Module Descriptors
COMICS IN MOTION
TOON40135
Key Facts
Digital, Technology, Innovation and Business
Level 4
20 credits
Contact
Leader: Adrian Tooth
Hours of Study
Scheduled Learning and Teaching Activities: 40
Independent Study Hours: 160
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 2
Sites
  • Stoke Campus
Assessment
  • Webpage with body of research weighted at 30%
  • Final Individual Animation weighted at 70%
Module Details
MODULE LEARNING OUTCOMES
1. DEMONSTRATE KNOWLEDGE AND UNDERSTANDING OF THE UNDERLYING CONCEPTS AND PRINCIPLES WHICH UNDERPIN TRADITIONAL CONTEMPORARY COMIC MAKING PRODUCTION PRACTICES AND WHICH UTILISES THE VALUE OF TRADITIONAL MIXED MEDIA EXPERIMENTATION AND DIGITAL APPLICATIONS.

2. SHOW EVIDENCE OF DIGITAL TECHNIQUES AND SKILLS ARE ASSIMILATED INTO TRADITIONAL PRACTICE IN ORDER TO MEET A SET OF DESIGN SPECIFIC TECHNICAL, CREATIVE GOALS¿

3. SHOW A CLEAR PLANNING PROCESS FROM INITIAL RESEARCH, STORY BOARDING LEADING TO A RESOLVED ANIMATED PIECE OF [COMIC] WORK. CREATIVELY APPLY KNOWLEDGE AND SKILLS GAINED THROUGH EXPERIMENTATION WITH A VARIETY OF MEDIA TO DEMONSTRATE PROGRESS OF YOUR WORK.

4. VALUATE THE APPROPRIATENESS OF DIFFERENT APPROACHES THROUGH EXPLORATION AND EXPERIMENTATION, USING A RANGE OF ALTERNATIVE MEDIA AND TECHNIQUES TO ARRIVE AT A RELEVANT SOLUTION TO A VISUAL COMMUNICATION PROBLEM.¿

5. IDENTIFY THE VISUAL ELEMENTS THAT PLAY A PART IN THE PERCEPTION AND COMMUNICATION OF A RANGE OF VISUAL SEQUENTIAL IMAGES; EVALUATE AND INTERPRET IMAGE MAKING TECHNIQUES TO SOLVE CREATIVE PROBLEMS.

6. CONVEY INFORMATION AND MEANING EFFECTIVELY IN ITS MANY DIFFERENT FORMS USING A RANGE OF CREATIVE TECHNIQUES AND APPROACHES¿
MODULE ADDITIONAL ASSESSMENT DETAILS
ASSESSMENT DETAILS, COURSEWORK weighted at 30%. PROJECT weighted at 70%.¿
You will present for assessment a body of work as outlined in the module information pack. This is likely to include:

A web page containing work related to this module which should include¿
Finished visuals, together with layout and scanned in sketchbooks showing research containing appropriate annotation into a diverse range of traditional and digital image making techniques as well as practicing cartoonist, artists, animators and designers [Learning Outcome: 1, 2, 3, 5], design development work, providing evidence of your ability to: identify, research and analyse a communication problem, generate a range of creative proposals and select and present solutions in appropriate visual forms. [Learning Outcomes: 4, 5, 6]¿
Produce and select solutions that demonstrate a developing aesthetic judgment based on sound research and observation, [Learning Outcomes 3, 4, 5]¿
Demonstrate an awareness of creative production processes [Learning Outcome 1, 2]¿
WEIGHTED at 30%

