ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Technical Drawing and Digital Painting Portfolio 80%
Students will produce a curated collection of 2D technical drawing and digital painting work demonstrating the application of core visual communication principles for games and film.
The portfolio should include:
* Constructed drawing studies
* Technical drawing and visual analysis
* Lighting, value and readability studies
* Design exploration and ideation
* Refined 2D outcomes
Work must be clearly organised and presented, demonstrating progression, iteration and increasing technical control across the semester.
Assessment Component 2 – Critical Reflective Artbook 20%
Students will produce a critical reflective artbook documenting the development of their technical drawing and digital painting practice.
The reflective artbook should include:
* Analysis of key technical and visual decisions, including:
* Discussion of research and reference use, drawing on:
* Evidence of iteration and problem-solving, showing:
* A critical evaluation of strengths, limitations and future development, explicitly linking practice to industry expectations for entry-level concept artists.
Academic and visual sources must be appropriately referenced using Harvard referencing.
INDICATIVE CONTENT
This module develops core 2D visual communication skills essential for Concept Art students. Through progressive study and structured practical exercises, students will build confidence in technical drawing, visual construction and digital painting using industry-standard software.
Students are introduced to the fundamental tools, workflows and theory underpinning digital drawing and painting for games and film. Emphasis is placed on constructing believable form, applying perspective accurately, controlling value and light, and communicating materials and design intent clearly. Alongside practical development, students will learn how to analyse reference, evaluate their own workflows and reflect critically on their artistic progress.
Students will explore a range of technical and creative approaches, producing a body of 2D work that includes constructed drawings, design studies, ideation work and a small number of refined digital outcomes suitable for an early-stage portfolio.
Students will investigate:
* Technical drawing and construction
* Digital drawing workflows
* Value, light and form
* Digital painting theory and practice
* Design exploration and ideation
* Research and analysis
* Professional practice and reflection
* Presentation of 2D artwork for portfolio contexts
* Critical reflection on workflow, decision-making and development
LEARNING OUTCOMES
1. Demonstrate knowledge of core visual communication principles for games and film, including proportion, form construction, value, perspective, and visual hierarchy as applied to technical drawing and digital painting.
Programme Learning Outcome: Knowledge and Understanding
2. Apply technical drawing methods and digital painting techniques to produce a portfolio of 2D visual work, including constructed drawings, form and space studies, material indication, lighting exploration, and early-stage design visuals suitable for games production.
Programme Learning Outcome: Application and Problem Solving, Digital Literacy
3. Apply academic research methods to investigate visual design theory and technical illustration practices, such as form breakdown, stylisation, composition, material readability, and visual storytelling, and use this research to inform practical outcomes and reflection.
Programme Learning Outcome: Research Skills
4. Reflect on personal 2D drawing and digital painting practice, evaluating the effectiveness of technical approaches, visual decision-making, and areas for future development in relation to industry expectations.
Programme Learning Outcome: Reflection
LEARNING STRATEGIES
Learning and teaching activities will be delivered through a structured blend of scheduled and independent study designed to support a coherent learning journey. Scheduled sessions will typically include digital-based workshops/tutorials that allow students to learn and apply techniques, engage in facilitated discussions, and undertake activities focused on problem solving and peer learning. Independent study will involve research tasks, assigned creative drawing or digital painting tasks, and ongoing development of assessment work supported by the resources provided.
RESOURCES
Software & Tools
* Digital painting software
* Sketchbooks, pencils, charcoal and other traditional media
* Wacom Tablets
* Digital Academy Forum
* Digital Academy Upload System
* Life Drawing Studio
TEXTS
Loomis, A. (2011) Figure drawing for all it’s worth. London: Titan Books.
Hampton, M. and Cooper, H. (2013) Figure drawing: Design and invention. Riverside, CA: M. Hampton.
Vilppu, G.V. (1997) The vilppu drawing Manual. Acton, Calif: Vilppu Studio.
Gurney, J. (2010) Color and Light: A Guide for the Realist Painter. Kansas City, MO: Andrews McMeel Publishing.
Guptill, A.L. (2014) Rendering in pen and ink: The classic book on Pen and ink techniques for artists, illustrators, architects, and Designers. New York: Watson-Guptill.
Goldfinger, E. (1992) Human Anatomy for Artists: The Elements of Form, OUP USA
3DTotal. (2020) Beginner’s Guide to Digital Painting. 3DTotal Publishing.
Robertson, S. (2013) How to Draw: Drawing and Sketching Objects and Environments. Design Studio Press.
WEB DESCRIPTOR
This module builds the essential 2D visual communication skills that underpin successful Concept Art practice. Through progressive technical drawing and digital painting exercises, you will develop confidence in constructing form, applying perspective, controlling value and light, and clearly communicating design ideas.
Working primarily with industry-standard digital drawing and painting software, you will explore core visual principles such as proportion, spatial accuracy, composition and material readability. The module introduces professional workflows used in concept art, helping you to analyse reference, iterate ideas efficiently and translate early concepts into clear, readable visuals.
You will produce a varied body of 2D work including constructed drawings, technical studies, thumbnail ideation and a small number of refined digital outcomes suitable for an early-stage portfolio. Alongside practical skill development, you will learn how to critically evaluate your work, reflect on your creative process and build strong foundations that support character design, environment art and further specialist concept art modules.