Module Descriptors
CONTEMPORARY AESTHETICS AND VISUAL STRUCTURE
GAME40271
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: David Edwards
Hours of Study
Scheduled Learning and Teaching Activities: 144
Independent Study Hours: 156
Total Learning Hours: 300
Assessment
  • PORTFOLIO weighted at 100%
Module Details
INDICATIVE CONTENT
This module aims to give the student an overview of contemporary art-based research methods and cultural theories, art history, and studio practice in a broad liberal arts context, and is designed to introduce students to analytic and critical thinking. This will then be applied to the production of 2d and 3d practical elements towards a specific aesthetic intent.

Student will develop skills and understanding of:
Knowledge of Art History
Understanding of modern arts impact on contemporary culture
Design principles
Terminology of Art and Design
Critical thinking related to visual media and film theory/techniques
Evaluating personal artwork
Exploring thematic, symbolic, and conceptual approaches to art and design and film theory
Application of aesthetics in 2d and 3d production
Control and use of lighting solutions in 3d
Implementation of cinematography techniques
LEARNING STRATEGIES
6 hours per week.

The module will feature a variety of learning strategies: lectures; tutor presentations; student-led workshops; and tutorials; student feedback on research undertaken between sessions, either in groups or individually; and discussion of module issues.

You will participate in a weekly three-hour session, which will incorporate a variety of activities. These will include: screenings of relevant games, documentary or film material; game design and visual analysis exercises; these will contribute to your learning of artistic language.

RESOURCES
3d Application
Game Engine
Adobe Suite
Microsoft Office
Data Projection Resource
Digital Academy Forum
TEXTS
Block, Bruce (2007), The Visual Story: Creating the Visual Structure of Film, TV and Digital Media, 2nd edition, Focal Press
Ching, Francis D. K (2014), Architecture: Form, Space, and Order, John Wiley & Sons
Flanagan, Mary (2013), Critical Play: Radical Game Design, MIT Press
Highmore, Ben (2001), The Everyday Life Reader, Routledge
Isbister, Katherine (2016), How Games Move Us: Emotion by Design (Playful Thinking Series), MIT Press
Kirkpatrick, Graeme (2011), Aesthetic Theory and the Video Game, Manchester University Press
Pink, Sarah (2005), The Future of Visual Anthropology: Engaging the Senses, Routledge
Rose, Gillian (2013), Visual methodologies, 3rd Edition, Sage Publications Lt
Sharp, John (2015),Works of Game: On the Aesthetics of Games and Art (Playful Thinking Series), MIT Press
LEARNING OUTCOMES
1. UNDERSTAND THE CULTURAL CLIMATE IN WHICH WORKS OF ART WERE CONCEIVED AND EXECUTED BY DEVELOPING A HEIGHTENED APPRECIATION OF DIFFERING FORMS OF ART EXPRESSION THROUGH HISTORY, ART THEORIES, MODERN ART, AND THE IMPACT OF ART AND DESIGN ON CONTEMPORARY CULTURE.
[Learning; Knowledge and Understanding]

2. APPLY AN UNDERSTANDING OF BASIC DESIGN PRINCIPLES TOWARDS THE 3D CREATION OF A SPECIFIC AESTHETIC INTENT, INCLUDING A FUNCTIONAL KNOWLEDGE OF THE TRADITIONS, CONCEPTUAL MODES, AND EVOLUTIONS OF ART AND DESIGN
[Application]

3. SHOW CRITICAL THINKING SKILLS IN THE DEVELOPMENT AND RESOLUTION OF CONCEPTS RELATED TO VISUAL MEDIA
[Communication]

4. EVALUATE PERSONAL ARTWORK AS IT RELATES TO GLOBAL VISUAL ARTS, PRINCIPLES OF ART AND DESIGN, VISUAL STRUCTURE, AND THE HISTORY OF ART
[Evaluation]
Module Additional Assessment Details
Coursework 100%

A portfolio art book of practical design work in 2D, 3D, and reflective development. The portfolio should show development of understanding in art and design principles, art theories, the history of art, and contemporary culture of art, film, game and popular culture. The portfolio of practical works in 2d and 3d will be targeted towards specified aesthetic criteria, mood, and emotion. This should show comprehensive understanding of art and design principles, visual structure, cultural understanding and critical thinking. Emphasis lies in the journey and creative processes and the student’s ability to communicate these.

Learning Outcomes: 1, 2, 3 and 4

"PLEASE NOTE ALTERNATIVE ASSESSMENTS FOR Semester 1 2020/21 DUE TO COVID-19 AS FOLLOWS: Coursework 1 (25%), Coursework 2 (25%), Coursework 3 (25%), Coursework 4 (25%)
Web Descriptor
This module introduces you to art direction and establishing a design process. You'll learn from analysing games, films and popular culture to develop your critical thinking skills. Games art challenges in 2D and 3D will put your creativity and design skills to the test.