MODULE LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF THE UNDERLYING CONCEPTS AND PRINCIPLES OF CONTEMPORARY PRACTICES IN THE CARTOON AND COMIC INDUSTRY
2. DEMONSTRATE THE ACQUISITION OF WORKSHOP SKILLS AND EXTRACT RELEVANT INFORMATION FROM RESEARCH RESOURCES
3. GATHER INFORMATION FROM A VARIETY OF SOURCES
4. ANALYSE A PROBLEM, GENERATE A RANGE OF CREATIVE PROPOSALS IN THE APPROPRIATE VISUAL FORM
5. ASK QUESTIONS AND DRAW CONCLUSIONS ABOUT ARTEFACTS, FILMS OR IMAGES.
6. USE THE CONVENTIONS OF ACADEMIC WRITING TO PRESENT INFORMATION IN THE FORM OF AN ESSAY AND PRESENTATION.
7. CLEARLY IDENTIFY OWN CONTRIBUTION TO A TEAM EFFORT IN ORDER TO EXPLORE IDEAS AND METHODOLOGIES IN A RANGE OF WORK AND PRESENT THEM
MODULE ADDITIONAL ASSESSMENT DETAILS
Major Project, which is typically a short comic project worth 30% links to LO 1,2,3,4
Minor Project which is a 1 page comic task worth 12% links to LO 1,2,3,4
Workshop tasks which is a portfolio of smaller projects from throughout the semester worth 25% links to LO 1,2,3,4,7
Essay set at 1000 words worth 33% about a topic in comics links to LO 1,2,3,5,6
MODULE INDICATIVE CONTENT
This module introduces you to the fundamental skills needed to learn cartoon and comic arts. It is designed to break down your preconceptions of what cartoon, comics & illustration are. Emphasis is placed on both creative visual thinking and research, evaluate and presentation of information - skills which the professional cartoonist depend.
The intention is that this module will act as a primer to prompt both written research and visual experimentation into cartoon and comic arts. You will be introduced to resources both within and outside the University which enable you to expand your knowledge and skills. You will learn the conventions employed to organise information and explore some of the techniques (and technologies) now used to present information in written, verbal and visual forms.
The emphasis is very much on acquiring skills through practice. In addition to illustrated talks and informal discussion groups, you will participate in exercises and workshops that are designed to help you understand the methods and conventions, by which you can design, research, evaluate and communicate your interest your chosen field of study. You will learn the various stages of the design process, image making and methods of presenting information. Through group projects you will be able to explore ideas and theories in a wide range of visual forms and will gain valuable experience. You will also acquire both the appropriate IT skills you need for the gathering and presenting of information in an academic context as well as attending the 3D workshops to help you develop as a practitioner. You will carry out a research-based, specialist project and make a presentation of your findings to staff and students. You will carry out a series of short exercises on academic writing (at university level) and write a brief essay. This module will therefore provide a sound foundation for further development in cartoon & illustration theory and practice.
WEB DESCRIPTOR
This module introduces you to the fundamental skills needed to learn cartoon and comic arts.
MODULE LEARNING STRATEGIES
Module Learning Strategies, Lectures/seminars/tutorials
3D Workshops
Academic workshops
Small group sessions (seminars, tutorials)
Independent study in support of your project work
Short exercises and assignments that help you to apply and evaluate your learning
MODULE TEXTS
Module Texts, Suggested Cartoon & Comic Arts texts:
Canemake, J. 1999. Paper Dreams. The Art & Artist of Disney Storyboards. Hyperion. New York.
Eisner, W. 2008 Comics and Sequential Art: Principles and Practices from the Legendary Cartoonist. W. W. Norton & Co. New York
Gravett, P, & Stanbury, P. (2006) Great British Comics. Celebrating a Century of Ripping Yarns and Wizard Wheezes. London: Aurum
McCloud, S. 1994. Understanding Comics: The Invisible Art. Harper Collins. London
McKenzie, A. 2005. How to Draw & Sell Comic Strips. (3rd Edition) Titan Books. London
Sabin, R. 2003. Comic, Comix & Graphic Novels. A History of Comic Art. Phaidon New York.
Scarfe, G. 2008. Monsters: How George Bush Saved The World ' and Other Tall Stories. Little Brown. London.
Walker, B. (2004) Comics Before 1945. New York: Harry N. Abrams
Walker, B. (2002) Comics Since 1945. New York: Harry N. Abrams
MODULE RESOURCES
Drawing boards and lightboxes
Print Bureau workshops for Risoprinting and Printing books
ClipStudio on university computers
Making Comics, Understanding Comics both by Scott McCloud