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.