Module Descriptors
CHARACTER DESIGN FOR PRODUCTION
GDEV60041
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: Jared Holden
Hours of Study
Scheduled Learning and Teaching Activities: 72
Independent Study Hours: 228
Total Learning Hours: 300
Assessment
  • CHARACTER CONCEPT DESIGN ARTBOOK weighted at 80% - Learning outcome(s) assessed: 1,2,3
  • CHARACTER DESIGN DEVELOPMENT JOURNAL - 1200 WORDS weighted at 20% - Learning outcome(s) assessed: 4
Module Details
INDICATIVE CONTENT
This module develops a crucial understanding of Character concept design in Game development and film productions. Through observational drawings, studies in Character design, and artwork that solves problems visually for other departments within a production. The module strengthens foundational character design skills while introducing complex industry-relevant methods for creating pre-production and production art.

Students will create a portfolio that is reflective of their ability to work through stages of iterative development, adhering to the specifications of their assigned brief, producing a body of work that includes Bluesky pre-production, thumbnail iteration, refined designs, callouts and production art.

Students will investigate:

Research and Observational Studies
Bluesky and Pre-production art
Pre-production and production art in related industries: Games, film and animation
Visual development and design through abstraction
Thumbnailing and visual ideation workflows
Composition and visual storytelling
Stand-up communication and industry professionalism
Production art and Professional presentation of artwork
Reflective writing and artistic development
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Character Concept Design Artbook 80%

Students will produce a visually led character concept artbook responding to an assigned industry-style brief, presenting the development and resolution of two complete character designs for either a games or film production context.

The artbook focuses on visual communication and professional concept design practice, evidencing how character ideas are researched, explored, iterated and resolved in line with industry expectations. Evidence should be primarily visual, making use of sketches, studies, diagrams, thumbnails and final concept artwork to clearly communicate design thinking and progression.

The artbook will document a focused character design journey, including:

Targeted reference gathering and visual analysis
Observational studies (gesture, proportion, anatomy, material and costume)
Iterative ideation, exploration and refinement (e.g. thumbnails, silhouette studies, shape language)
Pre-production and production-focused artwork that reflects industry workflows
Functional, narrative and stylistic design considerations appropriate to the chosen medium (game or film)
Final resolved character designs presented to a professional concept art standard, including callouts and presentation sheets

Students may use digital drawing, painting and optional simple 3D block-outs as supportive tools for design exploration and presentation. Any 3D work is optional and will be assessed only on its effectiveness as a design aid, not on technical complexity or polish.

Written content within the artbook should be limited to headings, labels and short captions that support visual clarity and communication. Extended written commentary or reflection is not required and will not be assessed as part of this component.

Assessment Component 2: Character Design Development Journal 20%

Students will produce a curated written development journal evidencing their engagement with the character design process across the module. This component is the sole location for written analysis and reflection.

The journal will include approximately 1200 words and should demonstrate critical engagement with both creative and professional practice, including:

Explanation and justification of key design decisions
Reflection on tutor and peer feedback and how it informed iteration
Evaluation of creative, technical and compositional challenges
Discussion of experimentation, problem-solving and workflow choices
Critical reflection on the final outcomes and personal development in relation to industry expectations

Students must reference relevant industry-standard practices, art principles and supporting materials, using Harvard referencing where appropriate.
LEARNING STRATEGIES
Students will be expected to engage in a structured blend of scheduled teaching and independent study.

Scheduled sessions will typically include lectures introducing core concepts, alongside workshops where students apply techniques, participate in guided discussions, and undertake problem-solving and peer-learning activities.

Lecture sessions focus on theory, methodology and good practice, while workshop and development sessions provide individual guidance, practical demonstrations and support in applying artistic and technical principles.

Independent study will involve recommended reading, research tasks, and ongoing development of project work supported by digital resources and forum feedback.

Teaching activities are designed to mirror professional art-department feedback loops, enabling students to experience iterative development and critique similar to industry practice.
LEARNING OUTCOMES
1. Demonstrate a detailed contemporary knowledge and a systematic understanding of key aspects of character concept design theories, concepts, professional practices, skills and competencies, that considers the full ramifications of innovative concept design on the entire game production pipeline.

Knowledge and Understanding

2. Apply observational and creative drawing techniques to solve complex design problems, contributing to visually appealing character designs that are consistent with industry standards and maintain quality, artistic consistency and technical considerations in line with a brief.

Application and Problem Solving

3. Evaluate the application and outputs of industry-standard digital tools, and apply visual design principles and efficient processes, exploring stylisation, gesture, composition and visual storytelling.

Digital Literacy

4. Critically reflect on the development of a portfolio of character concepts, evaluating the pipeline, techniques, problem solving and future improvement within the context of industry expectations.

Reflection
RESOURCES
Software & Tools:

Digital 2D software
3D software
3D software Camera alignment addon or standalone software
Digital Reference tools
PBR (Physically Based Rendering) creation software
Wacom Tablets
Traditional materials
Digital camera
Digital Academy Forum
Digital Academy Upload System
Photogrammetry
Sketchbooks, pencils, charcoal and other traditional media
TEXTS
Hampton, M. (2009). Figure drawing: Design and invention. New York, NY: Watson-Guptill. ISBN 978-0615272818.

Vilppu, G. (2010). Vilppu drawing manual. Los Angeles, CA: Vilppu Studios. ISBN 978-1892053039.

Gurney, J. (2010). Color and light: A guide for the realist painter. Kansas City, MO: Andrews McMeel Publishing. ISBN 978-0740797712.

Guptill, A. L. (1976). Rendering in pen and ink. New York, NY: Watson-Guptill. ISBN 978-0823045297.

3DTotal Publishing. (2014). Beginner’s guide to digital painting in Photoshop. Birmingham, UK: 3DTotal Publishing. ISBN 978-1909414143.

Robertson, S. (2017). How to draw. Atglen, PA: Schiffer Publishing. ISBN 978-0764357485.
WEB DESCRIPTOR
Step into the role of a professional character concept artist and experience how characters are designed for games and film productions. In this module, you’ll respond to an industry-style brief to design two fully realised characters, developing them from early ideas through to polished, portfolio-ready concept artwork.

You’ll explore how character design functions within a real production pipeline, comparing pre-production and production workflows across games and film. Through iterative design, visual research, observational studies and refinement, you’ll learn how professional artists communicate character, function and storytelling through strong visual design.

The module emphasises industry expectations, visual clarity and creative problem-solving, helping you build confidence in your design process while producing artwork suitable for your ArtStation or professional portfolio. By the end of the module, you’ll have a clear understanding of how character concepts are developed collaboratively in studio environments—and a body of work that demonstrates your readiness for the next stage of your creative career.