Module Descriptors
VISUAL STUDIES FOR GAMES
GDEV40025
Key Facts
Digital, Technology, Innovation and Business
Level 4
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
  • Occurrence B, Digital Institute London, UG Semester 1
  • Occurrence C, British University Vietnam, UG Semester 1
Sites
  • British University Vietnam
  • Digital Institute London
  • Stoke Campus
Assessment
  • Practical Portfolio weighted at 50%
  • Visual Analysis Artbook - 2500 Words weighted at 50%
Module Details
INDICATIVE CONTENT
1: Practical Portfolio content:

The purpose of this assessment is to support your drawing development within the broader context of visual studies. This is an intensive and weekly process that aims to help your understanding of the fundamentals of visual language.
This deliverable requires you to produce and upload specific studies set in class.

This work will focus on the following areas of study:

Observational drawing

Anatomy study

Hair/Cloth

Gesture and form



This assignment requires you to produce and upload studies completed and set in class



2. Visual Analysis content:

This assessment will require consumption of contemporary media for visual analysis and emotional interpretation. Assessment of which will be via a digital ‘style guide’ of visual analysis and critical interpretation.

The contemporary media sources will be thematically varied, including but not limited to survival, violence, beauty and nostalgia. Students will analyse and convey understanding via annotation of images, having played through relevant sections of specific games and watched provided film/documentary footage.
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – (Learning Outcomes 1 and 2)

Practical Portfolio weighted at 50% consisting of:

A range of traditional artworks from observation

A range of digital artworks based on a given brief

A reflective critique via annotation throughout the portfolio



Assessment Component 2 – (Learning Outcomes 3 and 4)

Visual Analysis Artbook weighted at 50% consisting of:

Students will be given access to designated contemporary media for visual analysis, of which they must demonstrate the following:

You will showcase comprehensive knowledge of cultural understanding and application to videogame creation

Understanding of art and design principles, including (but not limited to) colour theory, composition, and mood creation

Ability to apply critical thinking and analytical discussion in a clear and concise manner
LEARNING STRATEGIES
1 x 2-hour life drawing class (in life drawing room)

1 x 4-hour lecture/workshop/development session (in labs)
LEARNING OUTCOMES

1. Demonstrate progressive development in art and design practical skills via observation and practice

2. Use a range of techniques to produce a portfolio of practical artwork

3. Interpret cultural climates and different forms of artistic expression via contemporary media

4. Analyse visual works through reflective and comparative discussions
RESOURCES
Sketchbook

Traditional art materials

Life drawing subjects

Digital painting software

Graphics tablet

AV equipment

Online blog

Microsoft Office

A range of video games and films
REFERENCE TEXTS
Block, Bruce (2020), The Visual Story: Creating the Visual Structure of Film, TV and Digital Media, 3rd edition, Routledge

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

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

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

Rose, Gillian (2022), Visual methodologies, 5th Edition, Sage Publications Lt

Sharp, John (2015), Works of Game: On the Aesthetics of Games and Art (Playful Thinking Series), MIT Press
WEB DESCRIPTOR
As Game Artists you need to be aware of contemporary media and its application in videogame creation, as well as be able to convey that understanding visually. This module is designed to develop your artistic eye, your critical analysis, and your visual communication skills via a practical portfolio of art and visual analysis.