Module Descriptors
ABSTRACTION AND ADOPTION OF STYLE
GDEV70024
Key Facts
Digital, Technology, Innovation and Business
Level 7
30 credits
Contact
Leader: Joseph Gronow
Hours of Study
Scheduled Learning and Teaching Activities: 65
Independent Study Hours: 235
Total Learning Hours: 300
Assessment
  • ARTBOOK - ABSTRACTION IN VISUAL DESIGN weighted at 50% - Learning outcome(s) assessed: 1,2
  • ARTBOOK - ADOPTION OF A SET STYLE weighted at 50% - Learning outcome(s) assessed: 3,4
Module Details
LEARNING OUTCOMES
1. Demonstrate an advanced and critically informed understanding of contemporary industry practice through specialist research relevant to the chosen artistic discipline. Knowledge and Understanding

2. Critically analyse and deconstruct the techniques, methodologies and stylistic decisions used by professional artists, drawing evidence-based conclusions about their effectiveness and intent. Research Skills

3. Apply informed research to experiment with and integrate esoteric, abstract or non-traditional techniques within the design development process. Digital Literacy Application & Problem-Solving

4. Critically reflect on personal project development, evaluating stylistic intent, purpose, audience requirements and the effectiveness of design decisions within the context of professional creative pipelines and collaborative production environments. Critical Reasoning & Collaboration Reflection
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Artbook – Abstraction in Visual Design [Learning Outcomes 1, 2] Weighting: 50%
Description
Students will produce an illustrated and annotated artbook exploring methods of abstraction within visual development. The artbook must show systematic exploration of form, shape language, silhouette, composition and stylisation through iterative studies and resolved design outputs.

Analytical annotation and contextual research should demonstrate advanced understanding of industry practice and abstraction methodologies. Creative and technical proficiency must be evidenced through the execution of exploratory and final pieces, while reflective commentary should evaluate experimental approaches, identify challenges and explain the rationale behind design decisions.

Assessment Component 2: Artbook – Adoption of a Set Style [Learning Outcomes 3, 4] Weighting: 50%
Description
Students will produce a second artbook demonstrating the adoption and application of a defined visual style in response to a brief. The work should include analytical deconstruction of professional reference material and a focused art-bible component outlining stylistic rules, motifs, colour strategies and visual conventions.

The final artwork presented within the artbook must demonstrate cohesive and consistent style replication, with clear evidence of adaptation, problem-solving and stylistic decision-making. Integrated written and reflective commentary within the artbook should evaluate the effectiveness of stylistic adaptation, the success of design solutions, and the challenges of maintaining coherence within an established visual style.
INDICATIVE CONTENT
- Abstraction through design and the importance of play in creativity.
- Fundamentals and their relationship to stylisation.
- Experimental practice and the development of cross-disciplined art.
- Shape language, colour, and lighting – analysing existing artwork and applying insights to new pieces of work.
- Analysis of style – proportion and the visual rules behind a studio’s approach.
- Evolution within a style – how stylisation shifts throughout an IP’s lifespan.
- Understanding your client and the professionalism of deliverables.
- Understanding your audience – the commodification of art and the emotional resonance of artistic projects within film or other esoteric mediums.
- Specificity in pipeline and workflow – how studios adapt their approach across projects and clients.
- The importance of style deconstruction and its relationship to employability – art tests, style adoption, and collaborative projects.
WEB DESCRIPTOR
Developing concept artwork for film, game or other mediums requires a well-rounded and often artistically experimental approach to design development. In this module, you will explore various abstract techniques to expand your creative output while cultivating the art directorship needed to refine those ideas into industry-ready work. You will also learn to adapt to a range of artistic styles, deconstructing their core elements and applying those elements to new artefacts. Through this process, you will build the flexibility and stylistic awareness required to navigate distinct visual directions within professional studio environments.
LEARNING STRATEGIES
Students will engage in tutor-led presentations, practical demonstrations and self-directed visual development. Lecture sessions introduce theoretical concepts, methodologies and professional practices relevant to abstraction, stylistic analysis and concept art production.

Development support sessions provide individual guidance and specialist feedback, including demonstrations of applied techniques, visual problem-solving and art direction. Students are expected to undertake independent experimentation between sessions, refining their artwork through iterative exploration, annotation and stylistic development informed by research and critique.
TEXTS
Eno, B. (2024) What art does. London: Faber & Faber. ISBN 9780571395514.

Rubin, R. (2023) The creative act: a way of being. Edinburgh: Canongate Books. ISBN 9781838858667.

Bang, M. (2005) Picture this : how pictures work. New York: SeaStar Books.

Gurney, J. (2022) Color and light : a guide for the realist painter (Volumne 2). Kansas, Mo: Andrews McMeel.
Beccia, C. (2014) The digital renaissance : old-master techniques in Painter and Photoshop. Lewes, East Sussex: ILEX.
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.