Module Indicative Content
This module provides you with a general introduction to the course and to the theory and practice of cartoon, illustration and image making in its many different forms. It is designed to break down your preconceptions of what cartoon & illustration is, by placing emphasis on creative visual thinking by using methods to form meaning through a broad range of media (both 2 and 3 dimensions). The intention is that this module will act as a primer to prompt research and experimentation into visual problem solving and methods used to arrive at solutions. It will also provide a bridge between both existing and new knowledge/skills by identifying and addressing particular individual needs towards a common goal. This module will therefore provide a sound foundation for further development in cartoon & illustration theory and practice.
You will learn the various stages of the design process, image making and methods of presenting information. Through group projects you will be able to explore ideas and theories in a wide range of visual forms and will gain valuable experience in teamwork.
All students will have the opportunity to attend introductory 3D workshops in order to develop specific manipulative skills. These will be chosen according to your own personal/project needs, and you will be encouraged to experiment with the media in order to produce fresh solutions.
Module Learning Strategies
Project work will integrate practical (technical, aesthetic) and theoretical aspects of illustration and cartoon art. There will be studio work including introductory lectures / seminars, group tutorials and crits to present your visual proposals. There will also be a group project in which you will work as part of a team.
Module Texts
Canemake, J. 1999. Paper Dreams. The Art & Artist of Disney Storyboards. Hyperion. New York.
Eisner, W. 2008 Comics and Sequential Art: Principles and Practices from the Legendary Cartoonist. W. W. Norton & Co. New York
McCloud, S. 1994. Understanding Comics: The Invisible Art. Harper Collins. London
McKenzie, A. 2005. How to Draw & Sell Comic Strips. (3rd Edition) Titan Books. London
Sabin, R. 2003. Comic, Comix & Graphic Novels. A History of Comic Art. Phaidon New York.
Scarfe, G. 2008. Monsters: How George Bush Saved The World ¿ and Other Tall Stories. Little Brown. London.
Other Reading
Walker, B. 2004. The Comic Before 1945. Harry N. Adams. New York
Walker, B. 2004. The Comic After 1945. Harry N. Adams. New York
Module Resources
Studio workspace and seminar room with projection facilities.
3D Workshops
Drawing Boards
Desk Space.
Computers Workshops with appropriate design software, Photoshop, Illustrator, Painter
Scanners
Wacom Tablets
Photocopier
Specific skills modulettes will be assigned to this module.
You will be expected to take advantage of the extensive library facilities available within the university, keeping abreast of current developments through appropriate periodicals and being aware of the work of major practitioners in your subject.
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
Module Additional Assessment Details
You will present for assessment a body of work as outlined in the module information pack. This is likely to include:
Finished visuals, together with notebooks and layout pads that will provide evidence of your ability to, work through the design process including visual research, creative visual thinking and the ability to communicate effectively. [Learning Outcome 1]
Analyse a design problem; generate a range of creative proposals and present solutions that communicate in appropriate visual forms. [Learning Outcome 3]
Acquire skills/knowledge in specific areas, /workshops as identified through discussion and working with other members of the year group towards a common goal. [Learning Outcomes 2,4]