MODULE LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE & UNDERSTANDING OF THE UNDERLYING CONCEPTS AND PRINCIPLES OF PREPARATORY METHODS OF PRODUCTION WHICH UNDERPIN TRADITIONAL AND CONTEMPORARY COMIC PRODUCTION PRACTICES
2. SHOW EVIDENCE OF A RANGE OF SKILLS AND TECHNIQUES EMPLOYED BY THE COMIC INDUSTRY AND SEQUENTIAL ART, ARE ASSIMILATED INTO YOUR PRACTICE IN ORDER TO MEET A SET OF SPECIFIC, TECHNICAL AND CREATIVE GOALS
3. CREATIVELY APPLY SKILLS GAINED THROUGH RESEARCH AND EXPERIMENTATION WITH A VARIETY OF MEDIA TO THE PRODUCTION OF AN APPROPRIATE SOLUTION, SUPPORTED BY CLEAR DEVELOPMENT AND PREPARATION WORK.
4. MAKE APPROPRIATE CREATIVE DECISIONS WHILST WORKING THROUGH THE VARIOUS STAGES OF THE DESIGN PROCESS AND IN THE IDENTIFICATION AND DEVELOPMENT OF SPECIFIC VISUAL COMMUNICATION SKILLS
MODULE ADDITIONAL ASSESSMENT DETAILS
Portfolio of reference and inspirational subject matter, developmental drawing and working journal LO 1, 2, 4
Physical 2D or 3D visualisations LO 2, 3, 4
Comic or sequential story LO 1, 2, 3, 4
MODULE INDICATIVE CONTENT
This module is intended to get you thinking more carefully about the areas in which your stories take place - the scene, its elements, props and characters. You will visualise a single, small space and its distinguishing elements using a variety of methods.
The module considers storytelling in terms of mood, design, and significance. In any story or tale, along with the events and dialogue, the locations and backdrops play vital roles in maintaining engagement, believability and coherence.
You will develop an area where an event can take place, considering what elements must be included to help progress and maintain the story. Features will be designed and arranged to facilitate interesting views and angles of the scene, which are essential in comic-book art. A successful design will make it easy for characters and elements to move and interact, becoming a convincing storytelling environment and visual reference for a sequential story.
WEB DESCRIPTOR
This module is intended to get you thinking more carefully about the areas where your stories take place - the scene, furniture, objects and characters.
MODULE LEARNING STRATEGIES
Timetabled lessons will introduce key principles and themes of scene creation, stage setting, character design and plot development.
Workshops will introduce workflows and give opportunities to try out practical skills that may be required during the module
Students are expected to utilise and build upon the procedures and principles, introduced in taught sessions and workshops, during their self-directed project work for this module.
MODULE TEXTS
Chinn M. (2004).¿Writing and illustrating the graphic novel : everything you need to know to create great graphic works. Barron's.
Piedmont-Palladino S. (2019).¿How drawings work : a user-friendly theory. Routledge.
Lupton E. (2021).¿Design is storytelling. Cooper Hewitt Smithsonian Design Museum.
Davenport D (2022) A Short Guide to Sci-Fi Prop Building: Greeblies and How to Find Them. Independently published (14 July 2022)
Martinbrough S. (2008). How to draw noir comics : the art and technique of visual storytelling ([Nachdr.]). Watson-Guptill Publications.
Eisner W. (2008). Graphic storytelling and visual narrative : principles and practices from the legendary cartoonist. W.W. Norton & Company.
Bordwell D. (2008). Figures traced in light : on cinematic staging. Univ. of California Press.
Lewis M. Morse S. & 3dtotal Publishing. (2015). Anatomy for 3d artists : the essential guide for cg professionals. 3dTotal Publishing.
McCloud S. (1994). Understanding comics : writing and art. Harper Perennial.
Kingslien R. (2011). Zbrush studio projects : realistic game characters. Wiley Pub.
DE LA FLOR M. I. K. E. (2017). Digital sculpting with mudbox : essential tools and techniques for artists. CRC Press.
MODULE RESOURCES
Access to life Drawing Room for a set amount of classes. The Cohort may be split for H&S reasons
A Range of Professional Models
Easel & Drawing Donkeys
Range of Drawing equipment
Access to 3D software including blender, zbrush, mudbox
TI sessions in the wood workshop and metal workshops