MODULE LEARNING OUTCOMES
1. CRITICALLY ANALYSE RESEARCH INTO CONTEMPORARY AND HISTORICAL NARRATIVE ILLUSTRATION AND CARTOONING, WITH A VIEW OF INSTIGATING A RANGE OF CREATIVE IDEAS AND CONCEPTS, DEVELOPED THROUGH THE ACQUISITION OF NEW DRAWING SKILLS.
2. DEMONSTRATE A KNOWLEDGE AND UNDERSTANDING OF IMAGE MAKING, IDEA GENERATION AND VISUAL STORYTELLING WITHIN THE CREATIVE ARTS INDUSTRY.
3. APPLY A DETAILED ANALYSIS OF YOUR OWN CREATIVE ABILITY AND DEMONSTRATE DEVELOPMENT OF ADVANCED ARTISTIC SKILLS LEARNT THROUGHOUT THIS MODULE TO PRODUCE A FINAL PROJECT THAT COMMUNICATES VISUALLY TO A DEFINED TARGET AUDIENCE.
4. UNDERSTAND THE KNOWLEDGE AND SKILLS REQUIRED BY THE USE OF EXPERIMENTATION AND USING APPROPRIATE MEDIA, CRAFT AND TECHNICAL SKILLS IN THE PRODUCTION OF WORK TO VISUALLY COMMUNICATE A WRITTEN NARRATIVE.
MODULE ADDITIONAL ASSESSMENT DETAILS
At the end of this module you will submit a body of work as outlined in the module handbook.
This will include research uploaded online, containing appropriate annotated research into historical and contemporary creative arts, such as cartoons, comics and illustration. They should be specifically examples of visual storytelling and a diverse range of advanced image making techniques.
Sketchbooks should be scanned and submitted, containing evidence of in-depth investigation and experimentation with a variety of media, and illustrated image making techniques.
Using a variety of methods you will develop a range of possible solutions through rough visuals, demonstrating creative thinking and the ability to solve visual design and storytelling problems. Initial ideas will be developed to produce professional finished product that illustrates your narrative using appropriate media/software.
100% Coursework
Not sure if below is needed as this is more of a module handbook element!
1. Demonstration of research & Experimentation 15% of total mark:
You will provide a selection of annotated work that demonstrates the techniques of research and experimentation you have undertaken as part of this module and produce an online portfolio containing this information, professionally presented and clearly identified in sections. Learning Outcome 1,2,4
2. Presentation of work 10% of total mark:
You will verbally present your work on a given date and at a given time in front of the cohort. Learning Outcome 1,2,4
3. Finished Product submission, marketing and sale of item 65% of total mark:
You will produce a final product that will be produced to a high standard and actively engage in the selling and marketing of your work at a student led event on a given date and location. Learning Outcome 1,2,3, 4
4. Reflective report 10% of total mark:
You will produce a reflective report on your project, detailing your processes, thoughts and experiences. Learning Outcome 1,2,3, 4
MODULE INDICATIVE CONTENT
This module will enable you to explore and develop a greater knowledge of illustration and visual storytelling within cartoon and comic arts.
The main function of the visual storyteller is to represent, interpret, and heighten the meaning of a selected piece of information by means of pictures, with the aim of contributing to the audience's appreciation and understanding of the narrative.
Through set projects you will build on your understanding of the relationships within a narrative structure with images. You will be asked to consider and reflect the tone of a narrative by developing an understanding about the relationship of narrative and images. The final intention might be to create a sense of drama or humour, suspense and surprise in a product.
You will be required to continue an in-depth exploration of different mediums. Experimenting with a range of image making methods will be encouraged, alongside further development of traditional drawing skills in a controlled studio environment utilising the range of workshops and techniques the University has on offer.
You will demonstrate your ability to synthesise information and media and create responses to posed problems relating to visual story telling.
Research and analysis of historical and contemporary practitioners will inform your design decisions and identify areas of special interest such as, artists books, comic strips, editorial, storyboards
WEB DESCRIPTOR
The main function of the visual storyteller is to represent, interpret, and heighten the meaning of a selected piece of information by means of pictures, with the aim of contributing to the audience's appreciation and understanding of the narrative.
MODULE LEARNING STRATEGIES
A range of studio-based project work and exercises will provide the framework through which learning will take place, it will integrate the practical, theoretical, and technical aspects of visual storytelling.
Studio work will be supported by introductory lectures, seminars, and workshop inductions. Work in progress will be monitored through group tutorials, critiques, and presentations.
Creative classes will take place a controlled environment with varied lecturers delivering various aspects of the design process.
Insight into the creative possibilities will be achieved by encouraging visits to external event such as held regionally.
MODULE TEXTS
Caputo, T.C. Ellison, H. (2002) Visual Storytelling: The Art and Techniques. Watson-Guptill Publication
Eisner, W. (2008) Graphic Storytelling and Visual Narrative: Principles and Practices from the Legendary Cartoonist. W. W. Norton
Geraghty, M. (2009) The Five Minute Writer: Exercise and Inspiration in Creative Writing in Five Minutes a Day. How To Books Ltd
Glebas, F. (2008) Directing the Story: Professional Storytelling Techniques for Live Action and Animation. Focal Press
Guiseppe, C. (2008) The Storyboard Design Course: The Ultimate Guide For Artist, Directors, Producers and Scriptwriters. Thames & Hudson
Hart, J. (2007) The Art of Storyboard: A Film Makers Introduction. Focal Press
Martinbrough, S. (2007) How to Draw Noir Comics. The Art & Techniques of Visual Storytelling. Watson-Guptill
Ramet, A. (2010) Creative Writing: How to Unlock Your Imagination and Develop Your Writing Skills. How To Books Ltd
Sabin, R. (1998) Comics, Comix and Graphic Novels. Phaidon
Sailsbury, M. Styles, M (2012) Childrens Picture Books:- The Art of Visual Storytelling. Laurence King
Spiegelman, A. (1993) Maus: A Survivor's Tale. Random House
The Complete Guide to Self-Publishing Comics’ Comfort Love 2015
‘The Craft Business handbook’ Alison McNicol 2012
‘The Craft Sellers Companion’ 2013
MODULE RESOURCES
Library
Internet access
Experimental workshop resources for screen print/monoprint/lino print/riso print/ Lazer Cutter and 3D printing/ Woodwork, Metalwork and plastics Workshop
Apple Mac Computers and PC's
Software: Adobe Illustrator and Photoshop, Painter, Indesign, Clip Studio
A3 printer, A3 Scanners, Wacom Tablet, Cinteq Tablets. Drawing Tables/Boards, light boxes.
Specialist Skills Technical Instruction Classes will be assigned to this module, Silk Screen Printing, Riso Printing, Adobe Illustrator for the Lazer Cutter
A comprehensive list of all Technical Instruction Sessions is available from the DTA Office.
Access and Training
Riso Printer
Lazer Cutter
3d Modelling
Workshops
The Blackboard virtual learning environment will be available (where relevant) to support this module. Details will be suplied in the module handbook.
MODULE SPECIAL ADMISSIONS REQUIREMENTS
Health and Safety session to be attended before access to workshops is granted!