LEARNING OUTCOMES
1. Demonstrate an advanced and systematic understanding of the professional concept art pipeline and its role within the contemporary concept development and visual production processes. Knowledge and Understanding
2. Apply advanced techniques, industry workflows and professional methodologies to execute all stages of the concept art pipeline, producing work that demonstrates technical proficiency and creative originality. Application & Problem-Solving Digital Literacy
3. Critically analyse project-specific challenges and develop effective, evidence-informed solutions through iterative visual development, demonstrating creative, technical and methodological problem-solving at a professional level. Critical Reasoning & Collaboration
4. Communicate complex visual concepts clearly and effectively through intentional, well-structured concept art artefacts, demonstrating the ability to convey design intent for translation into 3D production and wider multidisciplinary pipelines to specialist and non-specialist audiences. Communication
ADDITIONAL ASSESSMENT DETAILS
Assessment Component 1: Artbook – The Concept Art Pipeline [Learning Outcomes 1,2,3,4] Weighting: 100%
Students will produce a comprehensive illustrated and annotated artbook that documents their engagement with the full concept art pipeline as practiced within professional game, film, and visual development industries. The artbook should present a structured and research-informed progression from early ideation and pre-production studies through iterative development, refinement, and final production-ready concept artwork.
Advanced knowledge and understanding of the pipeline will be evidenced through contextual research, analytical annotation and clear articulation of how each stage contributes to a professional development workflow. Technical and creative proficiency should be demonstrated through the execution of high-quality artwork across all required stages of the pipeline, applying appropriate tools, techniques and industry methodologies.
Students are expected to identify and respond to project-specific design challenges throughout the process, using reflective iteration, experimentation and problem-solving to develop effective visual solutions.
Communication will be demonstrated through intentional visual presentation, clear annotation and coherent explanation of design intent, ensuring that concept artefacts can be understood and utilised within multidisciplinary production environments.
Students will be required to articulate, within their artbook, how their creative and technical decisions align with contemporary industry concept art practice and how the work is positioned for relevant professional or employment contexts.
Project deliverables will be negotiated to ensure alignment with the student’s individual specialism and the specific production context being explored.
INDICATIVE CONTENT
- The outline, importance and specific requirement for each stage of the concept art pipeline (within games and film)
- The professional expectation and responsibility of the artistic requirements of the professional individual.
- Creativity within the limitation of games and film– 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 and film.
- 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, film or similar creative 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
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.