Finished projects and tasks that utilise digital applications and moving image techniques.¿
A series of pre-production drawings, mood boards and storyboards related to the brief uploaded onto website.¿
Undertake and show evidence of all aspects of animation principles in a series of simple exercises which underpins the theoretical aspect of animation production¿
Produce a substantial sequential animation as part of a motion comic.¿
[Learning Outcomes: 1, 2, 3, 4, 5, 6,] WEIGHTED at 70%¿
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All work must be submitted on a dedicated webpage undertaken especially for this module to enable you to produce an online portfolio.¿
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NOTE: each element of assessment must be passed¿
MODULE INDICATIVE CONTENT
This module aims to present basic methods of creating a motion comic and to introduce you to a range of technology to help enhance your traditional drawing skills by using digital media.¿
You will study the fundamentals of timing and spacing, looking at applying both these to your work and demonstrate an understanding of key principles of animation to aid an overall production of a piece of work using motion comic specific software.¿
Technical demonstrations of software, equipment and practical exercises will provide initial overview to the stages of story development, scripting and character design leading to the development and production of a short Motion Comic.¿
The module aims to develop your ability to develop creative concepts and generate ideas from storyboard visualisation through to the creation of a short 2D digital sequence.¿
The module intends to prepare you with pre-requisite skills that will enable you to develop Animation techniques and content at intermediate level and further.¿
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This module is also concerned with developing and conveying design and information in its many different forms and deals with the practical issues of image making and visual problem solving within the broad field of visual communication.¿
WEB DESCRIPTOR
This module aims to present basic methods of creating a motion comic and to introduce you to a range of technology to help enhance your traditional drawing skills by using digital media.
MODULE LEARNING STRATEGIES
Technical instruction and workshop demonstrations on how to handle equipment, processes and materials safely and effectively.¿
Health & Safety.¿
Lectures to the whole group where you will be introduced to the preparation, planning and structure of a construction of a comic narrative.¿
Small group sessions (seminars, crits, tutorials) where you will contribute to the discussions, engage in debate about issues raised, present the results of your research and your work in progress and receive constructive feedback from your peers when appropriate and from your tutor.¿
Independent Study in support of your project work. You will need to undertake a number of activities when not involved in taught or participation sessions. These will include researching and documenting your practical project; pre and post production work for your project; the execution of your production and the preparation of your work for assessment.¿
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Project work will integrate practical (technical, aesthetic) and theoretical aspects of visual communication.¿
You will be required to participate in:¿
Introductory lectures; Seminars; Technical workshops/ Academic workshops (formal technical instruction sessions and library, design collection and design museum/exhibition based activities); Group tutorials; Critique and feedback sessions; Group work; Life drawing classes; Formative assessments; Independent study in support of your practical work.¿
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KEY INFORMATION SETS¿
20% scheduled Learning & Teaching activities¿
80% guided independent learning¿
MODULE TEXTS
Edwards B (2001) The New Drawing on the Right Side of the Brain HarperCollins¿
Eisner, W. (2008) Graphic Storytelling and Visual Narrative. Principles and Practices from the Legendary cartoonist. W.W.Norton & Company Inc. NY¿
Lee, S. (2011) Stan Lee's How to Write Comics. Watson-Guptill Publications NY¿
Maintbrough, S. (2007) How to Draw Noir Comics. The Art and Technique of Visual Storytelling. Watson-Guptill Publications NY¿
Mateu-Mestre, M. (2010) Framed Ink Drawing and Composition for Visual Storytellers. Design Studio Press. USA¿
McCloud, S. (2000) Reinventing Comics. How Imagination and Technology are Revolutionizing an Art Form. Harper Collins Publishers Inc. NY¿
Moore, A. (2008) Alan Moore's Writing For Comics. Avatar Press. UK¿
Muybridge E. 1995. 'The Human Figure in motion'. Dover Press¿
Muybridge E. 1967. 'Animals in Motion' Dover Press¿
Stanchfield W & Hahn D (2009) Drawn to Life: 20 Golden Years of Disney Master Classes: The Walt Stanchfield Lectures - Volume 1 & 2 Focal Press¿
White, Tony. (1988) The Animator's Workbook by Publisher: Watson-Guptill Publications; Reprint edition¿
Zeegen, L. 2005. The Fundamentals of Illustration. AVA Publishing
MODULE RESOURCES
Studio workspace and seminar room with presentation and projection facilities.¿
Computer Workshops¿¿ CW3 (Projected 40 students)¿
Specific skills modulettes will be assigned to this module to cover the below requirements.¿
Software: Clip Studio, Adobe Photoshop, Storyboard Pro and Adobe Animate are essential programmes for this project. Other programmes may include Anime Pro, Adobe Illustrator, Indesign, Mudbox, Maya, other 3d Packages¿can be used.

Access to the Sound Studio and recording equipment for the production of foley and audio for the project with technical assistance available.

Library¿
Internet access¿
Cartoon and Comic studio¿
Experimental workshop resources for mixed media experimentation¿
Controlled studio environment for life drawing classes.¿
A3 Cintiqs¿
A3 scanner¿
Colour Printer¿
Digital Camera¿
Projector¿
Animation Workshops¿

The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be supplied in the module handbook.