SCQF Level: 08
Module Code: ART204
Credit Value: 20
Term: Term 1
School: School of Arts, Media and Games
The focus of this module is to develop an understanding of the artistic and technical processes deployed in the field of concept art and production design for entertainment (computer games, film, comics or animation, etc.). Students will explore their field through visual research, observational and digital concept design skills, employing industry standard applications to aid their creative process. Students will produce a portfolio of evidence which exhibits a firm grasp of two dimensional digital production methods through conceptual and practical skills development
Equip the students with knowledge and skills for visualising concepts relevant to 2D production design the wider entertainment industry.
By the end of this module the student should be able to:
1. Employ visual research skills deliberating new ideas from observation and study of fundamental art theory and practices in 2D imagery
2. Develop an understanding of domain of practice including history, seminal figures and current trends and examine relationships to personal conceptual and technical development
3. Utilise industry standard processes and software packages to demonstrate an ability to form and adhere to a relevant concept design pipeline, from initial ideas to completed concept.
1 Visual Research
Targeted visual research methods appropriate to concept design, building reliable resources via image gathering, scrapbooks, blogs or sketchbooks, online/offline sources, etc.
2 Observational Drawing
Drawing from life, expanding beyond reality, concepts grounded in real world scenarios, proving fantastical ideas.
3 Concept Incubation
Idea generation, photo collage, sketching, concept development, mood-boarding, thumbnailing, iteration, variation.
4 Defining the Domain of Practice
Explore key figures and current trends; historical grounding for genre, cliché, archetype and representation. Evaluating examples of entertainment design for creature, character, vehicle, industrial, product, environment, graphic design
5 Concept Development
Design drawing, digital painting, 3D layout and sculpting for 2D design, digitising real world sources.
6 Working Pipe-line
Identify and assess design problems, identifying creative software solutions, employ an effective design pipeline framework.
7 Artefact creation
Layout design considerations of concept images for effective presentation of completed work for print, pitching, clients, presentation, etc.
Statement on Teaching, Learning and Assessment
The module will be delivered in the form of three hours of contact per week, either in the form of one hour lectures and two hour practical lab sessions OR three hour practical workshops/lectorials. The lecture series introduces contextual grounding of historical, cultural and current issues in the field of practice and explores professional practice of key figures to challenge students’ notions of the area. Two hour practical workshops will be hands on tasks to develop students’ visual research, visual development and practical iteration of 2D image creation. Three hour workshops will be student led, where a task is set at the beginning of the sessions which students must present by the end of the session. These encourage autonomy, build confidence and provide students with formative feedback to enhance final outcomes. Students will submit a portfolio of creative work in response to the module brief as their final assessment. This portfolio will be formatted in a professional manner and will include contextualising statements which link students’ own practice to the wealth of research (visual/contextual/historical/etc) undertaken over the course of the semester
Teaching and Learning Work Loads
|Supervised Practical Activity||26|
|Unsupervised Practical Activity||0|
Credit Value – The total value of SCQF credits for the module. 20 credits are the equivalent of 10 ECTS credits. A full-time student should normally register for 60 SCQF credits per semester.