Module Descriptors
ART THEORY AND 2D SKILLS
GAME30507
Key Facts
Digital, Technology, Innovation and Business
Level 3
20 credits
Contact
Leader: Nicola Edwards
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • PORTFOLIO - 3000 WORDS WITH SUPPORTED VISUAL EVIDENCE weighted at 100%
Module Details
INDICATIVE CONTENT
In this module, students will be introduced to modern art, contemporary visual media, and the application of artistic principles used in current cultural and social development.

Topics covered are:
Cultural reference development
Art and design terminology
Visual rhetoric
Taste and mood creation
Visual formal analysis
Research and creativity processes
Use of digital art software for creative responses
Observational/Life drawing support sessions

The intent: to develop a critical analysis portfolio relating to contemporary media and students’ own creative responses
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Portfolio
This consists of:
A series of visual/written analyses relating to specific artistic styles, mood creation, and compositions used in current visual media
Clear and concise critical analysis and annotation of all visual imagery
Original creations in response to select contemporary subjects
Original creations in response to life drawing subjects

Assessing Learning Outcome(s) 1,2,3, and 4
LEARNING STRATEGIES
20-credit module
6 hours per week

1.5 hours
Lecture/Seminar

3 hours
Demo/Task

1.5 hours
Q&A/Feedback
LEARNING OUTCOMES
1. Create a portfolio demonstrating a comprehension of basic art and design principles.
Learning, Knowledge & Understanding.

2. Demonstrate an understanding of how existing artistic principles are utilised in current visual entertainment creation.
Enquiry, Problem Solving.

3. Evidence an understanding of art theory within game/film/TV aesthetics.
Analysis, Application.

4. Communicate learned artistic principles via reflective annotations of own creative responses. Reflection, Communication.
RESOURCES
PC
Digital painting software
Graphics tablet
AV capabilities
Traditional art materials
Life drawing subjects
REFERENCE TEXTS
Block, B (2020). The Visual Story: Creating the Visual Structure of Film, TV and Digital Media. 3rd Ed. Focal Press.

Edwards, Betty (2013), Drawing on the Right Side of the Brain, 4th Ed. Souvenir Press Ltd

Goldfinger, Eliot (2004), Animal Anatomy for Artists: The Elements of Form, Oxford University Press

Mateu-Mestre, M (2016), Framed Perspective 1, Design Studio Press

Norling, Ernest R. (1999) Perspective Made Easy, Mineola, New York, Dover Publications

Peck, Stephen Rogers (1982), Atlas of Human Anatomy for the Artist, Oxford University Press

Rose, G. (2016). Visual methodologies. 4th Ed. Sage Publications Ltd.
WED DESCRIPTOR
This module aims to give the student an overview of basic art and design principles, an introduction to fundamental art theories and their usage in contemporary media and cultural development, as well as supporting development in observational life drawing.