Module Learning Outcomes
1. DEMONSTRATE KNOWLEDGE AND APPLICATION OF DRAWING TECHNIQUES, DIGITAL GRAPHICS AND ASSET CREATION.
Knowledge & Understanding
Learning
2. IDENTIFY CHALLENGES AND PRESENT REALISTIC CREATIVE AND TECHNICAL SOLUTIONS WHEN DEVELOPING A GAME ART PORTFOLIO
Application
Problem Solving
3. COMMUNICATE IDEAS AND INTENTIONS, AND PRESENT CREATIVE SOLUTIONS TO SPECIFIC AUDIENCES. Communication
Module Additional Assessment Details
Assessment: Portfolio (100%)
A portfolio exploring games art, comprising:
¿ Annotated evidence of your experimental work. This may feature concept art, digital graphics, 2D and 3D asset production. You should include process, audience and context of where your art may feature within the games industry.
[Learning outcomes 1, 2 and 3]
Module Indicative Content
In this module you will be expected to participate in a structured programme of demonstrations and workshops resulting in the production of a portfolio that shows evidence of your games art.
The module will require you to research around the subject and develop skills in concept art, digital graphics and the production of 2D and 3D assets. You will be encouraged to develop a sense of independent responsibility for your learning and to critically evaluate your progress as a means to ensure you make the most of each opportunity.
You will investigate how other people have communicated ideas visually, with consideration for the historical, cultural and social contexts in which they are presented. You will explore the ways in which imagery can communicate multiple messages and meanings, evoke particular audience responses, generate emotion and engage the viewer. By looking at other people’s work you will develop skills to be able to purposefully communicate your vision to fellow artists, programmers, producers, marketing staff and others within the game development process.
You need to be informed about a wide range of visual communication styles and practices to inform and widen your own skills. Your competence in these areas will impact on your employability. For example it will improve your observational skills, help you to translate other people’s ideas for different target audiences and communicate your own ideas quickly and effectively.
Representing three dimensional objects including people is fundamental to the success of games artists and animators. Whether your creative intentions are based on reality or fantasy, your visual representations must be structurally and/or anatomically credible. Particular attention will be paid to genre, codes and conventions, colour, style, line, shape, form, colour and texture.
The games art and animation sector is highly competitive; in order to be successful your work needs to be of a high standard and recognisable for its originality whilst not alienating its target audience. This requires insights into the target audience and precedents in the games sector. By looking at other people’s work you will extend your own range and build a vocabulary to discuss your own work and that of other people in an evaluative way.
What you learn in this module will inform your work in other modules and improve your ability to evaluate the requirements and respond in a meaningful and visually successful way.
Module Learning Strategies
Learning strategies in this module will be predominantly practical and learning will be facilitated through demonstrations and hands-on practical workshops which progressively build knowledge and practical skills.
There will be an expectation that you extend your knowledge and reinforce your understanding through independent research, and refine your practical skills through self-directed practice outside of timetabled sessions. Assessment in this module considers your process as well as your product. Activities will typically include:
¿ Workshops
¿ Supervised planning meetings
¿ Practical work
¿ Group tutorials and critiques with formative feedback
¿ Individual tutorials
Module Texts
Holmes, M. (2016) Designing Creatures and Characters: How to Build an Artist’s Portfolio for Video Games, Film, Animation and More. Impact Books.
Kennedy, S. (2013) How to Become a Video Game Artist. Watson-Guptill.
Solarski, C. (2012) Drawing Basics and Video Game Art: Classic to Cutting-Edge Art Techniques for Winning Video Game Design. Watson-Guptill.
Module Resources
Sketchbook.
Drawing Board.
Paper, Printers, Scanner.
Computer.
2D / 3D Design Software.