ASSESSMENT DETAILS
COURSEWORK weighted at 50%. PROJECT weighted at 50%.
You will present for assessment a body of work as outlined in the module information pack. This is likely to include:
A web page containing work related to this module which should include
Finished visuals, together with layout and sketchbooks showing research containing appropriate annotation into a diverse range of traditional and digital image making techniques as well as practicing cartoonist, artists and designers [Learning Outcome: 1, 2, 3, 5], design development work, providing evidence of your ability to: identify, research and analyse a communication problem, generate a range of creative proposals and select and present solutions in appropriate visual forms. [Learning Outcomes: 4, 5, 6]
Produce and select solutions that demonstrate a developing aesthetic judgment based on sound research and observation, [Learning Outcomes 3, 4, 5]
Demonstrate an awareness of creative production processes [Learning Outcome 1, 2]
WEIGHTED at 50%.
Finished projects and tasks that utilise digital applications and moving image techniques.
A series of pre-production drawings, mood boards and storyboards related to the brief uploaded onto website.
Undertake and show evidence of all aspects of animation principles in a series of simple exercises which underpins the theoretical aspect of animation production
Produce a substantial sequential animation as part of a motion comic.
[Learning Outcomes: 1, 2, 3, 4, 5, 6,] WEIGHTED at 50%
All work must be submitted on a dedicated webpage undertaken especially for this module to enable you to produce an online portfolio.
NOTE: each element of assessment must be passed
KEY INFORMATION SETS
100% Coursework
INDICATIVE CONTENT
This module aims to present basic methods of creating a motion comic and to introduce you to a range of technology to help enhance your traditional drawing skills by using digital media.
You will study the fundamentals of timing and spacing, looking at applying both these to your work and demonstrate an understanding of key principles of animation to aid an overall production of a piece of work using motion comic specific software.
Technical demonstrations of software, equipment and practical exercises will provide initial overview to the stages of story development, scripting and character design leading to the development and production of a short Motion Comic.
The module aims to develop your ability to develop creative concepts and generate ideas from storyboard visualisation through to the creation of a short 2D digital sequence.
The module intends to prepare you with pre-requisite skills that will enable you to develop Animation techniques and content at intermediate level and further.
This module is also concerned with developing and conveying design and information in its many different forms and deals with the practical issues of image making and visual problem solving within the broad field of visual communication.
LEARNING STRATEGIES
Technical instruction and workshop demonstrations on how to handle equipment, processes and materials safely and effectively.
Health & Safety.
Lectures to the whole group where you will be introduced to the preparation, planning and structure of a construction of a comic narrative.
Small group sessions (seminars, crits, tutorials) where you will contribute to the discussions, engage in debate about issues raised, present the results of your research and your work in progress and receive constructive feedback from your peers when appropriate and from your tutor.
Independent Study in support of your project work. You will need to undertake a. number of activities when not involved in taught or participation sessions. These will include researching and documenting your practical project; pre and post production work for your project; the execution of your production and the preparation of your work for assessment.
Project work will integrate practical (technical, aesthetic) and theoretical aspects of visual communication.
You will be required to participate in:
Introductory lectures; Seminars; Technical workshops/ Academic workshops (formal technical instruction sessions and library, design collection and design museum/exhibition based activities); Group tutorials; Critique and feedback sessions; Group work; Life drawing classes; Formative assessments; Independent study in support of your practical work.
KEY INFORMATION SETS
20% scheduled Learning & Teaching activities
80% guided independent learning
RESOURCES
Studio workspace and seminar room with presentation and projection facilities.
Computer Workshops – CW3 (Projected 40 students)
Specific skills modulettes will be assigned to this module.
Library
Internet access
Cartoon and Comic studio
Experimental workshop resources for mixed media experimentation
Controlled studio environment for life drawing classes.
A3 Cintiqs
Software: Motion Artist. Manga Studio, Anime Pro, Adobe Illustrator, Photoshop, Indesign, Mudbox, Maya, other 3d Packages
A3 scanner
Colour Printer
Digital Camera
Projector
Animation Workshops
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.
TEXTS
Edwards B (2001) The New Drawing on the Right Side of the Brain HarperCollins
Eisner, W. (2008) Graphic Storytelling and Visual Narrative. Principles and Practices from the Legendary cartoonist. W.W.Norton & Company Inc. NY
Lee, S. (2011) Stan Lee's How to Write Comics. Watson-Guptill Publications NY
Maintbrough, S. (2007) How to Draw Noir Comics. The Art and Technique of Visual Storytelling. Watson-Guptill Publications NY
Mateu-Mestre, M. (2010) Framed Ink Drawing and Composition for Visual Storytellers. Design Studio Press. USA
McCloud, S. (2000) Reinventing Comics. How Imagination and Technology are Revolutionizing an Art Form. Harper Collins Publishers Inc. NY
Moore, A. (2008) Alan Moore's Writing For Comics. Avatar Press. UK
Muybridge E. 1995. 'The Human Figure in motion'. Dover Press
Muybridge E. 1967. 'Animals in Motion' Dover Press
Stanchfield W & Hahn D (2009) Drawn to Life: 20 Golden Years of Disney Master Classes: The Walt Stanchfield Lectures - Volume 1 & 2 Focal Press
White, Tony. (1988) The Animator's Workbook by Publisher: Watson-Guptill Publications; Reprint edition
Zeegen, L. 2005. The Fundamentals of Illustration. AVA Publishing
LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF COMIC MAKING TECHNIQUES, THE VALUE OF TRADITIONAL MIXED MEDIA EXPERIMENTATION AND DIGITAL APPLICATIONS. SHOW AN UNDERSTANDING OF THE UNDERLYING CONCEPTS AND PRINCIPLES WHICH UNDERPIN TRADITIONAL AND CONTEMPORARY COMIC MAKING PRODUCTION PRACTICES
[Knowledge and Understanding]
2. SHOW EVIDENCE OF DIGITAL TECHNIQUES AND SKILLS ARE ASSIMILATED INTO TRADITIONAL PRACTICE IN ORDER TO MEET A SET OF DESIGN SPECIFIC TECHNICAL, CREATIVE GOALS
[Learning]
3. SHOW A CLEAR PLANNING PROCESS FROM INITIAL RESEARCH, STORY BOARDING LEADING TO A RESOLVED ANIMATED PIECE OF [COMIC] WORK. CREATIVELY APPLY KNOWLEDGE AND SKILLS GAINED THROUGH EXPERIMENTATION WITH A VARIETY OF MEDIA TO DEMONSTRATE PROGRESS OF YOUR WORK. [Application]
4. VALUATE THE APPROPRIATENESS OF DIFFERENT APPROACHES THROUGH EXPLORATION AND EXPERIMENTATION, USING A RANGE OF ALTERNATIVE MEDIA AND TECHNIQUES TO ARRIVE AT A RELEVANT SOLUTION TO A VISUAL COMMUNICATION PROBLEM.
[Problem Solving]
5. IDENTIFY THE VISUAL ELEMENTS THAT PLAY A PART IN THE PERCEPTION AND COMMUNICATION OF A RANGE OF VISUAL SEQUENTIAL IMAGES; EVALUATE AND INTERPRET IMAGE MAKING TECHNIQUES TO SOLVE CREATIVE PROBLEMS.
[Visual Analysis]
6. CONVEY INFORMATION AND MEANING EFFECTIVELY IN ITS MANY DIFFERENT FORMS USING A RANGE OF CREATIVE TECHNIQUES AND APPROACHES
[Communication]