ASSESSMENT DETAILS
100% practical project consisting of number of different tasks demonstrating:
research
implementation of the key information into design
development of credible design
use of appropriate tools and workflows
final visualization of finished design
team working
INDICATIVE CONTENT
Student will undertake an in-depth study into vehicle design with the aim to finish with 3D visualisation of their design. Film, gaming and animation allow speculative glances of what the future may hold for the human race. Producers, writers and manufacturers may fantasise about the past and the present, our society, cultures and demographics, what underpins and influences those visions are generally product design, transport design, engineering, technology, demographics, environment, resource depletion, lifestyles, trends, architecture and fashion. This module aims to evaluate 'how accurate' previous portrayals have been, appraise current technologies available and ultimately 're-forecast' the future of vehicle design using this knowledge.
This module introduces the basic concepts of functional vehicle design, the underlying engineering principles and how parameters can be over engineered to produce visual and performance based concepts. This theory will then be applied to developing technical and creative concept designs for all kinds of vehicles.
Students will cover following skills / areas:
Utilize previous CG skills and research skills
Vehicle proportions
Understanding visual language
Vehicle packaging
Reverse engineering
Time-extrapolation
3D hard surface modelling skills
UV mapping and texturing
Lighting and rendering using scan data and IBL workflow
Camera alignment and composition
Use of render passes
Digital compositing
Presentation skills
Team building skills
As part of the assignment students will be split into groups, which will allow them to develop team working skills. You will be tasked with completing a designated practical assignment that requires three key stages to be completed:
1. Generation of visual moodboards that synthesise research and inspiration into themed benchmark references.
2. Using '1' as reference, produce credible design concepts in 2D and 3D form, as defined by verbal briefing / launch and Blackboard VLE materials.
3. As a small team identify visual language and design key commonalities that will be shared by everyone in the team. Work together to develop and present your finished designs.
LEARNING STRATEGIES
The module will be delivered using a combination of lectures, demonstrations and supervised (solo & group) tutorials in 3 hour periods. The majority of the work will be of a practical nature and students are expected to use their independent study time to consolidate this work.
2 x 3 hour workshop in conjunction with support sessions per week over 12 weeks. Students are expected to conduct 228 hours of independent study over the course of the term.
You will be tasked with completing a designated practical assignment that requires three key stages to be completed:
1. Generation of visual moodboards that synthesise research and inspiration into themed benchmark references.
2. Using '1' as reference, produce credible design concepts in 2D and 3D form, as defined by verbal briefing / launch and Blackboard VLE materials.
3. As a small team identify visual language and design key commonalities that will be shared by everyone in the team. Work together to develop and present your finished designs.
Attend any designated Technical instruction in relation to Computer Workshops, Green Screen resources and camera training.
Demonstrate and discuss weekly progression of design ideas via 'in class' discussions.
Demonstrate independent learning and self-managed skills progression.
Demonstrate 'further reading' via review of appropriate written, film and games titles that would further your knowledge / awareness of the creativity and importance of sets in conveying storylines.
Complete both elements of the module to an acceptable standard.
Generation of concise, communicative flatwork / media for review by peers and staff team.
Group critiques and presentations will be used throughout the module, providing both regular verbal feedback and guidance in relation to each persons progress. It is expected that student act upon feedback received from peers and staff team to ensure a smooth development of the project.
RESOURCES
Autodesk Entertainment Creation Suite
Adobe Creative Suite
Substance Painter and Substance Designer
Mental Ray
The Foundrys Nuke
Digital Academy Forum
Digital Tutors
Library
Blackboard
http://www.mintel.com
http://futuretimeline.net/
TEXTS
Neville, P., Robertson, S., 2006. Concept Design 2 ,Titan Books Ltd.
Bayley, S., Chapman, G., 1999. Moving Objects: 30 Years of Vehicle Design at the Royal College of Art, 1st ed. edition. ed. Eye-Q Ltd.
Dewey, A., 2012. How to Illustrate and Design Concept Cars. Veloce Publishing Ltd.
Husain, I., 2010. Electric and Hybrid Vehicles: Design Fundamentals, Second Edition, 2 edition. ed. CRC Press, Boca Raton, FL.
Museum, D., 2009. Fifty Cars that Changed the World: Design Museum Fifty. Conran Octopus.
Tonge, G., 2011. Digital Painting Tricks and Techniques annotated ed., IMPACT Books.
LEARNING OUTCOMES
1. RESEARCH INTO SPECIFIED OR AGREED AREAS OF MEDIA, ESTABLISHING KEY CONCEPTS AND FACTORS THAT HELP DEFINE THE CREDIBILITY OF THE CHOSEN DESIGN.
[Enquiry; Analysis]
2. PRODUCE A VEHICLE CONCEPT DESIGN IMPLEMENTING KEY INFORMATION FROM RESEARCH THAT CONTRIBUTE TO THE GENERAL APPEARANCE OF THE VEHICLE AND ITS FUNCTIONALITY.
[Application]
3. UNDERSTAND THE WORKFLOW INVOLVED IN SUCCESSFULL EXECUTION OF THE BRIEF.
[Learning]
4. DEMONSTRATE EFFECTIVE TEAM WORKING SKILLS AND PLANNING. ENGAGE IN DISCUSSIONS WITH STAFF TO INFORM FORTHCOMING ACTIVITIES, OPPORTUNITES OR PROJECT DIRECTION.
[Working with Others]