LEARNING OUTCOMES
1. Demonstrate a systematic and critical understanding of the concept art pipeline, including its integral role within the game development process, and the professional expectations associated with individual contributions to the successful delivery of a game project.
Knowledge and understanding
2. Demonstrate originality and proficiency in executing all stages of the concept art pipeline to a professional standard, applying advanced techniques and industry best practices to produce high quality outcomes within the game development process.
Application
3. Critically evaluate and address project-specific challenges by formulating and implementing creative and technically proficient solutions to produce functional and descriptive concept art at each stage of the pipeline within complex and dynamic development contexts.
Problem Solving
4. Demonstrate the ability to communicate complex visual concepts effectively through clearly defined and intentional artefacts, providing coherent visual explanations and solutions to the challenges of translating two-dimensional designs into three dimensional models for diverse audiences within the game development pipeline.
Communication
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1 – Art Book (Portfolio with Annotation) [Learning outcomes: 1, 2, 3, 4]
This assessment component requires students to produce an art book that demonstrates a systematic and critical understanding of the concept art pipeline and its integral role within the game development process. The portfolio must reflect professional standards and clearly illustrate the student’s knowledge of the pipeline stages, including pre-production, blue sky, iteration, refinement, and production art, highlighting their importance in delivering a successful game project.
Students are expected to showcase originality and proficiency by executing all stages of the concept art pipeline to a professional standard. The portfolio should include high-quality concept artwork developed through advanced techniques and industry best practices, ensuring each piece meets professional expectations within the game development process.
The art book must critically evaluate project-specific challenges, demonstrating the student’s ability to formulate and implement creative and technically proficient solutions. Concept artwork should be functional and descriptive, addressing complex and dynamic development contexts, and providing clear evidence of problem-solving throughout the pipeline.
Communication is a key aspect of this assessment, and students are expected to present complex visual concepts effectively. The portfolio should provide coherent visual explanations and solutions, ensuring that each element of the pipeline is clearly defined, free from unnecessary content, and ready for use by art directors, 3D modellers, and other stakeholders within the game development process. The expected length of the art book is approximately 60 pages, primarily composed of visual content with annotations where necessary to provide context and critical insight.
INDICATIVE CONTENT
The outline, importance and specific requirement for each stage of the concept art pipeline (within game)
The professional expectation and responsibility of the artistic requirements of the professional individual.
Creativity within the limitation of games – exploration into problem solving from both a technical and artistic perspective with the medium.
Intention in artwork – The descriptive and technical aspects for the delivery of concept artwork.
Understanding your audience – the commodification of art and the emotional resonance of artistic projects within the context of games.
Communication through a visual medium – the lack of written exposition and the development of implied narrative through technical expression.
Effective use of tools, time and the importance of a holistic overview of a project.
WEB DESCRIPTOR
Concept art for games is often thought of as creating interesting ideas for others to develop. The reality is much more nuanced. In this module you will explore the distinct phases in the concept development of an intellectual property, why those phases are fundamental to others in the development process and how you can tailor your portfolio of work within the expectations and requirements of the games industry.
LEARNING STRATEGIES
Students will be expected to engage in a variety of learning strategies, including tutor-led formal presentations, workshops and self-directed learning.
Lecture session will consist of theory, methodology and good practice towards content deliverables.
Development support sessions will consist of individual guidance and demonstration of application of theory and art direction.
TEXTS
Le, K. (2005) The skillful huntsman¿: visual development of a Grimm tale at Art Center College of Design. Culver City, CA: Design Studio Press.
Thompson, K. (2009) Character design techniques traditional to digital process. Design Studio Press.
Appleoff Lyons, S. (2020) Costume Design for Video Games: An Exploration of Historical and Fantastical Skins. 1st edn. Milton: CRC Press. Available at: https://doi.org/10.1201/b22270.
Bishop, R. et al. (2020) Fundamentals of character design¿: how to create engaging characters for illustration, animation and visual development. Worcester: 3dtotal Publishing.
Solarski, C. (2012) Drawing Basics and Video Game Art¿: Classic to Cutting-Edge Art Techniques for Winning Game Design. Place of publication not identified: Watson Guptill.
McCaig, I. and Gnomon Workshop. (2006) Visual storytelling with Iain McCaig Vol 04, Human character and environment design. Hollywood, CA: Design Studio Press.
RESOURCES
Study guidance
Access to University of Staffordshire Library with compiled appropriate reading / artistically influential materials.
Blackboard VLE
Relevant software towards the goal of producing industry standard concept artwork including (but not limited to): Zbrush, photoshop, Blender
Relevant Hardware related to the goal of experimentally incorporating methods to developing concept artwork: 3D printing, Laser Scanning.