GA1S03 - Visual Studies for Game Art 01 Sep 2018 - 31 Aug 2026 | Version 1
Associated Module Information
| Module Code: | GA1S03 | ||
|---|---|---|---|
| Module Title: | Visual Studies for Game Art | ||
| Faculty: | Faculty of Business and Creative Industries | ||
| Faculty Group: | Games and Design | ||
| Faculty Sub Group: | Games | ||
| Module Leader: | Gina Carpenter | ||
| Module Team: | Pierre Laffoux, Simon Reed, Emma Marshman | ||
| First Intended Intake: | SEP 2018 | Final Year of Intake: | |
| Date Closed: | |||
| Credit Value: | 20 | Credit Level: | 4 |
| Language: | English | ||
| Percentage of Module Taught in Welsh: | 0 | ||
| Equivalent Module: | |||
| HECOS codes: | 101019 - computer games graphics | ||
| HECOS Code Weighting: | 100 | ||
Document Version Information
| Version | 1 |
|---|---|
| Valid From | 01 Sep 2018 |
| Valid To | 31 Aug 2026 |
Module Aims
To introduce both traditional and digital drawing techniques.
To develop an understanding of visual design, scale, colour, proportion and composition in both drawing and painting.
To investigate visual language throughout Art & Design in relation to games, game visuals and visual language.
To encourage students to evaluate their own work through reflective practice.
Content Summary
The game artist requires the ability to visually represent ideas and have the skill to communicate designs to all audiences.
The module compliments and runs along all year 1 modules and helps underpin production artwork with a solid appreciation and practical evidence of drawing, design, observation and communication for game art students.
Diagnostic exercises are based on the following :
Traditional Life and Observational drawing and mark-making techniques explored, including:
Colour Theory
Realistic, representational life drawing.
Head, hands and feet drawing.
Clothed figure studies.
Quick studies and thumbnail development.
Core image manipulation software skills and creative methodologies and workflows will be covered for digital painting and conceptual design and development enabling students to transition both creativity and technically into a group development environments.
Applying self-reflection and annotation as part of drawing skills development.
Learning and Teaching Methods
| Activity Type | Hours |
|---|---|
| Practical classes and workshops | 12 |
| Supervised time in studio/workshop | 12 |
| Fieldwork | 24 |
| Independent Study | 100 |
| Directed Study | 52 |
| Total Hours Selected | 200 |
Learning Outcomes
| # | Learning Outcome |
|---|---|
| LO1 | Generate work that exhibits a clear understanding of visual language and form by providing evidence of sustained practice and the exploration of production techniques. |
| LO2 | Demonstrate an understanding of meaning and communication with both traditional and digital practical skills, recognising ways in which practice can be improved through independent learning. |
Module Requisites
N/A
Assessment Criteria
| Assessment Category | Assessment Type | Description | Duration | Word Count | Weight (%) | Best of? | Pass Mark |
|---|---|---|---|---|---|---|---|
| Practical Assessment (CW) | Creative Designs / Art 1 | Practical portfolio of traditional and digital realised artwork. | 0 | N/A | 100 | No | 40 |
Assessment Matrix
| Assessment Type | Learning Outcomes | ||
|---|---|---|---|
| LO1 | LO2 | ||
| Creative Designs / Art 1 | ✔ | ✔ | |