Module Descriptors
ENVIRONMENT CONCEPT DESIGN
GDEV40035
Key Facts
Digital, Technology, Innovation and Business
Level 4
30 credits
Contact
Leader: Anthony Martin
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • ENVIRONMENT CONCEPT ART PORTFOLIO weighted at 70% - Learning outcome(s) assessed: 1,2,3
  • GROUP PRESENTATION - 10 MINUTES weighted at 30% - Learning outcome(s) assessed: 3,4
Module Details
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Environment Concept Art Portfolio 70%

Students will work within a small collaborative group responding to a shared environment brief involving connected or thematically linked locations. (e.g.: adjacent spaces or zones, different levels in game, or interior/exterior pairings).

Each student will submit an individual portfolio demonstrating their creative contribution, development process and response to feedback within the collaborative project.

The portfolio submission must include:

* Project Overview & Role

A concise overview of the shared environment brief
Clear identification of the student’s role, location or area of responsibility within the collaborative project

* Research & Visual Development

Visual reference and contextual research informing mood, style, scale and world-building
Evidence of alignment with shared group direction

* Environment Concept Development

Exploratory sketches, thumbnails and compositional studies
Iterative development showing refinement through critique and feedback
One or more resolved environment concept artworks authored by the student

* Workflow & Decision-Making

Explanation of key workflows, tools and methods used
Discussion of creative decisions, challenges encountered and how feedback informed iteration
Evidence of problem-solving in relation to composition, perspective, lighting or visual storytelling

Note:
Assessment focuses on individual authorship and process, with collaboration evidenced through alignment, feedback engagement and contextual awareness.

Assessment Component 2: Collaborative Environment Presentation 30%

Students will deliver a group-based presentation that communicates the collaborative process, professional standards and industry awareness demonstrated through the project.

The presentation may be live or pre-recorded (approximately 10 minutes total per group), with all students expected to contribute.

The group presentation should address:

* Collaboration & Shared Direction

Overview of the environment brief and how the group interpreted it collectively
How responsibilities were divided and coordinated across connected locations
Examples of peer feedback, critique and collaborative problem-solving

* Industry Awareness & Professional Practice

Discussion of how the group approached visual consistency, readability and intent
Evidence of appropriate file organisation, naming conventions and presentation standards
Consideration of introductory concept art industry expectations and studio-style workflows

* Professional Development

Reflection on what was learned through collaboration
Identification of common challenges, strengths and areas for improvement
Early understanding of professional behaviours within a creative team

Note:
Whilst this is a group submission, individual engagement may be supported through tutor observation, contribution logs or short peer evaluation if required.
INDICATIVE CONTENT
Within this module, students will be introduced to the fundamental processes required to produce innovative environment concept art for games and film, working both individually and collaboratively in response to shared creative briefs.

Students will explore how environment concepts are developed within a studio-style context, including aligning visual ideas, responding to feedback and contributing to a cohesive world or level design.

Students will develop skills in:

* Research
* Reference sheet gathering
* Thumbnail ideation
* Iteration
* Using 3D as a base
* Texturing and lighting strategies
* Line work
* Presentation
* Collaborative working practices and industry awareness
* Responding constructively to tutor and peer feedback
* Applying appropriate file organisation, naming conventions and layout standards
* Contributing to group presentations that communicate shared intent
LEARNING OUTCOMES
1. Investigate and assemble appropriate visual reference and contextual research to inform the design of a coherent environment concept, demonstrating awareness of visual style, mood, scale and world-building.

Programme Learning Outcome: Research skills

2. Apply industry-informed environment concept art practices to produce a resolved environment concept, demonstrating effective problem-solving in composition, perspective, lighting and visual storytelling.

Programme Learning Outcome: Application & problem-solving

3. Collaborate constructively with peers on a shared or connected environment brief, contributing ideas, responding to feedback, and justifying artistic and technical decisions through group discussion and visual development.

Programme Learning Outcome: Critical reasoning & Collaboration

4. Reflect on personal contribution, development and outcomes, evaluating the effectiveness of creative decisions, feedback engagement and workflow choices in relation to introductory Concept Art industry expectations.

Programme Learning Outcome: Personal Development & Entrepreneurship
LEARNING STRATEGIES
2 x 3 hour sessions will combine demonstrations, guided practice, formative feedback and peer review to support skills development.
Online learning support and feedback via Digital Academy forum and Microsoft Teams
RESOURCES
* 3D DCC tools (e.g. Blender or Zbrush)
* Material creation software (e.g. 3D Coat or Substance Painter)
* Digital Painting Software
* Wacom Tablets
* Video editing software
* Toolsets for effective Collaboration and filesharing
* Digital Academy Forum
* Digital Academy Upload System
* Data Projection Resource
TEXTS
Robertson, S. and Bertling, T. (2013). How to draw : drawing and sketching objects and environments from your imagination. Culver City, Ca: Design Studio Press. ISBN 978-1933492759

Gurney, J. (2010). Color and light : a guide for the realist painter. Kansas City, Missouri: Andrews Mcmeel Publishing. ISBN 0740797719

3dtotal Publishing. (2023), Artists' Master Series: Composition & Narrative, 3DTotal Publishing Ltd, ISBN-13: 978-1912843596

Suryavanshi., S. & Bacher, H. (2018), Vision: Color and Composition for Film, Laurence King Publishing, ISBN-13: 978-1786272201

Gumroad. (n.d.). Advanced Sketching with 3D. [online] Available at: https://eytanzana.gumroad.com/l/3DSketch?layout=discover&recommended_by=search&_ga=2.200020654.1819839048.1674471674-1428863983.1643632550&_gl=1 [Accessed 23 Jan. 2023].

Gumroad. (n.d.). Digital Illustration Theory and Process 2. [online] Available at: https://sweeney1987.gumroad.com/l/AtMww?layout=discover&recommended_by=search&_ga=2.200007342.1819839048.1674471674-1428863983.1643632550&_gl=1 [Accessed 23 Jan. 2023].

Chavez, C. (2025) Adobe Photoshop Classroom in a Book, Adobe Press

Suryavanshi, S. & Bacher, H, P. (2018) Vision: Color and Composition for Film, Laurence King Publishing
WEB DESCRIPTOR
Environment Concept Art introduces you to the fundamental skills and workflows used to design compelling environments for games and film.

You will research and develop visual ideas, explore composition and lighting, and produce environment concept designs supported by design sheets and call-out documentation that clearly communicate form, mood and visual intent. Alongside individual creative development, you will collaborate with peers on a shared environment brief, gaining early experience of working within a studio-style setting.

The module places emphasis on clear visual communication, iteration through feedback and professional presentation, helping you build a strong foundation for further study in game art and concept art practice.