
Character blocking
Cutting between shots
Purpose: Introduce cinematic language and visual storytelling within Unreal Engine.
5. Midterm Animation Sequence — 15%
Students will produce a short multi-shot animation using MetaHuman characters and Sequencer.
The sequence should demonstrate:
Clear staging
Character performance
Basic animation principles
Appropriate timing
Camera composition
Beginning-to-end shot continuity
Students will present the work during a class critique and receive feedback for revision.
Purpose: Assess students' ability to combine the technical and creative skills introduced during the first half of the course.
6. Final Animation Project — 30%
The final project is a short cinematic animation created in Unreal Engine.
Students will develop an original sequence approximately 60–120 seconds in length.
The final project should demonstrate:
Preproduction planning
Storyboarding
Character performance
Animation blocking
Keyframing
Timing and pacing
Cinematic camera work
Shot continuity
Animation polish
Rendering
Postproduction editing
The completed animation will be rendered from Unreal Engine and edited in Adobe Premiere Pro.
Students will also submit selected production materials documenting their process.
Final Project Deliverables:
Final rendered animation
Premiere Pro edit
Storyboard
Shot list
Production screenshots or work-in-progress documentation
Short written reflection
7. Participation, Critique & Production Process — 10%
Because animation production is highly iterative, participation is an important component of the course.
Students are expected to:
Attend class prepared to work
Participate in demonstrations and production activities
Give constructive feedback during critiques
Respond to feedback on their own work
Meet production milestones
Maintain organized project files
Participate in discussions of animation and cinematic storytelling
Grading Breakdown
Assignment | Percentage |
Unreal Engine + Sequencer Fundamentals | 10% |
Character Performance Exercises | 15% |
Storyboard + Shot Planning | 10% |
Cinematic Shot Exercise | 10% |
Midterm Animation Sequence | 15% |
Final Animation Project | 30% |
Participation, Critique & Production Process | 10% |
Total | 100% |
Grading Scale
Grade | Percentage |
A | 93–100% |
A− | 90–92% |
B+ | 87–89% |
B | 83–86% |
B− | 80–82% |
C+ | 77–79% |
C | 73–76% |
C− | 70–72% |
D+ | 67–69% |
D | 63–66% |
D− | 60–62% |
F | Below 60% |
File Management & Backup
Students are responsible for maintaining backups of all course projects.
Unreal Engine projects can contain large numbers of files and dependencies. Students should maintain an organized project structure and regularly back up work to an appropriate external or cloud storage location.
Do not rely on a single copy of your project.
Lost, corrupted, or deleted files are not automatically grounds for an extension.
Attendance Policy
Attendance is essential. Four (4) unexcused absences allowed.
Three late arrivals or early departures = one absence.
Six (6) unexcused absences = failing grade.
Excused Absences:
Documented illness or school-related conflicts
Religious holidays with prior notification
If you are sick, do not attend class. Contact me for alternate arrangements.
No Extra Credit or Makeup Assignments
Plan ahead and stay on track. There will be no opportunities for extra credit or makeup assignments. (Unless there is an adjustment due to department needs, students will be given notice for opportunities.)
Late Work Policy
1 day late: −1 letter grade
2 days late: −2 letter grades
3 days late: −3 letter grades
More than 3 days late: 0 points
Documented emergencies may be considered
In-Class Expectations
Critiques are mandatory: Participate fully even if work is incomplete
Lecture / Demo: Take notes, ask questions
Studio Time: Focus on assignments, seek feedback, experiment
Do not: Use studio time for social media, gaming, or other classes
Critique Culture
Be open to suggestions
Give constructive feedback
Reflect on notes from peers and instructor
Iteration is part of the process
Academic Integrity
All work must be original; no AI-generated animations
Adhere to UNCG Academic Integrity Policy: https://osrr.uncg.edu/academic-integrity
Submit source files and workflow evidence when requested
Violations may result in zero on assignment, course failure, and referral
Disability Accommodations
UNCG complies fully with the Americans with Disabilities Act (ADA).
Students in need of academic accommodations must be officially registered with the Office of Accessibility Resources & Services (OARS).
208 Elliott University Center336-334-5440 (v/tty)https://ods.uncg.edu
If you are registered and eligible for accommodations, please communicate with me early in the semester so we can make appropriate arrangements to support your learning experience.
Support Services & Policies
Academic Achievement Center (AAC)
UNCG's Academic Achievement Center, located in Jackson Library, offers tutoring, academic skills coaching, and time management support.
Website: go.uncg.edu/aac
Email: aac@uncg.edu
Student Health, Wellness & Counseling
Your health and well-being are essential to your academic success.
Student Health ServicesAnna M. Gove Student Health Center, 107 Gray Drive336-334-5340 https://shs.uncg.edu/cc
Mental Health ServicesIf you're struggling with anxiety, stress, illness, relationships, substance use, or motivation, please seek support.
Free, confidential mental health services available on campus
Counseling Center: 336-334-5874 | https://shs.uncg.edu/
Spartan Recovery Program: https://shs.uncg.edu/srp | recovery@uncg.edu
COVID-19 & Illness Policy
Students who are sick, quarantining, or isolating should not attend in-person classes. Please contact your instructor in advance to make alternate arrangements for learning and assignments.
Classroom Conduct
All students are expected to maintain a respectful, focused learning environment. Disruptive behavior—including inappropriate use of technology, side conversations, or disrespect toward others—will result in disciplinary action. See the full Disruptive Behavior in the Classroom Policy for more information.
Contra Power Statement: Harassment of any kind is prohibited
Course Flexibility & Weather Policies
While the instructor intends to follow the syllabus and course calendar as outlined, adjustments may be made to accommodate student needs, institutional changes, or unforeseen events. Students will be notified via email and Canvas.
Adverse Weather & Emergency Closures
Stay updated on class delays or cancellations by checking:
Your UNCG email
The UNCG Mobile App
The UNCG website: uncg.edu or spartanalert.uncg.edu
A Note on the Course
Animation is a process of experimentation, iteration, problem-solving, and persistence. Not every shot will work on the first attempt—and that is not a failure. It is an essential part of the creative process.
You may encounter technical difficulties, challenging performances, or moments when an animation does not look the way you imagined. I expect you not to give up when you face these challenges. Take a step back, identify what is not working, try a different approach, and try again.
Animation requires patience and determination. Some of the best work comes after multiple attempts, revisions, and even starting over. Try, learn, revise, and try again. With persistence and determination, you will continue to improve and succeed.
The goal of this course is not simply to learn Unreal Engine, but to use it as a tool for performance, storytelling, and cinematic expression while developing the creative problem-solving skills needed to become an animator.
Scholarly Perspectives
This course engages diverse scholarly perspectives to develop critical thinking, analysis, and debate and inclusion of a reading does not imply endorsement.